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  • Find most right and left point of a horizontal circle in 3d Vector environment

    - by Olivier de Jonge
    I'm drawing a 3D pie chart that is rendered with in 3D vectors, projected to 2D vectors and then drawn on a Graphics object. I want to calculate the most left and right point of the circle The method to create a vector, draw and project to a 2d vector are below. Anyone knows the answer? public class Vector3d { public var x:Number; public var y:Number; public var z:Number; //the angle that the 3D is viewed in tele or wide angle. public static var viewDist:Number = 700; function Vector3d(x:Number, y:Number, z:Number){ this.x = x; this.y = y; this.z = z; } public function project2DNew():Vector { var p:Number = getPerspective(); return new Vector(p * x, p * y); } public function getPerspective():Number{ return viewDist / (this.z + viewDist); } }

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  • accessing nth element (value) of a vector after sorting

    - by memC
    dear experts, This question is an extension of this question I asked. I have a std::vector vec_B.which stores instances of class Foo. The order of elements in this vector changes in the code. Now, I want to access the value of the current "last element" or current 'nth' element of the vector. If I use the code below to get the last element using getLastFoo() method, it doesn't return the correct value. For example, to begin with the last element of the vector has Foo.getNumber() = 9. After sorting it in descending order of num, for the last element, Foo.getNumber() = 0. But with the code below, it still returns 9.. that means it is still pointing to the original element that was the last element. What change should I make to the code below so that "lastFoo" points to the correct last element? class Foo { public: Foo(int i); ~Foo(){}; int getNum(); private: int num; }; Foo:Foo(int i){ num = i; } int Foo::getNum(){ return num; } class B { public: Foo* getLastFoo(); B(); ~B(){}; private: vector<Foo> vec_B; }; B::B(){ int i; for (i = 0; i< 10; i++){ vec_B.push_back(Foo(i)); } // Do some random changes to the vector vec_B so that elements are reordered. For // example rearrange elements in decreasing order of 'num' //... } Foo* B::getLastFoo(){ &vec_B.back(); }; int main(){ B b; Foo* lastFoo; lastFoo = b.getLastFoo() cout<<lastFoo->getNumber(); return 0; }

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  • resort on a std::vector vs std::insert

    - by Abruzzo Forte e Gentile
    I have a sorted std::vector of relative small size ( from 5 to 20 elements ). I used std::vector since the data is continuous so I have speed because of cache. On a specific point I need to remove an element from this vector. I have now a doubt: which is the fastest way to remove this value between the 2 options below? setting that element to 0 and call sort to reorder: this has complexity but elements are on the same cache line. call erase that will copy ( or memcpy who knows?? ) all elements after it of 1 place ( I need to investigate the behind scense of erase ). Do you know which one is faster? I think that the same approach could be thought about inserting a new element without hitting the max capacity of the vector. Regards AFG

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  • C++ vector insights

    - by Sunscreen
    Hi, I am a little bit frustrated of how to use vectors in C++. I use them widely though I am not exactly certail of how I use them. Below are teh questions? If I have a vector lets say: std::vector<CString> v_strMyVector, with (int)v_strMyVector.size > i can I access the i member: v_strMyVector[i] == "xxxx"; ? (it works, though why?) Do i always need to define an iterator to acces to go to the beginning of the vector, and lop on its members ? What is the purpose of an iterator if I have access to all members of the vector directly (see 1)? Thanks in advance, Sun

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  • how to pass vector objects from one class to another

    - by gnwillix
    I am trying to make a program that generates bids automatically, then pack them into a vector and send them to the auctioneer.The simulator class, the simulator can then pass the bids to the auctioneer.How do I implement this communication.I thinking of sending the all vector conatiner of bids to the simulator.Can anyone demostrate a better way of sening vector objects from one class to another.

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  • prefill a std::vector at initialization?

    - by user146780
    I want to create a vector of vector of a vector of double and want it to already have (32,32,16) elements, without manually pushing all of these back. Is there a way to do it during initialization? (I dont care what value gets pushed) Thanks I want a 3 dimensional array, first dimension has 32, second dimension has 32 and third dimension has 16 elements

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  • How to prevent 2D camera rotation if it would violate the bounds of the camera?

    - by Andrew Price
    I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its bounds. However, I'm a bit confused on how to do the same for rotation. Currently I allow rotating of the camera's Z-axis. However, if sufficiently zoomed out, upon rotating the camera, areas of the screen outside the camera's bounds can be shown. I'd like to deny the rotation assuming it meant that the newly rotated camera would expose areas outside the camera's bounds, but I'm not quite sure how. I'm still new to Matrix and Vector math and I'm not quite sure how to model if the newly rotated camera sees outside of its bounds, undo the rotation. Here's an image showing the problem: http://i.stack.imgur.com/NqprC.png The red is out of bounds and as a result, the camera should never be allowed to rotate itself like this. This seems like it would be a problem with all rotated values, but this is not the case when the camera is zoomed in enough. Here are the current member variables for the Camera class: private Vector2 _position = Vector2.Zero; private Vector2 _origin = Vector2.Zero; private Rectangle? _bounds = Rectangle.Empty; private float _rotation = 0.0f; private float _zoom = 1.0f; Is this possible to do? If so, could someone give me some guidance on how to accomplish this? Thanks. EDIT: I forgot to mention I am using a transformation matrix style camera that I input in to SpriteBatch.Begin. I am using the same transformation matrix from this tutorial.

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  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • Trouble with speed and vectors

    - by Eegabooga
    I'm working on adding bullets to my game. Right now I can shoot bullets in the direction that I would like from a ship by getting the ship's angle: int speed = 5; int dx = -(cos(degreesToRadians(ship.angle)) * speed); // rate of change in the x direction int dy = -(sin(degreesToRadians(ship.angle)) * speed); // rate of change in the y direction bulletPosition.addX(dx); // addX(dx) is simply bulletPosition.x += dx bulletPosition.addY(dy); The ship is pretty much the exact same thing, except I use the += operator: int dx += -(cos(degreesToRadians(angle)) * 0.15) int dy += -(sin(degreesToRadians(angle)) * 0.15); shipPosition.addX(dx); shipPosition.addY(dy); I would like to be able to add the ship's velocity to the bullet's velocity, but I'm a little confused as to how should get the speed from the ship's vector. I thought that adding the ship's dx to the bullet's dx like int dx = -(cos(degreesToRadians(ship.angle)) * speed * dx) would work because I'm adding the rate of change of the ship to the rate of change of the bullet, but that doesn't work. So here's the final question: How can I get the speed of my ship and apply it to my bullet's speed? Thanks in advance for all help :)

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • What is wrong with my speculair phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • How to declare a(n) vector/array of reducer objects in Cilk++?

    - by Jin
    Hi All, I had a problem when I am using Cilk++, an extension to C++ for parallel computing. I found that I can't declare a vector of reducer objects: typedef cilk::reducer_opadd<int> T_reducer; vector<T_reducer> bitmiss_vec; for (int i = 0; i < 24; ++i) { T_reducer r; bitmiss_vec.push_back(r); } However, when I compile the code with Cilk++, it complains at the push_back() line: cilk++ geneAttack.cilk -O1 -g -lcilkutil -o geneAttack /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In member function ‘void __gnu_cxx::new_allocator<_Tp>::construct(_Tp*, const _Tp&) [with _Tp = cilk::reducer_opadd<int>]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:601: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/ext/new_allocator.h:107: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In member function ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:252: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:230: error: ‘cilk::reducer_opadd<Type>& cilk::reducer_opadd<Type>::operator=(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:256: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In static member function ‘static _BI2 std::__copy_backward<_BoolType, std::random_access_iterator_tag>::__copy_b(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*, bool _BoolType = false]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:465: instantiated from ‘_BI2 std::__copy_backward_aux(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:474: instantiated from ‘static _BI2 std::__copy_backward_normal<<anonymous>, <anonymous> >::__copy_b_n(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*, bool <anonymous> = false, bool <anonymous> = false]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:540: instantiated from ‘_BI2 std::copy_backward(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:253: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:230: error: ‘cilk::reducer_opadd<Type>& cilk::reducer_opadd<Type>::operator=(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:433: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In function ‘void std::_Construct(_T1*, const _T2&) [with _T1 = cilk::reducer_opadd<int>, _T2 = cilk::reducer_opadd<int>]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:87: instantiated from ‘_ForwardIterator std::__uninitialized_copy_aux(_InputIterator, _InputIterator, _ForwardIterator, std::__false_type) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:114: instantiated from ‘_ForwardIterator std::uninitialized_copy(_InputIterator, _InputIterator, _ForwardIterator) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:254: instantiated from ‘_ForwardIterator std::__uninitialized_copy_a(_InputIterator, _InputIterator, _ForwardIterator, std::allocator<_Tp>) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*, _Tp = cilk::reducer_opadd<int>]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:275: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_construct.h:81: error: within this context make: *** [geneAttack] Error 1 jinchen@galactica:~/workspace/biometrics/genAttack$ make cilk++ geneAttack.cilk -O1 -g -lcilkutil -o geneAttack geneAttack.cilk: In function ‘int cilk cilk_main(int, char**)’: geneAttack.cilk:670: error: expected primary-expression before ‘,’ token geneAttack.cilk:670: error: expected primary-expression before ‘}’ token geneAttack.cilk:674: error: ‘bitmiss_vec’ was not declared in this scope make: *** [geneAttack] Error 1 The Cilk++ manule says it supports array/vector of reducers, although there are performance issues to consider: "If you create a large number of reducers (for example, an array or vector of reducers) you must be aware that there is an overhead at steal and reduce that is proportional to the number of reducers in the program. " Anyone knows what is going on? How should I declare/use vector of reducers? Thank you

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  • How to declare a vector or array of reducer objects in Cilk++?

    - by Jin
    Hi All, I had a problem when I am using Cilk++, an extension to C++ for parallel computing. I found that I can't declare a vector of reducer objects: typedef cilk::reducer_opadd<int> T_reducer; vector<T_reducer> bitmiss_vec; for (int i = 0; i < 24; ++i) { T_reducer r; bitmiss_vec.push_back(r); } However, when I compile the code with Cilk++, it complains at the push_back() line: cilk++ geneAttack.cilk -O1 -g -lcilkutil -o geneAttack /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In member function ‘void __gnu_cxx::new_allocator<_Tp>::construct(_Tp*, const _Tp&) [with _Tp = cilk::reducer_opadd<int>]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:601: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/ext/new_allocator.h:107: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In member function ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:252: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:230: error: ‘cilk::reducer_opadd<Type>& cilk::reducer_opadd<Type>::operator=(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:256: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In static member function ‘static _BI2 std::__copy_backward<_BoolType, std::random_access_iterator_tag>::__copy_b(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*, bool _BoolType = false]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:465: instantiated from ‘_BI2 std::__copy_backward_aux(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:474: instantiated from ‘static _BI2 std::__copy_backward_normal<<anonymous>, <anonymous> >::__copy_b_n(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*, bool <anonymous> = false, bool <anonymous> = false]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:540: instantiated from ‘_BI2 std::copy_backward(_BI1, _BI1, _BI2) [with _BI1 = cilk::reducer_opadd<int>*, _BI2 = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:253: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:230: error: ‘cilk::reducer_opadd<Type>& cilk::reducer_opadd<Type>::operator=(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_algobase.h:433: error: within this context /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h: In function ‘void std::_Construct(_T1*, const _T2&) [with _T1 = cilk::reducer_opadd<int>, _T2 = cilk::reducer_opadd<int>]’: /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:87: instantiated from ‘_ForwardIterator std::__uninitialized_copy_aux(_InputIterator, _InputIterator, _ForwardIterator, std::__false_type) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:114: instantiated from ‘_ForwardIterator std::uninitialized_copy(_InputIterator, _InputIterator, _ForwardIterator) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_uninitialized.h:254: instantiated from ‘_ForwardIterator std::__uninitialized_copy_a(_InputIterator, _InputIterator, _ForwardIterator, std::allocator<_Tp>) [with _InputIterator = cilk::reducer_opadd<int>*, _ForwardIterator = cilk::reducer_opadd<int>*, _Tp = cilk::reducer_opadd<int>]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/vector.tcc:275: instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(__gnu_cxx::__normal_iterator<typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer, std::vector<_Tp, _Alloc> >, const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_vector.h:605: instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = cilk::reducer_opadd<int>, _Alloc = std::allocator<cilk::reducer_opadd<int> >]’ geneAttack.cilk:667: instantiated from here /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/cilk++/reducer_opadd.h:229: error: ‘cilk::reducer_opadd<Type>::reducer_opadd(const cilk::reducer_opadd<Type>&) [with Type = int]’ is private /usr/local/cilk/bin/../lib/gcc/x86_64-unknown-linux-gnu/4.2.4/../../../../include/c++/4.2.4/bits/stl_construct.h:81: error: within this context make: *** [geneAttack] Error 1 jinchen@galactica:~/workspace/biometrics/genAttack$ make cilk++ geneAttack.cilk -O1 -g -lcilkutil -o geneAttack geneAttack.cilk: In function ‘int cilk cilk_main(int, char**)’: geneAttack.cilk:670: error: expected primary-expression before ‘,’ token geneAttack.cilk:670: error: expected primary-expression before ‘}’ token geneAttack.cilk:674: error: ‘bitmiss_vec’ was not declared in this scope make: *** [geneAttack] Error 1 The Cilk++ manule says it supports array/vector of reducers, although there are performance issues to consider: "If you create a large number of reducers (for example, an array or vector of reducers) you must be aware that there is an overhead at steal and reduce that is proportional to the number of reducers in the program. " Anyone knows what is going on? How should I declare/use vector of reducers? Thank you

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  • (Libgdx) Move Vector2 along angle?

    - by gemurdock
    I have seen several answers on here about moving along angle, but I can't seem to get this to work properly for me and I am new to LibGDX... just trying to learn. These are my Vector2's that I am using for this function. public Vector2 position = new Vector2(); public Vector2 velocity = new Vector2(); public Vector2 movement = new Vector2(); public Vector2 direction = new Vector2(); Here is the function that I use to move the position vector along an angle. setLocation() just sets the new location of the image. public void move(float delta, float degrees) { position.set(image.getX() + image.getWidth() / 2, image.getY() + image.getHeight() / 2); direction.set((float) Math.cos(degrees), (float) Math.sin(degrees)).nor(); velocity.set(direction).scl(speed); movement.set(velocity).scl(delta); position.add(movement); setLocation(position.x, position.y); // Sets location of image } I get a lot of different angles with this, just not the correct angles. How should I change this function to move a Vector2 along an angle using the Vector2 class from com.badlogic.gdx.math.Vector2 within the LibGDX library? I found this answer, but not sure how to implement it. Update: I figured out part of the issue. Should convert degrees to radians. However, the angle of 0 degrees is towards the right. Is there any way to fix this? As I shouldn't have to add 90 to degrees in order to have correct heading. New code is below public void move(float delta, float degrees) { degrees += 90; // Set degrees to correct heading, shouldn't have to do this position.set(image.getX() + image.getWidth() / 2, image.getY() + image.getHeight() / 2); direction.set(MathUtils.cos(degrees * MathUtils.degreesToRadians), MathUtils.sin(degrees * MathUtils.degreesToRadians)).nor(); velocity.set(direction).scl(speed); movement.set(velocity).scl(delta); position.add(movement); setLocation(position.x, position.y); }

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  • Using a function with variable argument strings

    - by wrongusername
    I was playing around a bit with functions with variable arguments, and decided to make a function to create vectors with the arguments. My function for creating an int vector worked... vector<int> makeIntVector(int numArgs, ...) { va_list listPointer; va_start(listPointer, numArgs); vector<int> made; for(int a = 0; a < numArgs; a++) made.push_back(va_arg(listPointer, int)); va_end(listPointer); return made; } but not my function for creating a string vector: vector<string> makeStringVector(int numArgs, string something, ...) { va_list listPointer; va_start(listPointer, something); vector<string> made; for(int a = 0; a < numArgs; a++) made.push_back(va_arg(listPointer, string)); va_end(listPointer); return made; } which crashes the program. What am I doing wrong?

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  • c++ template function compiles in header but not implementation

    - by flies
    I'm trying to learn templates and I've run into this confounding error. I'm declaring some functions in a header file and I want to make a separate implementation file where the functions will be defined. Here's the code that calls the header (dum.cpp): #include <iostream> #include <vector> #include <string> #include "dumper2.h" int main() { std::vector<int> v; for (int i=0; i<10; i++) { v.push_back(i); } test(); std::string s = ", "; dumpVector(v,s); } now, here's a working header file (dumper2.h): #include <iostream> #include <string> #include <vector> void test(); template <class T> void dumpVector( std::vector<T> v,std::string sep); template <class T> void dumpVector(std::vector<T> v, std::string sep) { typename std::vector<T>::iterator vi; vi = v.begin(); std::cout << *vi; vi++; for (;vi<v.end();vi++) { std::cout << sep << *vi ; } std::cout << "\n"; return; } with implentation (dumper2.cpp): #include <iostream> #include "dumper2.h" void test() { std::cout << "!olleh dlrow\n"; } the weird thing is that if I move the code that defines dumpVector from the .h to the .cpp file, I get the following error: g++ -c dumper2.cpp -Wall -Wno-deprecated g++ dum.cpp -o dum dumper2.o -Wall -Wno-deprecated /tmp/ccKD2e3G.o: In function `main': dum.cpp:(.text+0xce): undefined reference to `void dumpVector<int>(std::vector<int, std::allocator<int> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >)' collect2: ld returned 1 exit status make: *** [dum] Error 1 So why does it work one way and not the other? Clearly the compiler can find test(), so why can't it find dumpVector?

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  • C++ Type error with Object versus Object reference

    - by muddybruin
    I have the following function (which worked in Visual Studio): bool Plane::contains(Vector& point){ return normalVector.dotProduct(point - position) < -doubleResolution; } When I compile it using g++ version 4.1.2 , I get the following error: Plane.cpp: In member function âvirtual bool Plane::contains(Vector&)â: Plane.cpp:36: error: no matching function for call to âVector::dotProduct(Vector)â Vector.h:19: note: candidates are: double Vector::dotProduct(Vector&) So as you can see, the compiler thinks (point-position) is a Vector but it's expecting Vector&. What's the best way to fix this? I verified that this works: Vector temp = point-position; return normalVector.dotProduct(temp) < -doubleResolution; But I was hoping for something a little bit cleaner. I heard a suggestion that adding a copy constructor might help. So I added a copy constructor to Vector (see below), but it didn't help. Vector.h: Vector(const Vector& other); Vector.cpp: Vector::Vector(const Vector& other) :x(other.x), y(other.y), z(other.z), homogenous(other.homogenous) { }

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  • Testing a Non-blocking Queue

    - by jsw
    I've ported the non-blocking queue psuedocode here to C#. The code below is meant as a near verbatim copy of the paper. What approach would you take to test the implementation? Note: I'm running in VS2010 so I don't have CHESS support yet. using System.Threading; #pragma warning disable 0420 namespace ConcurrentCollections { class QueueNodePointer<T> { internal QueueNode<T> ptr; internal QueueNodePointer() : this(null) { } internal QueueNodePointer(QueueNode<T> ptr) { this.ptr = ptr; } } class QueueNode<T> { internal T value; internal QueueNodePointer<T> next; internal QueueNode() : this(default(T)) { } internal QueueNode(T value) { this.value = value; this.next = new QueueNodePointer<T>(); } } public class ConcurrentQueue<T> { private volatile int count = 0; private QueueNodePointer<T> qhead = new QueueNodePointer<T>(); private QueueNodePointer<T> qtail = new QueueNodePointer<T>(); public ConcurrentQueue() { var node = new QueueNode<T>(); node.next.ptr = null; this.qhead.ptr = this.qtail.ptr = node; } public int Count { get { return this.count; } } public void Enqueue(T value) { var node = new QueueNode<T>(value); node.next.ptr = null; QueueNodePointer<T> tail; QueueNodePointer<T> next; while (true) { tail = this.qtail; next = tail.ptr.next; if (tail == this.qtail) { if (next.ptr == null) { var newtail = new QueueNodePointer<T>(node); if (Interlocked.CompareExchange(ref tail.ptr.next, newtail, next) == next) { Interlocked.Increment(ref this.count); break; } else { Interlocked.CompareExchange(ref this.qtail, new QueueNodePointer<T>(next.ptr), tail); } } } } Interlocked.CompareExchange(ref this.qtail, new QueueNodePointer<T>(node), tail); } public T Dequeue() { T value; while (true) { var head = this.qhead; var tail = this.qtail; var next = head.ptr.next; if (head == this.qhead) { if (head.ptr == tail.ptr) { if (next.ptr == null) { return default(T); } Interlocked.CompareExchange(ref this.qtail, new QueueNodePointer<T>(next.ptr), tail); } else { value = next.ptr.value; var newhead = new QueueNodePointer<T>(next.ptr); if (Interlocked.CompareExchange(ref this.qhead, newhead, head) == head) { Interlocked.Decrement(ref this.count); break; } } } } return value; } } } #pragma warning restore 0420

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • C problem, left of '->' must point to class/struct/union/generic type ??

    - by Patrick
    Hello! Trying to understand why this doesn't work. I keep getting the following errors: left of '-nextNode' must point to class/struct/union/generic type (Also all the lines with a - in the function new_math_struct) Header file #ifndef MSTRUCT_H #define MSTRUCT_H #define PLUS 0 #define MINUS 1 #define DIVIDE 2 #define MULTIPLY 3 #define NUMBER 4 typedef struct math_struct { int type_of_value; int value; int sum; int is_used; struct math_struct* nextNode; } ; typedef struct math_struct* math_struct_ptr; #endif C file int get_input(math_struct_ptr* startNode) { /* character, input by the user */ char input_ch; char* input_ptr; math_struct_ptr* ptr; math_struct_ptr* previousNode; input_ptr = &input_ch; previousNode = startNode; /* as long as input is not ok */ while (1) { input_ch = get_input_character(); if (input_ch == ',') // Carrage return return 1; else if (input_ch == '.') // Illegal character return 0; if (input_ch == '+') ptr = new_math_struct(PLUS, 0); else if (input_ch == '-') ptr = new_math_struct(MINUS, 0); else if (input_ch == '/') ptr = new_math_struct(DIVIDE, 0); else if (input_ch == '*') ptr = new_math_struct(MULTIPLY, 0); else ptr = new_math_struct(NUMBER, atoi(input_ptr)); if (startNode == NULL) { startNode = previousNode = ptr; } else { previousNode->nextNode = ptr; previousNode = ptr; } } return 0; } math_struct_ptr* new_math_struct(int symbol, int value) { math_struct_ptr* ptr; ptr = (math_struct_ptr*)malloc(sizeof(math_struct_ptr)); ptr->type_of_value = symbol; ptr->value = value; ptr->sum = 0; ptr->is_used = 0; return ptr; } char get_input_character() { /* character, input by the user */ char input_ch; /* get the character */ scanf("%c", &input_ch); if (input_ch == '+' || input_ch == '-' || input_ch == '*' || input_ch == '/' || input_ch == ')') return input_ch; // A special character else if (input_ch == '\n') return ','; // A carrage return else if (input_ch < '0' || input_ch > '9') return '.'; // Not a number else return input_ch; // Number } The header for the C file just contains a reference to the struct header and the definitions of the functions. Language C.

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