Search Results

Search found 16023 results on 641 pages for 'knowledge management'.

Page 175/641 | < Previous Page | 171 172 173 174 175 176 177 178 179 180 181 182  | Next Page >

  • C++: Delete a struct?

    - by Rosarch
    I have a struct that contains pointers: struct foo { char* f; int* d; wchar* m; } I have a vector of shared pointers to these structs: vector<shared_ptr<foo>> vec; vec is allocated on the stack. When it passes out of scope at the end of the method, its destructor will be called. (Right?) That will in turn call the destructor of each element in the vector. (Right?) Does calling delete foo delete just the pointers such as foo.f, or does it actually free the memory from the heap?

    Read the article

  • How do you handle large projects?

    - by cam
    I've just inherited a large project previously coded by about 4-5 people. The documentation consists of comments, and is not very well written. I have to get up to date on this project. How do I start? It consists of many different source files. Do you just dig in? Are there tools that can help visualize the structure/flow?

    Read the article

  • How to properly manage a complex DB structure?

    - by errr
    Let's say you have several systems using the same DB - each uses several schemes (sometimes same as the other). This structure of these schemes is somewhat very big and complicated. Now, how could you possibly manage such scheme structure? Obviously using some sort of "configuration" - the simplest would be SQL scripts, but a more reasonable solution would be XMLs which can be easily converted into SQL, or some other readable solution (for example, JPA's XMLs or Annotations). This solution though, causes a problem where you can't really tell if your configuration matches the structure of the DB schemes exactly. You can't say if those two are synchronized. Why wouldn't they? Well, in such big structure there are going to be many changes, and you won't always remember to save/commit your configuration after you've altered the schemes, or maybe you did save/commit it, but eventually didn't altered anything in the schemes and forgot to undo the changes to the configuration. More than that, another problem (not caused by the configuration, but isn't addressed by it either) is versioning. I don't see any good way of managing the DB schemes versions (say our last alteration makes 3 systems crash - not good, how to "rollback"?). And thoughts? thx.

    Read the article

  • What is the difference between these two ways of creating NSStrings?

    - by adame
    NSString *myString = @"Hello"; NSString *myString = [NSString stringWithString:@"Hello"]; I understand that using method (1) creates a pointer to a string literal that is defined as static memory (and cannot be deallocated) and that using (2) creates an NSString object that will be autoreleased. Is using method (1) bad? What are the major differences? Is there any instances where you would want to use (1)? Is there a performance difference? P.S. I have searched extensively on Stack Overflow and while there are questions on the same topic, none of them have answers to the questions I have posted above.

    Read the article

  • How can I tell what is using the memory when there is a heap overflow in Java?

    - by Grae
    Hi all, I know a little about profiling, but what I am particularlly insterest in, is what has all the memory when I get these heap over flow exceptions. I will start getting them after about a hour of debugging. I am hoping there is some sort of dump or something, that I can use to get a list of what instances are around at the time the program starts. By the way, sorry if this is a lazy question. I really shoud put sometime in learning about profiling. Grae

    Read the article

  • Assembla is no longer free, is there a good alternative?!

    - by pabloide86
    http://blog.assembla.com/assemblablog/tabid/12618/bid/6986/Release-2-0-restricting-free-plans-giving-back-with-features-and-pric I'm very disappointed about this... I use Assembla for my personal projects(commercial) and now I have to move everything to another place! There are some questions about different free hosting... I extracted some of the sites that offers free hosting for projects: http://www.svnhostingcomparison.com/ http://www.codespaces.com/ If you know about others like assembla please post it! Cheers from Argentina!

    Read the article

  • XNA: What is the point of Unload()?

    - by Rosarch
    XNA games have an Unload() method, where content is supposed to be unloaded. But what is the point of this? If all the content is being unloaded, then the game must be exiting, in which case everything would be garbage collected anyway, right?

    Read the article

  • Resource grouping? people with the same skill?

    - by crick3r
    Let's say I have 4 people. Sometimes anyone can do a task, but sometimes they are specific. I would like to group people by skill. Is there any way I can do that? Right now, I have something like this: Resources: SkillA=3, GuyA=1, GuyB=1, GuyC=1 Task A <= SkillA Anyone can do it Task B <= SkillA, GuyB Only B can do it, but I also allocate the skill just to be sure I don't allocate more than 3 people at the same time. My problem with this approach is that sometimes GuyA is on holidays, but I can't reduce SkillA from 3 to 2 in that period.. Any tips?

    Read the article

  • Why this kind of release doesn't work?

    - by parkyprg
    Hello, I have a newbie question about the following: - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { NSArray *anArray; anArray = [dictionary objectForKey: [NSString stringWithFormat:@"%d", section]]; //here dictionary is of type NSDictionary, initialized in another place. AnObject *obj = [[AnObject alloc] init]; obj = [anArray objectAtIndex:0]; [anArray release]; return obj.title; } If I run it as it is I will get an error. If I don't put [anArray release] it works just fine. I don't quite understand why is this happening? Thanks.

    Read the article

  • Objects leaking immediately from allocation using either new or [[Object alloc] init];

    - by Sam
    While running Instruments to find leaks in my code, after I've loaded a file and populate an NSMutableArray with new objects, leaks pop up! I am correctly releasing the objects. Sample code below: //NSMutableArray declared as a retained property in the parent class if(!mutableArray) mutableArray = [[NSMutableArray alloc] initWithCapacity:objectCount]; else [mutableArray removeAllObjects]; //Iterates through the read in data and populate the NSMutableArray for(int i = 0; i < objectCount; i++){ //Initializes a new object with data MyObject *object = [MyObject new]; //Adds the object to the mutableArray [mutableArray addObject:object]; //Releases the object [object release]; } I get a number of leaks from Instruments terminating at the addition of the 'object' into the 'mutableArray', but also including the allocation of the 'object' and the 'mutableArray'. I don't get it. Not to mention, this is happening on the first call of the enclosing method so the allocation of the NSMutableArray is being hit in the logic block, not the 'removeAllObjects' selector. Lastly, does Core Foundation have a major bug in it that randomly creates CFStrings and mismanages their memory? My code does not even use those, nor do the leaks where they occur have anything to do with my code. Almost all of my applications so far deal with OpenGL (in case anyone knows of a threading issue that arises from trying to synch the backend of the program with the front end of displaying the contents of an NSOpenGLView class or whatever it is).

    Read the article

  • Handling out of memory errors in iPhone

    - by hgpc
    I would like to handle out of memory errors in iPhone to execute logic with lesser memory requirements in case I run of of memory. In particular, I would like to do something very similar to the followin pseudo-code: UIImage* image; try { image = [UIImage imageNamed:@"high_quality_image.png"]; } catch (OutOfMemoryException e) { image = [UIImage imageNamed:@"low_quality_image.jpg"]; } First I attempt to load a high-quality image, and if I run out of memory while doing it, then I use a lower quality image. Would this be possible?

    Read the article

  • When is a program limited by the memory bandwidth?

    - by hanno
    I want to know if a program that I am using and which requires a lot of memory is limited by the memory bandwidth. When do you expect this to happen? Did it ever happen to you in a real life scenario? I found several articles discussing this issue, including http://www.cs.virginia.edu/~mccalpin/papers/bandwidth/node12.html http://www.cs.virginia.edu/~mccalpin/papers/bandwidth/node13.html http://ispass.org/ucas5/session2_3_ibm.pdf The first link is a bit old, but suggests that you need to perform less than about 1-40 floating point operations per floating point variable in order to see this effect (correct me if I'm wrong). How can I measure the memory bandwidth that a given program is using and how do I measure the (peak) bandwidth that my system can offer? I don't want to discuss any complicated cache issues here. I'm only interested in the communication between the CPU and the memory.

    Read the article

  • When are temporaries created as part of a function call destroyed?

    - by Michael Mrozek
    Is a temporary created as part of an argument to a function call guaranteed to stay around until the called function ends, even if the temporary isn't passed directly to the function? There's virtually no chance that was coherent, so here's an example: class A { public: A(int x) : x(x) {printf("Constructed A(%d)\n", x);} ~A() {printf("Destroyed A\n");} int x; int* y() {return &x;} }; void foo(int* bar) { printf("foo(): %d\n", *bar); } int main(int argc, char** argv) { foo(A(4).y()); } If A(4) were passed directly to foo it would definitely not be destroyed until after the foo call ended, but instead I'm calling a method on the temporary and losing any reference to it. I would instinctively think the temporary A would be destroyed before foo even starts, but testing with GCC 4.3.4 shows it isn't; the output is: Constructed A(4) foo(): 4 Destroyed A The question is, is GCC's behavior guaranteed by the spec? Or is a compiler allowed to destroy the temporary A before the call to foo, invaliding the pointer to its member I'm using?

    Read the article

  • Is there memory usage profiler available?

    - by prosseek
    For time profiler for XYZ, I can just run 'time XYZ', or if I have the source code in C/C++, I even can use gprof to get profiled results. Is there any similar tool for memory usage? Is there any tool I can use something like 'memory XYZ', to get info such as min/max/median memory usage? What tool do you use for memory profile with C++/Objective C/C#/Java?

    Read the article

  • Java: Best approach to have a long list of variables needed all the time without consuming memory?

    - by evilReiko
    I wrote an abstract class to contain all rules of the application because I need them almost everywhere in my application. So most of what it contains is static final variables, something like this: public abstract class appRules { public static final boolean IS_DEV = true; public static final String CLOCK_SHORT_TIME_FORMAT = "something"; public static final String CLOCK_SHORT_DATE_FORMAT = "something else"; public static final String CLOCK_FULL_FORMAT = "other thing"; public static final int USERNAME_MIN = 5; public static final int USERNAME_MAX = 16; // etc. } The class is big and contains LOTS of such variables. My Question: Isn't setting static variables means these variables are floating in memory all the time? Do you suggest insteading of having an abstract class, I have a instantiable class with non-static variables (just public final), so I instantiate the class and use the variables only when I need them. Or is what am I doing is completely wrong approach and you suggest something else?

    Read the article

  • Memory interleaving

    - by Tim Green
    Hello, I have this question that has me rather confused. Suppose that a 1G x 32-bit main memory is built using 256M x 4-bit RAM chips and that this memory is byte-addressable. I have deduced that one would require 4*1G = 2^2*2*30 = 2^32 - so 32 bits to address the full memory. My problem now comes with, say, if you had memory (byte) address "14", determine which memory module this would go into. (There would have to be 8 chips per module to make the 32-bit wide memory, and 4 modules overall giving 32 chips in total. Modules are numbered from 0). In high-order interleave, it appears trivial that it's the first (0) memory module given a lot of the first few bits are 0. However, low-order interleave has me stumped. I can't figure out (for sure) how many bits are used to determine a memory module (possibly 2, given there are 4 in total?). The given solution is Module 3. This is not homework in the same sense so I will not be tagging it as such.

    Read the article

  • C++: Unitialized variables garbage

    - by Hardware Problem
    int myInt; cout << myInt; // Garbage like 429948, etc If I output and/or work with unitialized variables in C++, what are their assumed values? Actual values in the memory from the "last user"? e.g.: Program A is closed, it had an int with the value 1234 at 0x1234 - I run my program, myInt gets the address 0x1234, I output it like above - 1234 Is it just random garbage?

    Read the article

  • How is an array stored in memory?

    - by George
    In an interest to delve deeper into how memory is allocated and stored, I have written an application that can scan memory address space, find a value, and write out a new value. I developed a sample application with the end goal to be able to programatically locate my array, and overwrite it with a new sequence of numbers. In this situation, I created a single dimensional array, with 5 elements, e.g. int[] array = new int[] {8,7,6,5,4}; I ran my application and searched for a sequence of the five numbers above. I was looking for any value that fell between 4 and 8, for a total of 5 numbers in a row. Unforuntately, my the sequential numbers in my array matched hundreds of results, as the numbers 4 through 8, in no particular sequence happened to be next to each other, in memory, in many situations. Is there any way to distinguish that a set of numbers within memory, represents an array, not simply integers that are next to each other? Is there any way of knowing that if I find a certain value, that the matching values proceeding it are that of an array? I would assume that when I declare int[] array, its pointing at the first address of my array, which would provide some kind of meta-data to what existed in the array, e.g. 0x123456789 meta-data, 5 - 32 bit integers 0x123456789 + 32 "8" 0x123456789 + 64 "7" 0x123456789 + 96 "6" 0x123456789 + 128 "5" 0x123456789 + 160 "4" Am I way off base?

    Read the article

  • free( ) pointers

    - by user1043625
    I'm required to use a special library to keep track of my memory leaks where malloc()= allocate( ) and free( ) = unallocate( ). I'm trying to complete free a linked-list but it seems like the "root" value isn't being freed. typedef struct _node { struct _node *child; char *command; } Command_list; void delete_commands(Command_list **root) { Command_list *temp; while( *root != NULL ){ temp = (*root)->child; //printf("STRING: %s\n", *root->command ); unallocate( *root ); *root = temp; } } The function that's calling it void file_processing( .... ){ Command_list *root = allocate(sizeof (Command_list)); root = NULL; .... delete_commands( &root ); } } I believe that Command_list *root = allocate(sizeof (Command_list)) isn't being properly de-allocated for some reason. Anyone can give me some hints? UPDATE: I found out that instead of Command_list *root = allocate(sizeof (Command_list)); root = NULL; this works: Command_list *root = NULL;

    Read the article

  • When to give in and start The Big Rewrite?

    - by John Cromartie
    I've had my share of projects where the first thing I think is "let's just rewrite it in ." Everybody feels the urge at some point. In fact, I think I've had the urge to rewrite pretty much every project I've ever been on. However, it is accepted wisdom that a total rewrite is generally a bad idea. The question is: when do you look at a project and say: "OK, it's time to start over." What sort of metrics or examples can you cite of where a rewrite was truly necessary? How bad does the code have to be? How old can a project get before there too much invested?

    Read the article

< Previous Page | 171 172 173 174 175 176 177 178 179 180 181 182  | Next Page >