Search Results

Search found 9705 results on 389 pages for 'boost thread'.

Page 240/389 | < Previous Page | 236 237 238 239 240 241 242 243 244 245 246 247  | Next Page >

  • Delphi - Is there any equivalent to C# lock?

    - by CaldonCZE
    I'm writing a multi-threaded application in Delphi and need to use something to protect shared resources. In C# I'd use the "lock" keyword: private someMethod() { lock(mySharedObj) { //...do something with mySharedObj } } In Delphi I couldn't find anything similar, I found just TThread.Synchronize(someMethod) method, which prevents potential conflicts by calling someMethod in main VCL thread, but it isn't exactly what I want to do.... Edit: I'm using Delphi 6

    Read the article

  • Is O_LARGEFILE needed just to write a large file?

    - by Daniel Trebbien
    Is the O_LARGEFILE flag needed if all that I want to do is write a large file (O_WRONLY) or append to a large file (O_APPEND | O_WRONLY)? From a thread that I read titled "Cannot write 2gb index file" on the CLucene-dev mailing list, it appears that O_LARGEFILE might be needed to write large files, but participants in that discussion are using O_RDWR, not O_WRONLY, so I am not sure.

    Read the article

  • A minimalistic smart array (container) class template

    - by legends2k
    I've written a (array) container class template (lets call it smart array) for using it in the BREW platform (which doesn't allow many C++ constructs like STD library, exceptions, etc. It has a very minimal C++ runtime support); while writing this my friend said that something like this already exists in Boost called MultiArray, I tried it but the ARM compiler (RVCT) cries with 100s of errors. I've not seen Boost.MultiArray's source, I've started learning templates only lately; template meta programming interests me a lot, although am not sure if this is strictly one that can be categorized thus. So I want all my fellow C++ aficionados to review it ~ point out flaws, potential bugs, suggestions, optimizations, etc.; something like "you've not written your own Big Three which might lead to...". Possibly any criticism that will help me improve this class and thereby my C++ skills. Edit: I've used std::vector since it's easily understood, later it will be replaced by a custom written vector class template made to work in the BREW platform. Also C++0x related syntax like static_assert will also be removed in the final code. smart_array.h #include <vector> #include <cassert> #include <cstdarg> using std::vector; template <typename T, size_t N> class smart_array { vector < smart_array<T, N - 1> > vec; public: explicit smart_array(vector <size_t> &dimensions) { assert(N == dimensions.size()); vector <size_t>::iterator it = ++dimensions.begin(); vector <size_t> dimensions_remaining(it, dimensions.end()); smart_array <T, N - 1> temp_smart_array(dimensions_remaining); vec.assign(dimensions[0], temp_smart_array); } explicit smart_array(size_t dimension_1 = 1, ...) { static_assert(N > 0, "Error: smart_array expects 1 or more dimension(s)"); assert(dimension_1 > 1); va_list dim_list; vector <size_t> dimensions_remaining(N - 1); va_start(dim_list, dimension_1); for(size_t i = 0; i < N - 1; ++i) { size_t dimension_n = va_arg(dim_list, size_t); assert(dimension_n > 0); dimensions_remaining[i] = dimension_n; } va_end(dim_list); smart_array <T, N - 1> temp_smart_array(dimensions_remaining); vec.assign(dimension_1, temp_smart_array); } smart_array<T, N - 1>& operator[](size_t index) { assert(index < vec.size() && index >= 0); return vec[index]; } size_t length() const { return vec.size(); } }; template<typename T> class smart_array<T, 1> { vector <T> vec; public: explicit smart_array(vector <size_t> &dimension) : vec(dimension[0]) { assert(dimension[0] > 0); } explicit smart_array(size_t dimension_1 = 1) : vec(dimension_1) { assert(dimension_1 > 0); } T& operator[](size_t index) { assert(index < vec.size() && index >= 0); return vec[index]; } size_t length() { return vec.size(); } }; Sample Usage: #include "smart_array.h" #include <iostream> using std::cout; using std::endl; int main() { // testing 1 dimension smart_array <int, 1> x(3); x[0] = 0, x[1] = 1, x[2] = 2; cout << "x.length(): " << x.length() << endl; // testing 2 dimensions smart_array <float, 2> y(2, 3); y[0][0] = y[0][1] = y[0][2] = 0; y[1][0] = y[1][1] = y[1][2] = 1; cout << "y.length(): " << y.length() << endl; cout << "y[0].length(): " << y[0].length() << endl; // testing 3 dimensions smart_array <char, 3> z(2, 4, 5); cout << "z.length(): " << z.length() << endl; cout << "z[0].length(): " << z[0].length() << endl; cout << "z[0][0].length(): " << z[0][0].length() << endl; z[0][0][4] = 'c'; cout << z[0][0][4] << endl; // testing 4 dimensions smart_array <bool, 4> r(2, 3, 4, 5); cout << "z.length(): " << r.length() << endl; cout << "z[0].length(): " << r[0].length() << endl; cout << "z[0][0].length(): " << r[0][0].length() << endl; cout << "z[0][0][0].length(): " << r[0][0][0].length() << endl; // testing copy constructor smart_array <float, 2> copy_y(y); cout << "copy_y.length(): " << copy_y.length() << endl; cout << "copy_x[0].length(): " << copy_y[0].length() << endl; cout << copy_y[0][0] << "\t" << copy_y[1][0] << "\t" << copy_y[0][1] << "\t" << copy_y[1][1] << "\t" << copy_y[0][2] << "\t" << copy_y[1][2] << endl; return 0; }

    Read the article

  • How would you name...

    - by BeowulfOF
    Since naming is a so important thing in programming, I would like to start a thread for giving help to all those that have same problems as I sometimes. Rules: Set a post with the description of the form||control||class or whatever you need to find a good name for. Get name hints in the answers.

    Read the article

  • Why is my BeginInvoke method not async?

    - by Petr
    Hi, In order to avoid freezing of GUI, I wanted to run method connecting to DB asynchronously. Therefore I have written this: DelegatLoginu dl = ConnectDB; IAsyncResult ar=dl.BeginInvoke(null, null); bool result = (bool)dl.EndInvoke(ar); But it is still freezing and I do not understand why - I though BeginInvoke assures that method it references is run in another thread. Thank you!

    Read the article

  • how to cancel an awaiting task c#

    - by user1748906
    I am trying to cancel a task awaiting for network IO using CancellationTokenSource, but I have to wait until TcpClient connects: try { while (true) { token.Token.ThrowIfCancellationRequested(); Thread.Sleep(int.MaxValue); //simulating a TcpListener waiting for request } } any ideas ? Secondly, is it OK to start each client in a separate task ?

    Read the article

  • C# BackgroundWorker RunWorkerCompleted Event

    - by Jim Fell
    My C# application has several background workers. Sometimes one background worker will fire off another. When the first background worker completes and the RunWorkerCompleted event is fired, on which thread will that event fire, the UI or the first background worker from which RunWorkerAsync was called? I am using Microsoft Visual C# 2008 Express Edition. Any thoughts or suggestions you may have would be appreciated. Thanks.

    Read the article

  • Updating table from async task android

    - by CantChooseUsernames
    I'm following this tutorial: http://huuah.com/android-progress-bar-and-thread-updating/ to learn how to make progress bars. I'm trying to show the progress bar on top of my activity and have it update the activity's table view in the background. So I created an async task for the dialog that takes a callback: package com.lib.bookworm; import android.app.ProgressDialog; import android.content.Context; import android.os.AsyncTask; public class UIThreadProgress extends AsyncTask<Void, Void, Void> { private UIThreadCallback callback = null; private ProgressDialog dialog = null; private int maxValue = 100, incAmount = 1; private Context context = null; public UIThreadProgress(Context context, UIThreadCallback callback) { this.context = context; this.callback = callback; } @Override protected Void doInBackground(Void... args) { while(this.callback.condition()) { this.callback.run(); this.publishProgress(); } return null; } @Override protected void onProgressUpdate(Void... values) { super.onProgressUpdate(values); dialog.incrementProgressBy(incAmount); }; @Override protected void onPreExecute() { super.onPreExecute(); dialog = new ProgressDialog(context); dialog.setCancelable(true); dialog.setMessage("Loading..."); dialog.setProgress(0); dialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); dialog.setMax(maxValue); dialog.show(); } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); if (this.dialog.isShowing()) { this.dialog.dismiss(); } this.callback.onThreadFinish(); } } And in my activity, I do: final String page = htmlPage.substring(start, end).trim(); //Create new instance of the AsyncTask.. new UIThreadProgress(this, new UIThreadCallback() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } @Override public void onThreadFinish() { System.out.println("FINISHED!!"); } @Override public boolean condition() { return matcher.find(); } }).execute(); So the above creates an async task to run to update a table layout activity while showing the progress bar that displays how much work has been done.. However, I get an error saying that only the thread that started the activity can update its views. I tried doing: MainActivity.this.runOnUiThread(new Runnable() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } } But this gives me synchronization errors.. Any ideas how I can display progress and at the same time update my table in the background? Currently my UI looks like:

    Read the article

  • My Android game runs out of memory when it is closed and opened and couple times.

    - by sirconnorstack
    I have an Android game that has an activity for the menu, and then another activity for the game that creates a SurfaceView and Thread to deal with canvas drawing and game logic. When you exit the game and start it up again too much or if you open and close the keyboard (thus restarting the activity), the game runs out of memory, usually when loading a bitmap: java.lang.OutOfMemoryError: bitmap size exceeds VM budget How can I keep all my images in memory without loading them again when the game changes state, or how can I release them from memory and let them reload when the game is restarted?

    Read the article

  • Works on debug but not release

    - by user146780
    I have a thread that sets a value to true when it is done. Until then I wait: while(1) { if(done[0] == true) { break; } } This code works just fine in Debug but in Release it stays in the loop forever even though the debugger clearly says that it is true and not false. Why would this not work? Thanks

    Read the article

  • Why does this anonymous function starting with println result in a NullPointerException?

    - by noahz
    I am learning about pmap and wrote the following function: (pmap #((println "hello from " (-> (Thread/currentThread) .getName)) (+ %1 %2)) [1 1 1] [-1 -1 -1]) When run, the result is a NullPointerException (hello from clojure-agent-send-off-pool-4 hello from clojure-agent-send-off-pool-3 hello from clojure-agent-send-off-pool-5 NullPointerException user/eval55/fn--56 (NO_SOURCE_FILE:11) Why is this happening? I have understood and observed the body of a fn to be an implicit do.

    Read the article

  • Preventing threads from writing to the same file

    - by EpsilonVector
    I'm implementing an FTP-like protocol in Linux kernel 2.4 (homework), and I was under the impression that if a file is open for writing any subsequent attempt to open it by another thread should fail, until I actually tried it and discovered it goes through. How do I prevent this from happening? PS: I'm using open() to open the file.

    Read the article

  • Locking individual elements in a static collection?

    - by user638474
    I have a static collection of objects that will be frequently updated from multiple threads. Is it possible to lock individual objects in a collection instead of locking the entire collection so that only threads trying to access the same object in the collection would get blocked instead of every thread? If there is a better way to update objects in a collection from multiple threads, I'm all ears.

    Read the article

  • Downsides to immutable objects in Java?

    - by parkr
    The advantages of immutable objects in Java seem clear: consistent state automatic thread safety simplicity You can favour immutability by using private final fields and constructor injection. But, what are the downsides to favouring immutable objects in Java? i.e. incompatibility with ORM or web presentation tools? Inflexible design? Implementation complexities? Is it possible to design a large-scale system (deep object graph) that predominately uses immutable objects?

    Read the article

  • Run Jar in Background on Linux

    - by Benny
    I have a jar that runs forever (infinite loop with socket listening thread) and need it to run in the background at all times. An example would be: "java -jar test.jar" How do I do this? Thanks in advance!

    Read the article

  • example for Singleton pattern

    - by JavaUser
    Hi, Please give me a real time example for singleton pattern . Different threads accessing a shared file is singleton or not ? Since each thread access the same instance of the file not individual instances of their own .

    Read the article

  • Protected Class In C#

    - by ChloeRadshaw
    This compiles well for me - However other people on a different thread are saying that protected classes cannot be declared in c# at top level Is that the case? using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { protected class CsvReader { } }

    Read the article

  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

    Read the article

< Previous Page | 236 237 238 239 240 241 242 243 244 245 246 247  | Next Page >