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  • How is a referencing environment generally implemented for closures?

    - by Alexandr Kurilin
    Let's say I have a statically/lexically scoped language with deep binding and I create a closure. The closure will consist of the statements I want executed plus the so called referencing environment, or, to quote this post, the collection of variables which can be used. What does this referencing environment actually look like implementation-wise? I was recently reading about ObjectiveC's implementation of blocks, and the author suggests that behind the scenes you get a copy of all of the variables on the stack and also of all the references to heap objects. The explanation claims that you get a "snapshot" of the referencing environment at the point in time of the closure's creation. Is that more or less what happens, or did I misread that? Is anything done to "freeze" a separate copy of the heap objects, or is it safe to assume that if they get modified between closure creation and the closure executing, the closure will no longer be operating on the original version of the object? If indeed there's copying being made, are there memory usage considerations in situations where one might want to create plenty of closures and store them somewhere? I think that misunderstanding of some of these concepts might lead to tricky issues like the ones Eric Lippert mentions in this blog post. It's interesting because you'd think that it wouldn't make sense to keep a reference to a value type that might be gone by the time the closure is called, but I'm guessing that in C# the compiler will figure out that the variable is needed later and put it into the heap instead. It seems that in most memory-managed languages everything is a reference and thus ObjectiveC is a somewhat unique situation with having to deal with copying what's on the stack.

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  • Keeping sync in multiplayer RTS game that uses floating point arithmetic

    - by Calmarius
    I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send only the commands through the network while running the same simulation at every player. And now there is a problem the entire engine uses doubles everywhere. And floating point calculations are depends heavily on compiler optimalizations and cpu architecture so it is very hard to keep things syncronized. And it is not grid based at all, and have a simple phisics engine to move the space-ships (space ships have impulse and angular-momentum...). So recoding the entire stuff to use fixed point would be quite cumbersome (but probably the only solution). So I have 2 options so far: Say bye to the current code and restart from scratch using integers Make the game LAN only where there is enough bandwidth to have 8 players with thousands of units and sending the positions and orientation etc in (almost) every frame... So I looking for better opinions, (or even tips on migrating the code to fixed-point without messing everything up...)

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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • What is the Software Development Lifecycle?

    - by j-t-s
    Our investor wants a SDLC. I've never written one before, and I don't have enough time to go and buy a book, or spend much time learning about them. From what I've been told about them, they consist of requirements (what needs to be done), and a list is done. Is this correct? Update: I have found this article which really helps to explain things in simple terms and very quickly. Not that I think an SDLC should be done quickly. In my case, I have no other option.

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  • Which header files are necessary to run this code snippet?

    - by httpinterpret
    It's from here,but fails when compiling: int main(int argc, char **argv) { struct hostent { char *h_name; // main name char **h_aliases; // alternative names (aliases) int h_addrtype; // address type (usually AF_INET) int h_length; // length of address (in octets) char **h_addr_list; // alternate addresses (in Network Byte Order) }; #define h_addr h_addr_list[0] // First address of h_addr_list. struct hostent *info_stackoverflow; int i = 0; info_stackoverflow = gethostbyname( "www.stackoverflow.com" ); printf("The IP address of %s is %s", info_stackoverflow->h_name, inet_ntoa( * ((struct in_addr *)info_stackoverflow->h_addr ))); /* aliases */ while( *(pc_ip->h_aliases + i) != NULL ) { printf("\n\tAlias: %s", *(pc_ip->h_aliases + i) ); i++; } }

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  • Is it possible to have more than P2P on iPhone with Bluetooth

    - by Ricardo Ferreira
    Hi all, This seems like a straightforward google search answer, but after a while, I still can't be 100% sure of this. I've found Z2Live (http://www.z2live.com/), which is basically a layer above GameKit and they too use only P2P with Bluetooth. So I just want to be sure if I can only have P2P with Bluetooth or if I can have like 4 iPhones all connected to a server (who will also be a client) using Bluetooth. Thanks in advance.

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  • Algorithm to distribute objects in a box (like InDesign, Illustrator, Draw!)

    - by Rafael Almeida
    I have a set of rectangles with their corresponding positions and a big rectangle which serves as the 'bounding box' for these rectangles. I would like to know of an algorithm that would 'distribute the free space' evenly among the rectangles. Some of you may be familiar with the Distribute Spacing option in Adobe InDesign and similar layout-oriented apps. That would be what I'm looking for. I did try looking it up, but I'm not familiar with 'graphical' algorithms terminology and trying only terms relating to 'distribute' mainly yields results about Distributed Computing. So, even the names of the algorithms or better terms to look up would be a big help. Finally, the algorithm doesn't need to be rigorously the same as InDesign's one: pretty much any algorithm that 'distributes' objects inside a region will work fine. In fact, since I'm striving for visual appeal mainly, the more suggestions the better. =D

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  • Function Composition in C++

    - by Channel72
    There are a lot of impressive Boost libraries such as Boost.Lambda or Boost.Phoenix which go a long way towards making C++ into a truly functional language. But is there a straightforward way to create a composite function from any 2 or more arbitrary functions or functors? If I have: int f(int x) and int g(int x), I want to do something like f . g which would statically generate a new function object equivalent to f(g(x)). This seems to be possible through various techniques, such as those discussed here. Certainly, you can chain calls to boost::lambda::bind to create a composite functor. But is there anything in Boost which easily allows you to take any 2 or more functions or function objects and combine them to create a single composite functor, similar to how you would do it in a language like Haskell?

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  • Supporting Piping (A Useful Hello World)

    - by blastthisinferno
    I am trying to write a collection of simple C++ programs that follow the basic Unix philosophy by: Make each program do one thing well. Expect the output of every program to become the input to another, as yet unknown, program. I'm having an issue trying to get the output of one to be the input of the other, and getting the output of one be the input of a separate instance of itself. Very briefly, I have a program add which takes arguments and spits out the summation. I want to be able to pipe the output to another add instance. ./add 1 2 | ./add 3 4 That should yield 6 but currently yields 10. I've encountered two problems: The cin waits for user input from the console. I don't want this, and haven't been able to find a simple example showing a the use of standard input stream without querying the user in the console. If someone knows of an example please let me know. I can't figure out how to use standard input while supporting piping. Currently, it appears it does not work. If I issue the command ./add 1 2 | ./add 3 4 it results in 7. The relevant code is below: add.cpp snippet // ... COMMAND LINE PROCESSING ... std::vector<double> numbers = multi.getValue(); // using TCLAP for command line parsing if (numbers.size() > 0) { double sum = numbers[0]; double arg; for (int i=1; i < numbers.size(); i++) { arg = numbers[i]; sum += arg; } std::cout << sum << std::endl; } else { double input; // right now this is test code while I try and get standard input streaming working as expected while (std::cin) { std::cin >> input; std::cout << input << std::endl; } } // ... MORE IRRELEVANT CODE ... So, I guess my question(s) is does anyone see what is incorrect with this code in order to support piping standard input? Are there some well known (or hidden) resources that explain clearly how to implement an example application supporting the basic Unix philosophy? @Chris Lutz I've changed the code to what's below. The problem where cin still waits for user input on the console, and doesn't just take from the standard input passed from the pipe. Am I missing something trivial for handling this? I haven't tried Greg Hewgill's answer yet, but don't see how that would help since the issue is still with cin. // ... COMMAND LINE PROCESSING ... std::vector<double> numbers = multi.getValue(); // using TCLAP for command line parsing double sum = numbers[0]; double arg; for (int i=1; i < numbers.size(); i++) { arg = numbers[i]; sum += arg; } // right now this is test code while I try and get standard input streaming working as expected while (std::cin) { std::cin >> arg; std::cout << arg << std::endl; } std::cout << sum << std::endl; // ... MORE IRRELEVANT CODE ...

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  • Why does Java force user-agent through simple Socket IO?

    - by Zombies
    I am using nothing but raw Socket IO. There isn't one HttpURLConnection nor any http client libs in my project. When I run it through wireshark I see somethign very revealing: GET / HTTP/1.1 User-Agent: Java/1.6.0_15 Host: www.google.com Accept: text/html, image/gif, image/jpeg, *; q=.2, */*; q=.2 Connection: keep-alive Here is the crazy part, I never put ANY of that in my original request. My original request was: "GET http://www.google.com/ HTTP/1.1\r\n" + "Host: www.google.com\r\n" + "User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.8) Gecko/20100214 Ubuntu/9.10 (karmic) Firefox/3.5.8\r\n" + "Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8\r\n" + "Accept-Language: en-us,en;q=0.5\r\n" + "Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7\r\n" + "Keep-Alive: 300\r\n" + "\r\n"; I am using the default Sun JVM.

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  • How to use boost::transform_iterator to iterate over modifed std::map values?

    - by Frank
    I have an std::map, and I would like to define an iterator that returns modified values. Typically, a std::map<int,double>::iterator iterates over std::pair<int,double>, and I would like the same behavior, just the double value is multiplied by a constant. I tried it with boost::transform_iterator, but it doesn't compile: #include <map> #include <boost/iterator/transform_iterator.hpp> #include <boost/functional.hpp> typedef std::map<int,double> Map; Map m; m[100] = 2.24; typedef boost::binder2nd< std::multiplies<double> > Function; typedef boost::transform_iterator<Function, Map::value_type*> MultiplyIter; MultiplyIter begin = boost::make_transform_iterator(m.begin(), Function(std::multiplies<double>(), 4)); // now want to similarly create an end iterator // and then iterate over the modified map The error is: error: conversion from 'boost ::transform_iterator< boost::binder2nd<multiplies<double> >, gen_map<int, double>::iterator , boost::use_default, boost::use_default >' to non-scalar type 'boost::transform_iterator< boost::binder2nd<multiplies<double> >, pair<const int, double> * , boost::use_default, boost::use_default >' requested What is gen_map and do I really need it? I adapted the transform_iterator tutorial code from here to write this code ...

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  • How to automatically run in the background?

    - by Hun1Ahpu
    I'm not sure that it's not implemented yet, I hope that it is. But I know that in .Net programmers should manually run time-consuming task in the background thread. So every time we handle some UI event and we understand that this will take some time we also understand that this will hang UI thread and our application. And then we make all this Background work things and handle callbacks or whatever. So my question is: Is there in some language/platform a mechanism that will automatically run time-consuming tasks in the background and will do all related work itself? So we just write the code for handling specific UI event and this code will be somehow detected as time-consuming and will be executed in background. And if there isn't, then why?

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  • book with good examples for each implementation?

    - by ajsie
    i've read about design patterns and it seems that there are a lot of different design patterns to use. i wonder if there are some books that acts like a reference. "you want to build a framework, then consider this, this and this pattern". also giving some examples. then jumps to another implementation eg. search engine and gives some patterns and concrete examples to use. in this way you learn about the weakness and strength about each pattern and where they will fit, instead of just reading about every design pattern decoupled from each other. are there good "reference sheets" or other tutorials good for a beginner at this? thanks

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  • How to learn a language that has very little coverage?

    - by bennybdbc
    I recently came across the Kogut language, and was interested by it. However, the only website to gain information from is the sourceforge page that hosts the project. I had no idea how to even attempt to look at the language in more depth. So what I'm asking is, has anyone here learnt a language that doesn't have the thousands of resources that Ruby, Python etc. have? What would be the best method to do so?

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  • Explicit method tables in C# instead of OO - good? bad?

    - by FunctorSalad
    Hi! I hope the title doesn't sound too subjective; I absolutely do not mean to start a debate on OO in general. I'd merely like to discuss the basic pros and cons for different ways of solving the following sort of problem. Let's take this minimal example: you want to express an abstract datatype T with functions that may take T as input, output, or both: f1 : Takes a T, returns an int f2 : Takes a string, returns a T f3 : Takes a T and a double, returns another T I'd like to avoid downcasting and any other dynamic typing. I'd also like to avoid mutation whenever possible. 1: Abstract-class-based attempt abstract class T { abstract int f1(); // We can't have abstract constructors, so the best we can do, as I see it, is: abstract void f2(string s); // The convention would be that you'd replace calls to the original f2 by invocation of the nullary constructor of the implementing type, followed by invocation of f2. f2 would need to have side-effects to be of any use. // f3 is a problem too: abstract T f3(double d); // This doesn't express that the return value is of the *same* type as the object whose method is invoked; it just expresses that the return value is *some* T. } 2: Parametric polymorphism and an auxilliary class (all implementing classes of TImpl will be singleton classes): abstract class TImpl<T> { abstract int f1(T t); abstract T f2(string s); abstract T f3(T t, double d); } We no longer express that some concrete type actually implements our original spec -- an implementation is simply a type Foo for which we happen to have an instance of TImpl. This doesn't seem to be a problem: If you want a function that works on arbitrary implementations, you just do something like: // Say we want to return a Bar given an arbitrary implementation of our abstract type Bar bar<T>(TImpl<T> ti, T t); At this point, one might as well skip inheritance and singletons altogether and use a 3 First-class function table class /* or struct, even */ TDictT<T> { readonly Func<T,int> f1; readonly Func<string,T> f2; readonly Func<T,double,T> f3; TDict( ... ) { this.f1 = f1; this.f2 = f2; this.f3 = f3; } } Bar bar<T>(TDict<T> td; T t); Though I don't see much practical difference between #2 and #3. Example Implementation class MyT { /* raw data structure goes here; this class needn't have any methods */ } // It doesn't matter where we put the following; could be a static method of MyT, or some static class collecting dictionaries static readonly TDict<MyT> MyTDict = new TDict<MyT>( (t) => /* body of f1 goes here */ , // f2 (s) => /* body of f2 goes here */, // f3 (t,d) => /* body of f3 goes here */ ); Thoughts? #3 is unidiomatic, but it seems rather safe and clean. One question is whether there are any performance concerns with it. I don't usually need dynamic dispatch, and I'd prefer if these function bodies get statically inlined in places where the concrete implementing type is known statically. Is #2 better in that regard?

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  • Is learning C++ a good idea?

    - by chang
    The more I hear and read about C++ (e.g. this: http://lwn.net/Articles/249460/), I get the impression, that I'd waste my time learning C++. I some wrote network routing algorithm in C++ for a simulator, and it was a pain (as expected, especially coming from a perl/python/Java background ...). I'm never happy about giving up on some technology, but I would be happy, if I could limit my knowledge of C-family languages to just C, C# and Objective-C (even OS Xs Cocoa, which is huge and takes a lot of time to learn looks like joy compared to C++ ...). Do I need to consider myself dumb or unwilling, just because I'm not partial to the pain involved learning this stuff? Technologies advance and there will be options other than C++, when deciding on implementation languages, or not? And for speed: If speed were that critical, I'd go for a plain C implementation instead, or write C extensions for much more productive languages like ruby or python ... The one-line version of the above: Will C++ stay such a relevant language that every committed programmer should be familiar with it? [ edit / thank you very much for your interesting and useful answers so far .. ] [ edit / .. i am accepting the top-rated answer; thanks again for all answers! ]

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  • In what specific areas has F# proven more applicable than C#?

    - by Peter McGrattan
    Over the last few years F# has evolved into one of Microsoft's fully supported languages employing many ideas incubated in OCaml, ML and Haskell. Over the last several years C# has extended it's general purpose features by introducing more and more functional language features: LINQ (list comprehension), Lamdas, Closures, Anonymous Delegates and more... Given C#'s adoption of these functional features and F#'s taxonomy as an impure functional language (it allows YOU to access framework libraries or change shared state when a function is called if you want to) there is a strong similarity between the two languages although each has it's own polar opposite primary emphasis. I'm interested in any successful models employing these two languages in your production polyglot programs and also the areas within production software (web apps, client apps, server apps) you have written in F# in the past year or so that you would previously have written in C#. EDIT: Altered title with the intent of reducing perceived ambiguity.

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