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  • What is the best way to send structs containing enum values via sockets in C.

    - by Axel
    I've lots of different structs containing enum members that I have to transmit via TCP/IP. While the communication endpoints are on different operating systems (Windows XP and Linux) meaning different compilers (gcc 4.x.x and MSVC 2008) both program parts share the same header files with type declarations. For performance reasons, the structures should be transmitted directly (see code sample below) without expensively serializing or streaming the members inside. So the question is how to ensure that both compilers use the same internal memory representation for the enumeration members (i.e. both use 32-bit unsigned integers). Or if there is a better way to solve this problem... //type and enum declaration typedef enum { A = 1, B = 2, C = 3 } eParameter; typedef enum { READY = 400, RUNNING = 401, BLOCKED = 402 FINISHED = 403 } eState; #pragma pack(push,1) typedef struct { eParameter mParameter; eState mState; int32_t miSomeValue; uint8_t miAnotherValue; ... } tStateMessage; #pragma pack(pop) //... send via socket tStateMessage msg; send(iSocketFD,(void*)(&msg),sizeof(tStateMessage)); //... receive message on the other side tStateMessage msg_received; recv(iSocketFD,(void*)(&msg_received),sizeof(tStateMessage)); Additionally... Since both endpoints are little endian maschines, endianess is not a problem here. And the pack #pragma solves alignment issues satisfactorily. Thx for your answers, Axel

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  • Using game of life or other virtual environment for artificial (intelligence) life simulation? [clos

    - by Berlin Brown
    One of my interests in AI focuses not so much on data but more on biologic computing. This includes neural networks, mapping the brain, cellular-automata, virtual life and environments. Described below is an exciting project that includes develop a virtual environment for bots to evolve in. "Polyworld is a cross-platform (Linux, Mac OS X) program written by Larry Yaeger to evolve Artificial Intelligence through natural selection and evolutionary algorithms." http://en.wikipedia.org/wiki/Polyworld " Polyworld is a promising project for studying virtual life but it still is far from creating an "intelligent autonomous" agent. Here is my question, in theory, what parameters would you use create an AI environment? Possibly a brain environment? Possibly multiple self contained life organisms that have their own "brain" or life structures. I would like a create a spin on the game of life simulation. What if you have a 64x64 game of life grid. But instead of one grid, you might have N number of grids. The N number of grids are your "life force" If all of the game of life entities die in a particular grid then that entire grid dies. A group of "grids" makes up a life form. I don't have an immediate goal. First, I want to simulate an environment and visualize what is going on in the environment with OpenGL and see if there are any interesting properties to the environment. I then want to add "scarce resources" and see if the AI environment can manage resources adequately.

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  • Dev-C++ and Detours compiling error

    - by Julio
    Hello. As title says I'm trying to compile with Dev-C++ a simple DLL using Detours, but I get this error: syntax error before token '&' on this lines: DetourAttach(&(PVOID &)trueMessageBox, hookedMessageBox) DetourDetach(&(PVOID &)trueMessageBox, hookedMessageBox) The complete code is #include <windows.h> #include <detours.h> #pragma comment( lib, "Ws2_32.lib" ) #pragma comment( lib, "detours.lib" ) #pragma comment( lib, "detoured.lib" ) int (WINAPI * trueMessageBox)(HWND hWnd, LPCSTR lpText, LPCSTR lpCaption, UINT uType) = MessageBox; int WINAPI hookedMessageBox(HWND hWnd, LPCSTR lpText, LPCSTR lpCaption, UINT uType) { LPCSTR lpNewCaption = "You've been hijacked"; int iReturn = trueMessageBox(hWnd, lpText, lpNewCaption, uType); return iReturn; } BOOL WINAPI DllMain( HINSTANCE, DWORD dwReason, LPVOID ) { switch ( dwReason ) { case DLL_PROCESS_ATTACH: DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); DetourAttach(&(PVOID &)trueMessageBox, hookedMessageBox) DetourTransactionCommit(); break; case DLL_PROCESS_DETACH: DetourTransactionBegin(); DetourUpdateThread( GetCurrentThread() ); DetourDetach(&(PVOID &)trueMessageBox, hookedMessageBox) DetourTransactionCommit(); break; } return TRUE; }

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  • Time with and without OpenMP

    - by was
    I have a question.. I tried to improve a well known program algorithm in C, FOX algorithm for matrix multiplication.. relative link without openMP: (http://web.mst.edu/~ercal/387/MPI/ppmpi_c/chap07/fox.c). The initial program had only MPI and I tried to insert openMP in the matrix multiplication method, in order to improve the time of computation: (This program runs in a cluster and computers have 2 cores, thus I created 2 threads.) The problem is that there is no difference of time, with and without openMP. I observed that using openMP sometimes, time is equivalent or greater than the time without openMP. I tried to multiply two 600x600 matrices. void Local_matrix_multiply( LOCAL_MATRIX_T* local_A /* in */, LOCAL_MATRIX_T* local_B /* in */, LOCAL_MATRIX_T* local_C /* out */) { int i, j, k; chunk = CHUNKSIZE; // 100 #pragma omp parallel shared(local_A, local_B, local_C, chunk, nthreads) private(i,j,k,tid) num_threads(2) { /* tid = omp_get_thread_num(); if(tid == 0){ nthreads = omp_get_num_threads(); printf("O Pollaplasiamos pinakwn ksekina me %d threads\n", nthreads); } printf("Thread %d use the matrix: \n", tid); */ #pragma omp for schedule(static, chunk) for (i = 0; i < Order(local_A); i++) for (j = 0; j < Order(local_A); j++) for (k = 0; k < Order(local_B); k++) Entry(local_C,i,j) = Entry(local_C,i,j) + Entry(local_A,i,k)*Entry(local_B,k,j); } //end pragma omp parallel } /* Local_matrix_multiply */

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  • GUI Agent accepts statuses from Daemon and shows it using progress indicator

    - by Pavel
    Hi to all! My application is a GUI agent, which communicate with daemon through the unix domain socket, wrapped in CFSocket.... So there are main loop and added CFRunLoop source. Daemon sends statuses and agent shows it with a progress indicator. When there are any data on socket, callback function begin to work and at this time I have to immediately show the new window with progress indicator and increase counter. //this function initiate the runloop for listening socket - (int) AcceptDaemonConnection:(ConnectionRef)conn { int err = 0; conn->fSockCF = CFSocketCreateWithNative(NULL, (CFSocketNativeHandle) conn->fSockFD, kCFSocketAcceptCallBack, ConnectionGotData, NULL); if (conn->fSockCF == NULL) err = EINVAL; if (err == 0) { conn->fRunLoopSource = CFSocketCreateRunLoopSource(NULL, conn->fSockCF, 0); if (conn->fRunLoopSource == NULL) err = EINVAL; else CFRunLoopAddSource(CFRunLoopGetCurrent(), conn->fRunLoopSource, kCFRunLoopDefaultMode); CFRelease(conn->fRunLoopSource); } return err; } // callback function void ConnectionGotData(CFSocketRef s, CFSocketCallBackType type, CFDataRef address, const void * data, void * info) { #pragma unused(s) #pragma unused(address) #pragma unused(info) assert(type == kCFSocketAcceptCallBack); assert( (int *) data != NULL ); assert( (*(int *) data) != -1 ); TStatusUpdate status; int nativeSocket = *(int *) data; status = [agg AcceptPacket:nativeSocket]; // [stWindow InitNewWindow] inside [agg SendUpdateStatus:status.percent]; } AcceptPacket function receives packet from the socket and trying to show new window with progress indicator. Corresponding function is called, but nothing happens... I think, that I have to make work the main application loop with interrupting CFSocket loop... Or send a notification? No idea....

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  • How to force inclusion of an object file in a static library when linking into executable?

    - by Brian Bassett
    I have a C++ project that due to its directory structure is set up as a static library A, which is linked into shared library B, which is linked into executable C. (This is a cross-platform project using CMake, so on Windows we get A.lib, B.dll, and C.exe, and on Linux we get libA.a, libB.so, and C.) Library A has an init function (A_init, defined in A/initA.cpp), that is called from library B's init function (B_init, defined in B/initB.cpp), which is called from C's main. Thus, when linking B, A_init (and all symbols defined in initA.cpp) is linked into B (which is our desired behavior). The problem comes in that the A library also defines a function (Af, defined in A/Afort.f) that is intended to by dynamically loaded (i.e. LoadLibrary/GetProcAddress on Windows and dlopen/dlsym on Linux). Since there are no references to Af from library B, symbols from A/Afort.o are not included into B. On Windows, we can artifically create a reference by using the pragma: #pragma comment (linker, "/export:_Af") Since this is a pragma, it only works on Windows (using Visual Studio 2008). To get it working on Linux, we've tried adding the following to A/initA.cpp: extern void Af(void); static void (*Af_fp)(void) = &Af; This does not cause the symbol Af to be included in the final link of B. How can we force the symbol Af to be linked into B?

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  • SWIG_NewPointerObj and values always being nil

    - by Tom J Nowell
    I'm using SWIG to wrap C++ objects for use in lua, and Im trying to pass data to a method in my lua script, but it always comes out as 'nil' void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); swig_module_info *module = SWIG_GetModule( L ); swig_type_info *type = SWIG_TypeQueryModule( module, module, "IUnit *" ); SWIG_NewPointerObj(L,unit,type,0); lua_epcall(L, 1, 0); } Here is the lua code: function AI:UnitCreated(unit) if(unit == nil) then game:SendToConsole("I CAN HAS nil ?") else game:SendToConsole("I CAN HAS UNITS!!!?") end end unit is always nil. I have checked and in the C++ code, the unit pointer is never invalid/null I've also tried: void CTestAI::UnitCreated(IUnit* unit){ lua_getglobal(L, "ai"); lua_getfield(L, -1, "UnitCreated"); SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,0); lua_epcall(L, 1, 0); } with identical results. Why is this failing? How do I fix it?

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  • OpenMP: Get total number of running threads

    - by Konrad Rudolph
    I need to know the total number of threads that my application has spawned via OpenMP. Unfortunately, the omp_get_num_threads() function does not work here since it only yields the number of threads in the current team. However, my code runs recursively (divide and conquer, basically) and I want to spawn new threads as long as there are still idle processors, but no more. Is there a way to get around the limitations of omp_get_num_threads and get the total number of running threads? If more detail is required, consider the following pseudo-code that models my workflow quite closely: function divide_and_conquer(Job job, int total_num_threads): if job.is_leaf(): # Recurrence base case. job.process() return left, right = job.divide() current_num_threads = omp_get_num_threads() if current_num_threads < total_num_threads: # (1) #pragma omp parallel num_threads(2) #pragma omp section divide_and_conquer(left, total_num_threads) #pragma omp section divide_and_conquer(right, total_num_threads) else: divide_and_conquer(left, total_num_threads) divide_and_conquer(right, total_num_threads) job = merge(left, right) If I call this code with a total_num_threads value of 4, the conditional annotated with (1) will always evaluate to true (because each thread team will contain at most two threads) and thus the code will always spawn two new threads, no matter how many threads are already running at a higher level. I am searching for a platform-independent way of determining the total number of threads that are currently running in my application.

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  • Generating python wrapper for 3ed party c++ dll using swig with

    - by MuraliK
    I am new bee to swig. I have a third party c++ dll with the following functions export. I want to call these dll functions in python. So thought of using swig to generate the wrapper using swig. I am not sure what sort of wrapper i need to generate (do i need to generate .lib or .dll to use it in python?). In case i need to generate .dll how do i do that using visual studio 2010. There are some call back function like SetNotifyHandler(void (__stdcall * nf)(int wp, void *lp)) in the bellow list. How do define such function in interface file. can someone help me plese? enter code here #ifndef DLL_H #define DLL_H #ifdef DLL_BUILD #define DLLFUNC __declspec(dllexport) #else #define DLLFUNC __declspec(dllimport) #endif #pragma pack(push) #pragma pack(1) #pragma pack(pop) extern "C" { DLLFUNC int __stdcall StartServer(void); DLLFUNC int __stdcall GetConnectionInfo(int connIndex, Info *buf); DLLFUNC void __stdcall SetNotifyWindow(HWND nw); DLLFUNC void __stdcall SetNotifyHandler(void (__stdcall * nf)(int wp, void *lp)); DLLFUNC int __stdcall SendCommand(int connIndex, Command *cmd); };

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  • Why trigger query fails in the sqlite with Qt?

    - by dexterous_stranger
    I am a beginner in the SQL. I am using SQLite, Qt - on embedded systems. I want to put a trigger here. The trigger is that whenever the primary key Id is greater than 32145, then channelNum=101 should be set. I want to set the attrib name - text also, but I got the compilation issue. I believe that the setting of trigger is the part of DDL - Data definition language. Please let me know that if I am wrong here. Here is my create db code. I get the sql query error. Also please do suggest how to set the text attrib = "COmedy". /** associate db with query **/ QSqlQuery query ( m_demo_db ); /** Foreign keys are disabled by default in sqlite **/ /** Here is the pragma to turn them on first **/ query.exec("PRAGMA foreign_keys = ON;"); if ( false == query.exec()) { qDebug()<<"Pragma failed"; } /** Create Table for storing user preference LCN for DTT **/ qDebug()<<"Create Table postcode.db"; query.prepare(" CREATE TABLE dttServiceList (Id INTEGER PRIMARY KEY, attrib varchar(20), channelNum integer )" ); if ( false == query.exec()) { qDebug()<<"Create dttServiceList table failed"; } /** Try placing trigger here **/ triggerQuery = "CREATE TRIGGER upd_check BEFORE INSERT ON dttServiceList \ FOR EACH ROW \ BEGIN \ IF Id > 32145 THEN SET channelNum=101; \ END IF; \ END; "; query.prepare(triggerQuery); if ( false == query.exec()) { qDebug()<<"Trigger failed !!"; qDebug() << query.lastError(); } Also, how to set the text name in the trigger - I want to SET attrib = "Comedy".

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  • .NET MVC What is the best way to disable browser caching?

    - by Chameera Dedduwage
    As far as my research goes, there are several steps in order to make sure that browser caching is disabled. These HTTP headers must be set: Cache-Control: no-cache, no-store, must-revalidate, proxy-revalidate Pragma: no-cache, no-store Expires: -1 Last-Modified: -1 I have found out that this can be done in two ways: Way One: use the web.config file <add name="Cache-Control" value="no-store, no-cache, must-revalidate, proxy-revalidate"/> <add name="Pragma" value="no-cache, no-store" /> <add name="Expires" value="-1" /> <add name="Last-Modified" value="-1" /> Way Two: use the meta tags in _Layout.cshtml <meta http-equiv="Cache-Control" content="no-cache, no-store, must-revalidate, proxy-revalidate" /> <meta http-equiv="Pragma" content="no-cache, no-store" /> <meta http-equiv="Expires" content="-1" /> <meta http-equiv="Expires" content="-1" /> My Question: which is the better approach? Or, alternatively, are they equally acceptable? How do these all relate to different platforms? Which browsers would honor what headers? In addition, please feel free to add anything I've missed, if any.

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  • Can't install Perl DBD module on Ubuntu (for Bugzilla)

    - by Mara
    Trying to install bugzilla-4.2.2 on Ubuntu 12.04. When I run checksetup.pl I get the following error: YOU MUST RUN ONE OF THE FOLLOWING COMMANDS (depending on which database you use): PostgreSQL: /usr/bin/perl install-module.pl DBD::Pg MySQL: /usr/bin/perl install-module.pl DBD::mysql SQLite: /usr/bin/perl install-module.pl DBD::SQLite Oracle: /usr/bin/perl install-module.pl DBD::Oracle To attempt an automatic install of every required and optional module with one command, do: /usr/bin/perl install-module.pl --all I have installed MySQL via XAMPP so I run: /urs/bin/perl install-module.pl DBD::mysql And get the following error: perl Makefile.PL --testuser=username Can't exec "mysql_config": No such file or directory at Makefile.PL line 479. Can't find mysql_config. Use --mysql_config option to specify where mysql_config is located Can't exec "mysql_config": No such file or directory at Makefile.PL line 479. Can't find mysql_config. Use --mysql_config option to specify where mysql_config is located Can't exec "mysql_config": No such file or directory at Makefile.PL line 479. Can't find mysql_config. Use --mysql_config option to specify where mysql_config is located Failed to determine directory of mysql.h. Use perl Makefile.PL --cflags=-I<dir> to set this directory. For details see the INSTALL.html file, section "C Compiler flags" or type perl Makefile.PL --help Warning: No success on command[/usr/bin/perl Makefile.PL LIB="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib" INSTALLMAN1DIR="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/man/man1" INSTALLMAN3DIR="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/man/man3" INSTALLBIN="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/bin" INSTALLSCRIPT="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/bin" INSTALLDIRS=perl] CAPTTOFU/DBD-mysql-4.021.tar.gz /usr/bin/perl Makefile.PL LIB="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib" INSTALLMAN1DIR="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/man/man1" INSTALLMAN3DIR="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/man/man3" INSTALLBIN="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/bin" INSTALLSCRIPT="/opt/lampp/htdocs/bugzilla/4.2.2/bugzilla-4.2.2/lib/bin" INSTALLDIRS=perl -- NOT OK Skipping test because of notest pragma Running make install Make had some problems, won't install Could not read metadata file. Falling back to other methods to determine prerequisites So then I tried checksetup.pl's suggestion and ran: /usr/bin/perl install-module.pl --all And it seems to have installed DBD::SQLite without any problems, but again I see a warning that says it's skipping tests because of notest pragma. When I re-run checksetup.pl It shows 3 of the 4 original DB drivers in the "not found" list: PostgreSQL: /usr/bin/perl install-module.pl DBD::Pg MySQL: /usr/bin/perl install-module.pl DBD::mysql Oracle: /usr/bin/perl install-module.pl DBD::Oracle So running it with --all seems to have installed the SQLite driver without any problems, but for some reason I can't seem to install the MySQL driver. Again I need MySQL because thats what XAMPP uses and because I prefer MySQL regardless. I have a feeling it has something to do with this notest pragma error. Any ideas? Thanks in advance!

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  • how this scaling down for css code is worked?

    - by harris
    this is a code for scaling down for css. i was wondering, how this worked. please someone explain to me part by part. thank you very much. /* ======================================================================== / / Copyright (C) 2000 - 2009 ND-Tech. Co., Ltd. / / All Rights Reserved. / / ======================================================================== / / Project : ScaleDown Created : 31-AUG-2009 / / File : main.c Contact : [email protected] / / ======================================================================== / / You are free to use or modify this code to the following restrictions: / / Acknowledge ND Tech. Co. Ltd. / / Or, put "Parts of code by ND Tech. Co., Ltd." / / Or, leave this header as it is. / / in somewhere in your code. / / ======================================================================== */ include "vm3224k.h" define CE0CTL *(volatile int *)(0x01800008) define CE2CTL *(volatile int *)(0x01800010) define SDCTL *(volatile int *)(0x01800018) define LED *(volatile short *)(0x90080000) // Definitions for async access(change as you wish) define WSU (2<<28) // Write Setup : 0-15 define WST (8<<22) // Write Strobe: 0-63 define WHD (2<<20) // Write Hold : 0-3 define RSU (2<<16) // Read Setup : 0-15 define TA (3<<14) // Turn Around : 0-3 define RST (8<<8) // Read Strobe : 0-63 define RHD (2<<0) // Read Hold : 0-3 define MTYPE (2<<4) /* EDMA Registers */ define PaRAM_OPT 0 // Options define PaRAM_SRC 1 // Source Address define PaRAM_CNT 2 // Frame count, Element count define PaRAM_DST 3 // Destination Address define PaRAM_IDX 4 // Frame index, Element index define PaRAM_RDL 5 // Element count reload, Link address define EDMA_CIPR *(volatile int *)0x01A0FFE4 // EDMA Channel interrupt pending low register define EDMA_CIER *(volatile int *)0x01A0FFE8 // EDMA Channel interrupt enable low register define EDMA_CCER *(volatile int *)0x01A0FFEC // EDMA Channel chain enable register define EDMA_ER *(volatile int *)0x01A0FFF0 // EDMA Event low register define EDMA_EER *(volatile int *)0x01A0FFF4 // EDMA Event enable low register define EDMA_ECR *(volatile int *)0x01A0FFF8 // EDMA Event clear low register define EDMA_ESR *(volatile int *)0x01A0FFFC // EDMA Event set low register define PRI (2<<29) // 1:High priority, 2:Low priority define ESIZE (1<<27) // 0:32bit, 1:16bit, 2:8bit, 3:reserved define DS2 (0<<26) // 1:2-Dimensional define SUM (0<<24) // 0:no update, 1:increment, 2:decrement, 3:by index define DD2 (0<<23) // 1:2-Dimensional define DUM (0<<21) // 0:no update, 1:increment, 2:decrement, 3:by index define TCINT (1<<20) // 0:disable, 1:enable define TCC (8<<16) // 4 bit code define LINK (0<<1) // 0:disable, 1:enable define FS (1<<0) // 0:element, 1:frame define OptionField_0 (PRI|ESIZE|DS2|SUM|DD2|DUM|TCINT|TCC|LINK|FS) define DD2_1 (1<<23) // 1:2-Dimensional define DUM_1 (1<<21) // 0:no update, 1:increment, 2:decrement, 3:by index define TCC_1 (9<<16) // 4 bit code define OptionField_1 (PRI|ESIZE|DS2|SUM|DD2_1|DUM_1|TCINT|TCC_1|LINK|FS) define TCC_2 (10<<16)// 4 bit code define OptionField_2 (PRI|ESIZE|DS2|SUM|DD2|DUM|TCINT|TCC_2|LINK|FS) define DS2_3 (1<<26) // 1:2-Dimensional define SUM_3 (1<<24) // 0:no update, 1:increment, 2:decrement, 3:by index define TCC_3 (11<<16)// 4 bit code define OptionField_3 (PRI|ESIZE|DS2_3|SUM_3|DD2|DUM|TCINT|TCC_3|LINK|FS) pragma DATA_SECTION ( lcd,".sdram" ) pragma DATA_SECTION ( cam,".sdram" ) pragma DATA_SECTION ( rgb,".sdram" ) pragma DATA_SECTION ( u,".sdram" ) extern cregister volatile unsigned int IER; extern cregister volatile unsigned int CSR; short camcode = 0x08000; short lcdcode = 0x00000; short lcd[2][240][320]; short cam[2][240][320]; short rgb[64][32][32]; short bufsel; int *Cevent,*Levent,*CLink,flag=1; unsigned char v[240][160],out_y[120][160]; unsigned char y[240][320],out_u[120][80]; unsigned char u[240][160],out_v[120][80]; void PLL6713() { int i; // CPU Clock Input : 50MHz *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) & 0xfffffffe; for(i=0;i<4;i++); *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) | 0x08; *(volatile int *)(0x01b7c114) = 0x08001; // 50MHz/2 = 25MHz *(volatile int *)(0x01b7c110) = 0x0c; // 25MHz * 12 = 300MHz *(volatile int *)(0x01b7c118) = 0x08000; // SYSCLK1 = 300MHz/1 = 300MHz *(volatile int *)(0x01b7c11c) = 0x08001; // SYSCLK2 = 300MHz/2 = 150MHz // Peripheral Clock *(volatile int *)(0x01b7c120) = 0x08003; // SYSCLK3 = 300MHz/4 = 75MHz // SDRAM Clock for(i=0;i<4;i++); *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) & 0xfffffff7; for(i=0;i<4;i++); *(volatile int *)(0x01b7c100) = *(volatile int *)(0x01b7c100) | 0x01; } unsigned short ybr_565(short y,short u,short v) { int r,g,b; b = y + 1772*(u-128)/1000; if (b<0) b=0; if (b>255) b=255; g = y - (344*(u-128) + 714*(v-128))/1000; if (g<0) g=0; if (g>255) g=255; r = y + 1402*(v-128)/1000; if (r<0) r=0; if (r>255) r=255; return ((r&0x0f8)<<8)|((g&0x0fc)<<3)|((b&0x0f8)>>3); } void yuyv2yuv(char *yuyv,char *y,char *u,char *v) { int i,j,dy,dy1,dy2,s; for (j=s=dy=dy1=dy2=0;j<240;j++) { for (i=0;i<320;i+=2) { u[dy1++] = yuyv[s++]; y[dy++] = yuyv[s++]; v[dy2++] = yuyv[s++]; y[dy++] = yuyv[s++]; } } } interrupt void c_int06(void) { if(EDMA_CIPR&0x800){ EDMA_CIPR = 0xffff; bufsel=(++bufsel&0x01); Cevent[PaRAM_DST] = (int)cam[(bufsel+1)&0x01]; Levent[PaRAM_SRC] = (int)lcd[(bufsel+1)&0x01]; EDMA_ESR = 0x80; flag=1; } } void main() { int i,j,k,y0,y1,v0,u0; bufsel = 0; CSR &= (~0x1); PLL6713(); // Initialize C6713 PLL CE0CTL = 0xffffbf33;// SDRAM Space CE2CTL = (WSU|WST|WHD|RSU|RST|RHD|MTYPE); SDCTL = 0x57115000; vm3224init(); // Initialize vm3224k2 vm3224rate(1); // Set frame rate vm3224bl(15); // Set backlight VM3224CNTL = VM3224CNTL&0xffff | 0x2; // vm3224 interrupt enable for (k=0;k<64;k++) // Create RGB565 lookup table for (i=0;i<32;i++) for (j=0;j<32;j++) rgb[k][i][j] = ybr_565(k<<2,i<<3,j<<3); Cevent = (int *)(0x01a00000 + 24 * 7); Cevent[PaRAM_OPT] = OptionField_0; Cevent[PaRAM_SRC] = (int)&camcode; Cevent[PaRAM_CNT] = 1; Cevent[PaRAM_DST] = (int)&VM3224ADDH; Cevent = (int *)(0x01a00000 + 24 * 8); Cevent[PaRAM_OPT] = OptionField_1; Cevent[PaRAM_SRC] = (int)&VM3224DATA; Cevent[PaRAM_CNT] = (239<<16)|320; Cevent[PaRAM_DST] = (int)cam[bufsel]; Cevent[PaRAM_IDX] = 0; Levent = (int *)(0x01a00000 + 24 * 9); Levent[PaRAM_OPT] = OptionField_2; Levent[PaRAM_SRC] = (int)&lcdcode; Levent[PaRAM_CNT] = 1; Levent[PaRAM_DST] = (int)&VM3224ADDH; Levent = (int *)(0x01a00000 + 24 * 10); Levent[PaRAM_OPT] = OptionField_3; Levent[PaRAM_SRC] = (int)lcd[bufsel]; Levent[PaRAM_CNT] = (239<<16)|320; Levent[PaRAM_DST] = (int)&VM3224DATA; Levent[PaRAM_IDX] = 0; IER = IER | (1<<6)|3; CSR = CSR | 0x1; EDMA_CCER = (1<<8)|(1<<9)|(1<<10); EDMA_CIER = (1<<11); EDMA_CIPR = 0xffff; EDMA_ESR = 0x80; while (1) { if(flag) { // LED = 0; yuyv2yuv((char *)cam[bufsel],(char *)y,(char *)u,(char *)v); for(j=0;j<240;j++) for(i=0;i<320;i++) lcd[bufsel][j][i]=0; for(j=0;j<240;j+=2) for(i=0;i<320;i+=2) out_y[j>>1][i>>1]=(y[j][i]+y[j][i+1]+y[j+1][i]+y[j+1][i+1])>>2; for(j=0;j<240;j+=2) for(i=0;i<160;i+=2) { out_u[j>>1][i>>1]=(u[j][i]+u[j][i+1]+u[j+1][i]+u[j+1][i+1])>>2; out_v[j>>1][i>>1]=(v[j][i]+v[j][i+1]+v[j+1][i]+v[j+1][i+1])>>2; } for (j=0;j<120;j++) for (i=0;i<160;i+=2) { y0 = out_y[j][i]>>2; u0 = out_u[j][i>>1]>>3; v0 = out_v[j][i>>1]>>3; y1 = out_y[j][i+1]>>2; lcd[bufsel][j+60][i+80]=rgb[y0][u0][v0]; lcd[bufsel][j+60][i+81]=rgb[y1][u0][v0]; } flag=0; // LED = 1; } } }

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  • How will technological singularity affect programmers?

    - by Amir Rezaei
    I'm one of the believers that think that we will hit the technological singularity sooner or later. Then the question is if any profession will be unaffected by changes that will come. In the end it will be we programmers that will implement the first self-aware AI. How will technological singularity affect us programmer? What is your professional opinion regarding technological singularity? EDIT: By self-aware I refer to an entity that questions and seek answers, able to analyze and solve problem. Artificial neural network is branch in mathematics/statistics with many widely used algorithms. The algorithms are applied where recognition of data is needed. For example hidden Markov model is used for voice recognition. Another well-known area is business intelligence and data mining. Today algorithms are self-learning. That is a bit of AI what many never think of. Let an ultraintelligent machine be defined as a machine that can far surpass all the intellectual activities of any man however clever. Since the design of machines is one of these intellectual activities, an ultraintelligent machine could design even better machines; there would then unquestionably be an ‘intelligence explosion,’ and the intelligence of man would be left far behind. Thus the first ultraintelligent machine is the last invention that man need ever make. Link to Ref.

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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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  • XNA and C# vs the 360's in order processor

    - by Richard Fabian
    Having read this rant, I feel that they're probably right (seeing as the Xenon and the CELL BE are both highly sensitive to branchy and cache ignorant code), but I've heard that people are making games fine with C# too. So, is it true that it's impossible to do anything professional with XNA, or was the poster just missing what makes XNA the killer API for game development? By professional, I don't mean in the sense that you can make money from it, but more in the sense that the more professional games have phsyics models and animation systems that seem outside the reach of a language with such definite barriers to the intrinsics. If I wanted to write a collision system or fluid dynamics engine for my game, I don't feel like C# offers me the chance to do that as the runtime code generator and the lack of intrinsics gets in the way of performance. However, many people seem to be fine working within these constraints, making their successful games but seemingly avoiding any of the problems by omission. I've not noticed any XNA games do anything complex other than what's already provided by the libraries, or handled by shaders. Is this avoidance of the more complex game dynamics because of teh limitations of C#, or just people concentrating on getting it done? In all honesty, I can't believe that AI war can maintain that many units of AI without some data oriented approach, or some dirty C# hacks to make it run better than the standard approach, and I guess that's partly my question too, how have people hacked C# so it's able to do what games coders do naturally with C++?

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  • Jocuri friv pentru toti

    - by haioase
    Jocurile online sunt o modalitate foarte simpla de a te relaxa in timpul liber si spun acest lucru deoarece nu ai altceva de facut decat sa te asezi in fata calculatorului, sa cauti pe internet ceea ce iti place si sa te joci cat vrei - sau cat de mult timp ai la dispozitie.Poate si din cauza ca sunt atat de cautate, industria jocurilor de pe internet a devenit tot mai infloritoare in ultima decada.Un site unde poti sa gasesti o multitudine de jocuri flash este si friv.me.uk games - Play your favorite online game, site dedicat in exclusivitate jocurilor friv de tot felul. Dupa cum se vede din titlu este in limba engleza, dar acest lucru nu cred ca reprezinta un impediment pentru vizitatorii din lumea intreaga care viziteaza www.friv.me.uk , deoarece astazi pana si copiii de gradinita stiu semnificatia cuvintelor play this game sau click here to play.Daca va intrebati ce sa alegeti din multele jocuri de acolo, v-as sugera sa incercati noile jocuri friv de strategie, deoarece sunt atat haioase, cat si interesante si educative pentru cei mici. Nu iti trebuie dexteritate in apasarea tastelor, ci o minte organizata, deoarece trebuie sa iti faci un plan de aparare foarte bun pentru a putea castiga un joc de genul lui Bloons tower defense, de exemplu.Fetelor care vor sa se joace pe friv.me.uk as vrea sa le sugerez cateva jocuri speciale pentru ele, cum ar fi cele de gatit impreuna cu Dora. Se vor distra copios, preparand cea mai gustoasa pizza in bucataria virtuala a Dorei si, in acelasi timp, vor invata fractiile, deoarece trebuie sa imparta pizza in felii egale pentru toti cei aflati la masa.Acestea au fost doar cateva idei despre ce jocuri friv puteti sa va jucati in fiecare zi pe friv.me.uk. Voi alegeti orice va place si stati oricat vreti acolo, pentru ca este un site unde va puteti amuza foarte tare impreuna cu prietenii sau familia. Distractie placuta tuturor!

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  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

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  • Any ideas about how to make Programming Techniques Class more interesting.

    - by Eedoh
    Hello. I already found similar question here on SO, but almost all the answers were more philosophical, then practical. I'd like You to share some of Your PRACTICAL ideas about how to make my course more interesting. It doesn't matter how much effort it takes from me. I even thought about trying to motivate them to pick some topic in the beginning of the course and to work on it as some kind of real, small, startup project that they could maybe financially exploit once it's finished. But I'm afraid that most of them will not get the project to the end, and that it could be boring to them working on one thing all year long. Also I thought about involving them in Torcs, but I'm afraid most of them wouldn't be up to the task. Btw, Torcs is Car Racing Simulation, but there's an API for developers so they can develop their own AI for the driver, and then race their cars against the other programmer's AI's. I'm not asking here for problem examples, as I asked a separate question about that. I need ideas about making my lectures more interesting and fun.

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  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

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  • Nginx Cache-Control

    - by optixx
    Iam serving my static content with ngnix. location /static { alias /opt/static/blog/; access_log off; etags on; etag_hash on; etag_hash_method md5; expires 1d; add_header Pragma "public"; add_header Cache-Control "public, must-revalidate, proxy-revalidate"; } The resulting header looks like this: Cache-Control:public, must-revalidate, proxy-revalidate Cache-Control:max-age=86400 Connection:close Content-Encoding:gzip Content-Type:application/x-javascript; charset=utf-8 Date:Tue, 11 Sep 2012 08:39:05 GMT Etag:e2266fb151337fc1996218fafcf3bcee Expires:Wed, 12 Sep 2012 08:39:05 GMT Last-Modified:Tue, 11 Sep 2012 06:22:41 GMT Pragma:public Server:nginx/1.2.2 Transfer-Encoding:chunked Vary:Accept-Encoding Why is nginx sending 2 Cache-Control entries, could this be a problem for the clients?

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  • Nginx, proxy passing to Apache, and SSL

    - by Vic
    I have Nginx and Apache set up with Nginx proxy-passing everything to Apache except static resources. I have a server set up for port 80 like so: server { listen 80; server_name *.example1.com *.example2.com; [...] location ~* \.(?:ico|css|js|gif|jpe?g|png|pdf|te?xt)$ { access_log off; expires max; add_header Pragma public; add_header Cache-Control "public, must-revalidate, proxy-revalidate"; add_header Vary: Accept-Encoding; } location / { proxy_pass http://127.0.0.1:8080; include /etc/nginx/conf.d/proxy.conf; } } And since we have multiple ssl sites (with different ssl certificates) I have a server{} block for each of them like so: server { listen 443 ssl; server_name *.example1.com; [...] location ~* \.(?:ico|css|js|gif|jpe?g|png|pdf|te?xt)$ { access_log off; expires max; add_header Pragma public; add_header Cache-Control "public, must-revalidate, proxy-revalidate"; add_header Vary: Accept-Encoding; } location / { proxy_pass https://127.0.0.1:8443; include /etc/nginx/conf.d/proxy.conf; proxy_set_header X-Forwarded-Port 443; proxy_set_header X-Forwarded-Proto https; } } server { listen 443 ssl; server_name *.example2.com; [...] location ~* \.(?:ico|css|js|gif|jpe?g|png|pdf|te?xt)$ { access_log off; expires max; add_header Pragma public; add_header Cache-Control "public, must-revalidate, proxy-revalidate"; add_header Vary: Accept-Encoding; } location / { proxy_pass https://127.0.0.1:8445; include /etc/nginx/conf.d/proxy.conf; proxy_set_header X-Forwarded-Port 443; proxy_set_header X-Forwarded-Proto https; } } First of all, I think there is a very obvious problem here, which is that I'm double-encrypting everything, first at the nginx level and then again by Apache. To make everything worse, I just started using Amazon's Elastic Load Balancer, so I added the certificate to the ELB and now SSL encryption is happening three times. That's gotta be horrible for performance. What is the sane way to handle this? Should I be forwarding https on the ELB - http on nginx - http on apache? Secondly, there is so much duplication above. Is the best method to not repeat myself to put all of the static asset handling in an include file and just include it in the server?

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • View a pdf with quick webview though apache proxy

    - by Musa
    I have a site(IIS) that is accessed via a proxy in apache(on an IBM i). This site serves PDFs which has quick web view and if I access a pdf directly from the IIS server the PDFs starts to display immediately but if I go through the proxy I have to wait until the entire pdf downloads before I can view it. In the apache config file I use ProxyPass /path/ http://xxx.xxx.xxx.xxx/ <LocationMatch "/path/"> Header set Cache-Control "no-cache" </LocationMatch> I tried adding SetEnv proxy-sendcl to LocationMatch directive this had no effect. The PDFs that view quickly makes a lot of partial requests This is the initial request and response headers GET http://xxx.xxx.xxx.xxx/xxx.PDF HTTP/1.1 Host: xxx.xxx.xxx.xxx Proxy-Connection: keep-alive Cache-Control: no-cache Accept: text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,*/*;q=0.8 Pragma: no-cache User-Agent: Mozilla/5.0 (Windows NT 6.2; rv:9.0.1) Gecko/20100101 Firefox/9.0.1 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Cookie: chocolatechip HTTP/1.1 200 OK Via: 1.1 xxxxxxxx Connection: Keep-Alive Proxy-Connection: Keep-Alive Content-Length: 15330238 Date: Mon, 25 Aug 2014 12:48:31 GMT Content-Type: application/pdf ETag: "b6262940bbecf1:0" Server: Microsoft-IIS/7.5 Last-Modified: Fri, 22 Aug 2014 13:16:14 GMT Accept-Ranges: bytes X-Powered-By: ASP.NET This is a partial request and response GET http://xxx.xxx.xxx.xxx/xxx.PDF HTTP/1.1 Host: xxx.xxx.xxx.xxx Proxy-Connection: keep-alive Cache-Control: no-cache Pragma: no-cache User-Agent: Mozilla/5.0 (Windows NT 6.2; rv:9.0.1) Gecko/20100101 Firefox/9.0.1 Accept: */* Referer: http://xxx.xxx.xxx.xxx/xxxx.PDF Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Cookie: chocolatechip Range: bytes=0-32767 HTTP/1.1 206 Partial Content Via: 1.1 xxxxxxxx Connection: Keep-Alive Proxy-Connection: Keep-Alive Content-Length: 32768 Date: Mon, 25 Aug 2014 12:48:31 GMT Content-Range: bytes 0-32767/15330238 Content-Type: application/pdf ETag: "b6262940bbecf1:0" Server: Microsoft-IIS/7.5 Last-Modified: Fri, 22 Aug 2014 13:16:14 GMT Accept-Ranges: bytes X-Powered-By: ASP.NET These are the headers I get if I go through he proxy GET /path/xxx.PDF HTTP/1.1 Host: domain:xxxx Connection: keep-alive Cache-Control: no-cache Accept: text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,*/*;q=0.8 Pragma: no-cache User-Agent: Mozilla/5.0 (Windows NT 6.2; rv:9.0.1) Gecko/20100101 Firefox/9.0.1 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 HTTP/1.1 200 OK Date: Mon, 25 Aug 2014 13:28:42 GMT Server: Microsoft-IIS/7.5 Content-Type: application/pdf Last-Modified: Fri, 22 Aug 2014 13:16:14 GMT Accept-Ranges: bytes ETag: "b6262940bbecf1:0"-gzip X-Powered-By: ASP.NET Cache-Control: no-cache Expires: Thu, 24 Aug 2017 13:28:42 GMT Vary: Accept-Encoding Content-Encoding: gzip Keep-Alive: timeout=300, max=100 Connection: Keep-Alive Transfer-Encoding: chunked I'm guessing its because the proxy uses Transfer-Encoding: chunked but I'm not sure and wasn't able to turn it off to check. Browser Chrome 36.0.1985.143 m Using the native PDF viewer Any help to get the pdf quick web view through the proxy working would be appreciated.

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  • NAT : understanding about interconnection

    - by PITCHY
    English version below J'ai 2 routeurs A et B relié en série avec les ip respectives ( 10.0.0.1/30 10.0.0.2/30) sur le routeur A j'ai activé la fonction NAT avec un pool (200.0.0.1 - 200.0.0.15/28). Lorsque je sors je prends donc un ip du pool par exemple 200.0.0.10. Comment ça fonctionne sachant que ma nouvelle ip (200.0.0.10) ne se trouve pas sur le meme réseau que mon interface de destination (10.0.0.2)? English: I have 2 routers A and B, interconnected with a serial connection, with the ip's 10.0.0.1/30 for A and 10.0.0.2/30 for B. On router A NAT was activated with the pool 200.0.0.1 - 200.0.0.15/28. When connection to this router, I get an ip from the pool, for example 200.0.0.10. Knowing my new ip is 200.0.0.10, which is not on the same network as my destination interface (10.0.0.2), how can this work?

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