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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • problems in trying ieee 802.15.4 working from msk

    - by asel
    Hi, i took a msk code from dsplog.com and tried to modify it to test the ieee 802.15.4. There are several links on that site for ieee 802.15.4. Currently I am getting simulated ber results all approximately same for all the cases of Eb_No values. Can you help me to find why? thanks in advance! clear PN = [ 1 1 0 1 1 0 0 1 1 1 0 0 0 0 1 1 0 1 0 1 0 0 1 0 0 0 1 0 1 1 1 0; 1 1 1 0 1 1 0 1 1 0 0 1 1 1 0 0 0 0 1 1 0 1 0 1 0 0 1 0 0 0 1 0; 0 0 1 0 1 1 1 0 1 1 0 1 1 0 0 1 1 1 0 0 0 0 1 1 0 1 0 1 0 0 1 0; 0 0 1 0 0 0 1 0 1 1 1 0 1 1 0 1 1 0 0 1 1 1 0 0 0 0 1 1 0 1 0 1; 0 1 0 1 0 0 1 0 0 0 1 0 1 1 1 0 1 1 0 1 1 0 0 1 1 1 0 0 0 0 1 1; 0 0 1 1 0 1 0 1 0 0 1 0 0 0 1 0 1 1 1 0 1 1 0 1 1 0 0 1 1 1 0 0; 1 1 0 0 0 0 1 1 0 1 0 1 0 0 1 0 0 0 1 0 1 1 1 0 1 1 0 1 1 0 0 1; 1 0 0 1 1 1 0 0 0 0 1 1 0 1 0 1 0 0 1 0 0 0 1 0 1 1 1 0 1 1 0 1; 1 0 0 0 1 1 0 0 1 0 0 1 0 1 1 0 0 0 0 0 0 1 1 1 0 1 1 1 1 0 1 1; 1 0 1 1 1 0 0 0 1 1 0 0 1 0 0 1 0 1 1 0 0 0 0 0 0 1 1 1 0 1 1 1; 0 1 1 1 1 0 1 1 1 0 0 0 1 1 0 0 1 0 0 1 0 1 1 0 0 0 0 0 0 1 1 1; 0 1 1 1 0 1 1 1 1 0 1 1 1 0 0 0 1 1 0 0 1 0 0 1 0 1 1 0 0 0 0 0; 0 0 0 0 0 1 1 1 0 1 1 1 1 0 1 1 1 0 0 0 1 1 0 0 1 0 0 1 0 1 1 0; 0 1 1 0 0 0 0 0 0 1 1 1 0 1 1 1 1 0 1 1 1 0 0 0 1 1 0 0 1 0 0 1; 1 0 0 1 0 1 1 0 0 0 0 0 0 1 1 1 0 1 1 1 1 0 1 1 1 0 0 0 1 1 0 0; 1 1 0 0 1 0 0 1 0 1 1 0 0 0 0 0 0 1 1 1 0 1 1 1 1 0 1 1 1 0 0 0; ]; N = 5*10^5; % number of bits or symbols fsHz = 1; % sampling period T = 4; % symbol duration Eb_N0_dB = [0:10]; % multiple Eb/N0 values ct = cos(pi*[-T:N*T-1]/(2*T)); st = sin(pi*[-T:N*T-1]/(2*T)); for ii = 1:length(Eb_N0_dB) tx = []; % MSK Transmitter ipBit = round(rand(1,N/32)*15); for k=1:length(ipBit) sym = ipBit(k); tx = [tx PN((sym+1),1:end)]; end ipMod = 2*tx - 1; % BPSK modulation 0 -> -1, 1 -> 1 ai = kron(ipMod(1:2:end),ones(1,2*T)); % even bits aq = kron(ipMod(2:2:end),ones(1,2*T)); % odd bits ai = [ai zeros(1,T) ]; % padding with zero to make the matrix dimension match aq = [zeros(1,T) aq ]; % adding delay of T for Q-arm % MSK transmit waveform xt = 1/sqrt(T)*[ai.*ct + j*aq.*st]; % Additive White Gaussian Noise nt = 1/sqrt(2)*[randn(1,N*T+T) + j*randn(1,N*T+T)]; % white gaussian noise, 0dB variance % Noise addition yt = xt + 10^(-Eb_N0_dB(ii)/20)*nt; % additive white gaussian noise % MSK receiver % multiplying with cosine and sine waveforms xE = conv(real(yt).*ct,ones(1,2*T)); xO = conv(imag(yt).*st,ones(1,2*T)); bHat = zeros(1,N); bHat(1:2:end) = xE(2*T+1:2*T:end-2*T); % even bits bHat(2:2:end) = xO(3*T+1:2*T:end-T); % odd bits result=zeros(16,1); chiplen=32; seqstart=1; recovered = []; while(seqstart<length(bHat)) A = bHat(seqstart:seqstart+(chiplen-1)); for j=1:16 B = PN(j,1:end); result(j)=sum(A.*B); end [value,index] = max(result); recovered = [recovered (index-1)]; seqstart = seqstart+chiplen; end; %# create binary string - the 4 forces at least 4 bits bstr1 = dec2bin(ipBit,4); bstr2 = dec2bin(recovered,4); %# convert back to numbers (reshape so that zeros are preserved) out1 = str2num(reshape(bstr1',[],1))'; out2 = str2num(reshape(bstr2',[],1))'; % counting the errors nErr(ii) = size(find([out1 - out2]),2); end nErr/(length(ipBit)*4) % simulated ber theoryBer = 0.5*erfc(sqrt(10.^(Eb_N0_dB/10))) % theoretical ber

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  • Repeated Squaring - Matrix Multiplication using NEWMAT

    - by Dinakar Kulkarni
    I'm trying to use the repeated squaring algorithm (using recursion) to perform matrix exponentiation. I've included header files from the NEWMAT library instead of using arrays. The original matrix has elements in the range (-5,5), all numbers being of type float. # include "C:\User\newmat10\newmat.h" # include "C:\User\newmat10\newmatio.h" # include "C:\User\newmat10\newmatap.h" # include <iostream> # include <time.h> # include <ctime> # include <cstdlib> # include <iomanip> using namespace std; Matrix repeated_squaring(Matrix A, int exponent, int n) //Recursive function { A(n,n); IdentityMatrix I(n); if (exponent == 0) //Matrix raised to zero returns an Identity Matrix return I; else { if ( exponent%2 == 1 ) // if exponent is odd return (A * repeated_squaring (A*A, (exponent-1)/2, n)); else //if exponent is even return (A * repeated_squaring( A*A, exponent/2, n)); } } Matrix direct_squaring(Matrix B, int k, int no) //Brute Force Multiplication { B(no,no); Matrix C = B; for (int i = 1; i <= k; i++) C = B*C; return C; } //----Creating a matrix with elements b/w (-5,5)---- float unifRandom() { int a = -5; int b = 5; float temp = (float)((b-a)*( rand()/RAND_MAX) + a); return temp; } Matrix initialize_mat(Matrix H, int ord) { H(ord,ord); for (int y = 1; y <= ord; y++) for(int z = 1; z<= ord; z++) H(y,z) = unifRandom(); return(H); } //--------------------------------------------------- void main() { int exponent, dimension; cout<<"Insert exponent:"<<endl; cin>>exponent; cout<< "Insert dimension:"<<endl; cin>>dimension; cout<<"The number of rows/columns in the square matrix is: "<<dimension<<endl; cout<<"The exponent is: "<<exponent<<endl; Matrix A(dimension,dimension),B(dimension,dimension); Matrix C(dimension,dimension),D(dimension,dimension); B= initialize_mat(A,dimension); cout<<"Initial Matrix: "<<endl; cout<<setw(5)<<setprecision(2)<<B<<endl; //----------------------------------------------------------------------------- cout<<"Repeated Squaring Result: "<<endl; clock_t time_before1 = clock(); C = repeated_squaring (B, exponent , dimension); cout<< setw(5) <<setprecision(2) <<C; clock_t time_after1 = clock(); float diff1 = ((float) time_after1 - (float) time_before1); cout << "It took " << diff1/CLOCKS_PER_SEC << " seconds to complete" << endl<<endl; //--------------------------------------------------------------------------------- cout<<"Direct Squaring Result:"<<endl; clock_t time_before2 = clock(); D = direct_squaring (B, exponent , dimension); cout<<setw(5)<<setprecision(2)<<D; clock_t time_after2 = clock(); float diff2 = ((float) time_after2 - (float) time_before2); cout << "It took " << diff2/CLOCKS_PER_SEC << " seconds to complete" << endl<<endl; } I face the following problems: The random number generator returns only "-5" as each element in the output. The Matrix multiplication yield different results with brute force multiplication and using the repeated squaring algorithm. I'm timing the execution time of my code to compare the times taken by brute force multiplication and by repeated squaring. Could someone please find out what's wrong with the recursion and with the matrix initialization? NOTE: While compiling this program, make sure you've imported the NEWMAT library. Thanks in advance!

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  • Fetch image from folder via datatable does not work after placing image in subdirectory

    - by Arnold Bishkoff
    I am having trouble wrapping my head around the following I have code that fetches an image via smarty in a line img src="getsnap.php?picid={$data[$smarty.section.sec.index].picno|default:$nextpic}&typ=pic&width={$config.disp_snap_width}&height={$config.disp_snap_height}" class="smallpic" alt="" / this works if i pull the image from /temp/userimages/userid/imageNo.ext but because an OS can segfault if you store too many folders or images in a directory i have code that assigns the user image to a subdirectory based upon division of a subdir per 1000 userids. so in thise case i have user id 94 whos images get stored in /siteroot/temp/userimages/000000/94/pic_1.jpg (through 10) or tn_1 (through 10).jpg here is the code for getsnap.php <?php ob_start(); if ( !defined( 'SMARTY_DIR' ) ) { include_once( 'init.php' ); } include('core/snaps_functions.php'); if (isset($_REQUEST['username']) && $_REQUEST['username'] != '') { $userid = $osDB-getOne('select id from ! where username = ?',array(USER_TABLE, $_REQUEST['username']) ); } else { // include ( 'sessioninc.php' ); if( !isset($_GET['id']) || (isset($_GET['id'])&& (int)$_GET['id'] <= 0 ) ) { $userid = $_SESSION['UserId']; } else { $userid = $_GET['id']; } } if (!isset($_GET['picid']) ) { if ((isset($_REQUEST['type']) && $_REQUEST['type'] != 'gallery') || !isset($_REQUEST['type']) ) { $defpic = $osDB-getOne('select picno from ! where userid = ? and ( album_id is null or album_id = ?) and default_pic = ? and active = ? ',array(USER_SNAP_TABLE, $userid,'0','Y','Y' ) ); if ($defpic != '') { $picid = $defpic; } else { $picid = $osDB-getOne('select picno from ! where userid = ? and ( album_id is null or album_id = ?) and active=? order by rand()',array(USER_SNAP_TABLE, $userid,'0','Y' ) ); } unset( $defpic); } } else { $picid = $_GET['picid']; } $typ = isset( $_GET['typ'])?$_GET['typ']:'pic' ; $cond = ''; if ( ($config['snaps_require_approval'] == 'Y' || $config['snaps_require_approval'] == '1') && $userid != $_SESSION['UserId'] ) { $cond = " and active = 'Y' "; } $sql = 'select * from ! where userid = ? and picno = ? '.$cond; //Get the pic $row =& $osDB-getRow ( $sql, array( USER_SNAP_TABLE, $userid, $picid ) ); //Okay pic was found in the DB, Lets actually do something // $id = $userid; $dir = str_pad(($id - ($id % 1000))/100000,6,'0',STR_PAD_LEFT); $zimg = USER_IMAGES_DIR.$dir; $img = getPicture($zimg, $userid, $picid, $typ, $row); //$img = getPicture($userid, $picid, $typ, $row); //$img = getPicture($dir, $userid, $picid, $typ, $row); $ext = ($typ = 'tn')?$row['tnext']:$row['picext']; // Now pic is built as // something pic_x.ext ie pic_2.jpg if ( $img != '' && ( ( hasRight('seepictureprofile') && ( $config['snaps_require_approval'] == 'Y' && $row['active'] == 'Y' ) ||$config['snaps_require_approval'] == 'N' ) || $userid == $_SESSION['UserId'] ) ) { $img2 = $img; //$img2 = $dir.'/'.$img; } else { $gender = $osDB-getOne( 'select gender from ! where id = ?', array( USER_TABLE, $userid ) ) ; if ($gender == 'M') { $nopic = SKIN_IMAGES_DIR.'male.jpg'; } elseif ($gender == 'F') { $nopic = SKIN_IMAGES_DIR.'female.jpg'; } elseif ($gender == 'D') { $nopic = SKIN_IMAGES_DIR.'director.jpg'; } $img2 = imagecreatefromjpeg($nopic); $ext = 'jpg'; } ob_end_clean(); header("Pragma: public"); header("Content-Type: image/".$ext); header("Content-Transfer-Encoding: binary"); header("Cache-Control: must-revalidate"); $ExpStr = "Expires: " . gmdate("D, d M Y H:i:s", time() - 30) . " GMT"; header($ExpStr); $id = $userid; $dir = str_pad(($id - ($id % 1000))/100000,6,'0',STR_PAD_LEFT); $zimg = USER_IMAGES_DIR.$dir; //header("Content-Disposition: attachment; filename=profile_".$userid."_".$typ.".".$ext); //header("Content-Disposition: attachment; filename=$dir.'/'.profile_".$userid."".$typ.".".$ext); //header("Content-Disposition: attachment; filename=profile"$dir".'/'.".$userid."_".$typ.".".$ext); header("Content-Disposition: attachment; filename=profile_".$userid."_".$typ.".".$ext); /* if ($_SESSION['browser'] != 'MSIE') { header("Content-Disposition: inline" ); } */ if ($ext == 'jpg') { imagejpeg($img2); } elseif ($ext == 'gif') { imagegif($img2); } elseif ($ext == 'png') { imagepng($img2); } elseif ($ext == 'bmp') { imagewbmp($img2); } imagedestroy($img2); ?

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  • C++ Program performs better when piped

    - by ET1 Nerd
    I haven't done any programming in a decade. I wanted to get back into it, so I made this little pointless program as practice. The easiest way to describe what it does is with output of my --help codeblock: ./prng_bench --help ./prng_bench: usage: ./prng_bench $N $B [$T] This program will generate an N digit base(B) random number until all N digits are the same. Once a repeating N digit base(B) number is found, the following statistics are displayed: -Decimal value of all N digits. -Time & number of tries taken to randomly find. Optionally, this process is repeated T times. When running multiple repititions, averages for all N digit base(B) numbers are displayed at the end, as well as total time and total tries. My "problem" is that when the problem is "easy", say a 3 digit base 10 number, and I have it do a large number of passes the "total time" is less when piped to grep. ie: command ; command |grep took : ./prng_bench 3 10 999999 ; ./prng_bench 3 10 999999|grep took .... Pass# 999999: All 3 base(10) digits = 3 base(10). Time: 0.00005 secs. Tries: 23 It took 191.86701 secs & 99947208 tries to find 999999 repeating 3 digit base(10) numbers. An average of 0.00019 secs & 99 tries was needed to find each one. It took 159.32355 secs & 99947208 tries to find 999999 repeating 3 digit base(10) numbers. If I run the same command many times w/o grep time is always VERY close. I'm using srand(1234) for now, to test. The code between my calls to clock_gettime() for start and stop do not involve any stream manipulation, which would obviously affect time. I realize this is an exercise in futility, but I'd like to know why it behaves this way. Below is heart of the program. Here's a link to the full source on DB if anybody wants to compile and test. https://www.dropbox.com/s/6olqnnjf3unkm2m/prng_bench.cpp clock_gettime() requires -lrt. for (int pass_num=1; pass_num<=passes; pass_num++) { //Executes $passes # of times. clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &temp_time); //get time start_time = timetodouble(temp_time); //convert time to double, store as start_time for(i=1, tries=0; i!=0; tries++) { //loops until 'comparison for' fully completes. counts reps as 'tries'. <------------ for (i=0; i<Ndigits; i++) //Move forward through array. | results[i]=(rand()%base); //assign random num of base to element (digit). | /*for (i=0; i<Ndigits; i++) //---Debug Lines--------------- | std::cout<<" "<<results[i]; //---a LOT of output.---------- | std::cout << "\n"; //---Comment/decoment to disable/enable.*/ // | for (i=Ndigits-1; i>0 && results[i]==results[0]; i--); //Move through array, != element breaks & i!=0, new digits drawn. -| } //If all are equal i will be 0, nested for condition satisfied. -| clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &temp_time); //get time draw_time = (timetodouble(temp_time) - start_time); //convert time to dbl, subtract start_time, set draw_time to diff. total_time += draw_time; //add time for this pass to total. total_tries += tries; //add tries for this pass to total. /*Formated output for each pass: Pass# ---: All -- base(--) digits = -- base(10) Time: ----.---- secs. Tries: ----- (LINE) */ std::cout<<"Pass# "<<std::setw(width_pass)<<pass_num<<": All "<<Ndigits<<" base("<<base<<") digits = " <<std::setw(width_base)<<results[0]<<" base(10). Time: "<<std::setw(width_time)<<draw_time <<" secs. Tries: "<<tries<<"\n"; } if(passes==1) return 0; //No need for totals and averages of 1 pass. /* It took ----.---- secs & ------ tries to find --- repeating -- digit base(--) numbers. (LINE) An average of ---.---- secs & ---- tries was needed to find each one. (LINE)(LINE) */ std::cout<<"It took "<<total_time<<" secs & "<<total_tries<<" tries to find " <<passes<<" repeating "<<Ndigits<<" digit base("<<base<<") numbers.\n" <<"An average of "<<total_time/passes<<" secs & "<<total_tries/passes <<" tries was needed to find each one. \n\n"; return 0;

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  • Feedback + Bad output

    - by user1770094
    So I've got an assignment I think I'm more or less done with, but there is something which is messing up the output badly somewhere down the line, or even the calculation, and I don't see where the problem is. The assignment is to make a game in which a certain ammount of players run up through a tunnel towards a spot,where they will stop and spin around it,and then their dizziness is supposed to make them randomly either progress towards goal or regress back towards start.And each time they get another spot closer to goal,they get another "marking",and it goes on like this until one of them reaches goal. The program includes three files: one main.cpp,one header file and another cpp file. The header file: #ifndef COMPETITOR_H #define COMPETITOR_H #include <string> using namespace std; class Competitor { public: void setName(); string getName(); void spin(); void move(); int checkScore(); void printResult(); private: string name; int direction; int markedSpots; }; #endif // COMPETITOR_H The second cpp file: #include <iostream> #include <string> #include <cstdlib> #include <ctime> #include "Competitor.h" using namespace std; void Competitor::setName() { cin>>name; } string Competitor::getName() { return name; } void Competitor::spin() { srand(time(NULL)); direction = rand()%1+0; } void Competitor::move() { if(direction == 1) { markedSpots++; } else if(direction == 0 && markedSpots != 0) { markedSpots--; } } int Competitor::checkScore() { return markedSpots; } void Competitor::printResult() { if(direction == 1) { cout<<" is heading towards goal and has currently "<<markedSpots<<" markings."; } else if(direction == 0) { cout<<"\n"<<getName()<<" is heading towards start and has currently "<<markedSpots<<" markings."; } } The main cpp file: #include <iostream> #include <string> #include <cstdlib> #include <ctime> #include "Competitor.h" using namespace std; void inputAndSetNames(Competitor comps[],int nrOfComps); void makeTwist(Competitor comps[],int nrOfComps); void makeMove(Competitor comps[],int nrOfComps); void showAll(Competitor comps[],int nrOfComps); int winner(Competitor comps[],int nrOfComps, int nrOfTwistPlaces); int main() { int nrOfTwistPlaces; int nrOfComps; int noWinner = -1; int laps = 0; cout<<"How many spinning places should there be? "; cin>>nrOfTwistPlaces; cout<<"How many competitors should there be? "; cin>>nrOfComps; Competitor * comps = new Competitor[nrOfComps]; inputAndSetNames(comps, nrOfComps); do { laps++; cout<<"\nSpin "<<laps<<":"; makeTwist(comps, nrOfComps); makeMove(comps, nrOfComps); showAll(comps, nrOfComps); }while(noWinner == -1); delete [] comps; return 0; } void inputAndSetNames(Competitor comps[],int nrOfComps) { cout<<"Type in the names of the "<<nrOfComps<<" competitors:\n"; for(int i=0;i<nrOfComps;i++) { comps[i].setName(); } cout<<"\n"; } void makeTwist(Competitor comps[],int nrOfComps) { for(int i=0;i<nrOfComps;i++) { comps[i].spin(); } } void makeMove(Competitor comps[],int nrOfComps) { for(int i=0;i<nrOfComps;i++) { comps[i].move(); } } void showAll(Competitor comps[],int nrOfComps) { for(int i=0;i<nrOfComps;i++) { comps[i].printResult(); } cout<<"\n\n"; system("pause"); } int winner(Competitor comps[],int nrOfComps, int nrOfTwistPlaces) { int end = 0; int score = 0; for(int i=0;i<nrOfComps;i++) { score = comps[i].checkScore(); if(score == nrOfTwistPlaces) { end = 1; } else end = -1; } return end; } I'd be grateful if you would point out other mistakes if you see any.Thanks in advance.

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  • Weird "?>" being displayed

    - by Jaxkr
    I have the following navigation bar script: <?php session_start(); require('includepath.inc.php'); require($include_path.'loginsysfunc.inc.php'); $current_page = $_SERVER['REQUEST_URI']; ?> <div class="navbar"> <img class="navlogo" src="logo.png"> <div class="navbutton"><a href="index.php">Home</a></div> <div class="navbutton"><a href="about.php">About</a></div> <div class="navbutton"><a href="donate.php">Donate</a></div> <?php if (loggedIn()){ ?> <div class="navusername"><a href="profile.php?user=<?php echo $_SESSION['username'];?>"><?php echo $_SESSION['username']; ?></a></div> <div class="navtoolsettings"><a href="settings.php">Settings</a></div> <div class="navtoollogout"><a href="logout.php">Log out</a> <?php } elseif ($current_page == '/login.php') { ?> <div class="navregister"><a href="register.php">Register</a></div> <?php } else { ?> <div class="navusername"><a href="login.php">Log in</a></div> <?php } ?> </div> For some reason, a strange "?" is being displayed. I am super confused, so please help. Here is includepath.inc.php (the only I reason it's there is because I am on a shared host, and I don't want to type '/home/bigdumbhash/public_html/include' everytime. But, here it is: <?php $include_path = '/home/a6595899/public_html/include/'; ?> Here is loginsysfunc.inc.php. These are functions that go with my login system to save time: <?php function valUser() { session_regenerate_id(); $_SESSION['valid'] = true; $_SESSION['username'] = $userid; echo '<meta http-equiv="refresh" content="0;URL=\'index.php\'">'; } function loggedIn() { if($_SESSION['valid'] == true) { return true; } else { return false; } } function createSalt() { $string = $string = md5(uniqid(rand(), true)); return substr($string, 0, 3); } function logout() { $_SESSION = array(); session_destroy(); echo '<meta http-equiv="refresh" content="0;URL=\'index.php\'">'; } ?> Here is the actual HTML of the page: <!DOCTYPE html> <html> <head> <link href="style.css" rel="stylesheet" type="text/css"> <title> Log in </title> </head> <body> <div class="navbar"> <img class="navlogo" src="logo.png"> <div class="navbutton"><a href="index.php">Home</a></div> <div class="navbutton"><a href="about.php">About</a></div> <div class="navbutton"><a href="donate.php">Donate</a></div> <div class="navregister"><a href="register.php">Register</a></div> </div> ?> <div class="loginbox"> <h1>Log in</h1> <form action="logingo.php" method="POST"> <input class="userpass" type="text" name="username" value="Username" onFocus="this.value='';"> <br> <input class="userpass" type="password" name="password" value="Password" onFocus="this.value='';"> <br> <input class="loginbutton" type="submit" value="Log in!"> </form> </div> </body> </html>

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  • program not working as expected!

    - by wilson88
    Can anyone just help spot why my program is not returning the expected output.related to my previous question.Am passing a vector by refrence, I want to see whats in the container before I copy them to another loaction.if u remove comments on loadRage, u will see bids are generated by the trader. #include <iostream> #include <vector> #include <string> #include <algorithm> #include <cstdlib> #include <iomanip> using namespace std; const int NUMSELLER = 1; const int NUMBUYER = 1; const int NUMBIDS = 20; const int MINQUANTITY = 1; const int MAXQUANTITY = 30; const int MINPRICE =100; const int MAXPRICE = 150; int s=0; int trdId; // Bid, simple container for values struct Bid { int bidId, trdId, qty, price; char type; // for sort and find. bool operator<(const Bid &other) const { return price < other.price; } bool operator==(int bidId) const { return this->bidId == bidId; } }; // alias to the list, make type consistent typedef vector<Bid> BidList; // this class generates bids! class Trader { private: int nextBidId; public: Trader(); Bid getNextBid(); Bid getNextBid(char type); // generate a number of bids void loadRange(BidList &, int size); void loadRange(BidList &, char type, int size); void setVector(); }; Trader::Trader() : nextBidId(1) {} #define RAND_RANGE(min, max) ((rand() % (max-min+1)) + min) Bid Trader::getNextBid() { char type = RAND_RANGE('A','B'); return getNextBid(type); } Bid Trader::getNextBid(char type) { for(int i = 0; i < NUMSELLER+NUMBUYER; i++) { // int trdId = RAND_RANGE(1,9); if (s<10){trdId=0;type='A';} else {trdId=1;type='B';} s++; int qty = RAND_RANGE(MINQUANTITY, MAXQUANTITY); int price = RAND_RANGE(MINPRICE, MAXPRICE); Bid bid = {nextBidId++, trdId, qty, price, type}; return bid; } } //void Trader::loadRange(BidList &list, int size) { // for (int i=0; i<size; i++) { list.push_back(getNextBid()); } //} // //void Trader::loadRange(BidList &list, char type, int size) { // for (int i=0; i<size; i++) { list.push_back(getNextBid(type)); } //} //---------------------------AUCTIONEER------------------------------------------- class Auctioneer { vector<Auctioneer> List; Trader trader; vector<Bid> list; public: Auctioneer(){}; void accept_bids(const BidList& bid); }; typedef vector<Auctioneer*> bidlist; void Auctioneer::accept_bids(const BidList& bid){ BidList list; //copy (BidList.begin(),BidList.end(),list); } //all the happy display commands void show(const Bid &bid) { cout << "\tBid\t(" << setw(3) << bid.bidId << "\t " << setw(3) << bid.trdId << "\t " << setw(3) << bid.type <<"\t " << setw(3) << bid.qty <<"\t " << setw(3) << bid.price <<")\t\n " ; } void show(const BidList &list) { cout << "\t\tBidID | TradID | Type | Qty | Price \n\n"; for(BidList::const_iterator itr=list.begin(); itr != list.end(); ++itr) { //cout <<"\t\t"; show(*itr); cout << endl; } cout << endl; } //search now checks for failure void show(const char *msg, const BidList &list) { cout << msg << endl; show(list); } void searchTest(BidList &list, int bidId) { cout << "Searching for Bid " << bidId << endl; BidList::const_iterator itr = find(list.begin(), list.end(), bidId); if (itr==list.end()) { cout << "Bid not found."; } else { cout << "Bid has been found. Its : "; show(*itr); } cout << endl; } //comparator function for price: returns true when x belongs before y bool compareBidList(Bid one, Bid two) { if (one.type == 'A' && two.type == 'B') return (one.price < two.price); return false; } void sort(BidList &bidlist) { sort(bidlist.begin(), bidlist.end(), compareBidList); } int main(int argc, char **argv) { Trader trader; BidList bidlist; Auctioneer auctioneer; //bidlist list; auctioneer.accept_bids(bidlist); //trader.loadRange(bidlist, NUMBIDS); show("Bids before sort:", bidlist); sort(bidlist); show("Bids after sort:", bidlist); system("pause"); return 0; }

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  • Why is my simple recusive method for this game always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • Need help with implementing collision detection using the Separating Axis Theorem

    - by Eddie Ringle
    So, after hours of Googling and reading, I've found that the basic process of detecting a collision using SAT is: for each edge of poly A project A and B onto the normal for this edge if intervals do not overlap, return false end for for each edge of poly B project A and B onto the normal for this edge if intervals do not overlap, return false end for However, as many ways as I try to implement this in code, I just cannot get it to detect the collision. My current code is as follows: for (unsigned int i = 0; i < asteroids.size(); i++) { if (asteroids.valid(i)) { asteroids[i]->Update(); // Player-Asteroid collision detection bool collision = true; SDL_Rect asteroidBox = asteroids[i]->boundingBox; // Bullet-Asteroid collision detection for (unsigned int j = 0; j < player.bullets.size(); j++) { if (player.bullets.valid(j)) { Bullet b = player.bullets[j]; collision = true; if (b.x + (b.w / 2.0f) < asteroidBox.x - (asteroidBox.w / 2.0f)) collision = false; if (b.x - (b.w / 2.0f) > asteroidBox.x + (asteroidBox.w / 2.0f)) collision = false; if (b.y - (b.h / 2.0f) > asteroidBox.y + (asteroidBox.h / 2.0f)) collision = false; if (b.y + (b.h / 2.0f) < asteroidBox.y - (asteroidBox.h / 2.0f)) collision = false; if (collision) { bool realCollision = false; float min1, max1, min2, max2; // Create a list of vertices for the bullet CrissCross::Data::LList<Vector2D *> bullVerts; bullVerts.insert(new Vector2D(b.x - b.w / 2.0f, b.y + b.h / 2.0f)); bullVerts.insert(new Vector2D(b.x - b.w / 2.0f, b.y - b.h / 2.0f)); bullVerts.insert(new Vector2D(b.x + b.w / 2.0f, b.y - b.h / 2.0f)); bullVerts.insert(new Vector2D(b.x + b.w / 2.0f, b.y + b.h / 2.0f)); // Create a list of vectors of the edges of the bullet and the asteroid CrissCross::Data::LList<Vector2D *> bullEdges; CrissCross::Data::LList<Vector2D *> asteroidEdges; for (int k = 0; k < 4; k++) { int n = (k == 3) ? 0 : k + 1; bullEdges.insert(new Vector2D(bullVerts[k]->x - bullVerts[n]->x, bullVerts[k]->y - bullVerts[n]->y)); asteroidEdges.insert(new Vector2D(asteroids[i]->vertices[k]->x - asteroids[i]->vertices[n]->x, asteroids[i]->vertices[k]->y - asteroids[i]->vertices[n]->y)); } for (unsigned int k = 0; k < asteroidEdges.size(); k++) { Vector2D *axis = asteroidEdges[k]->getPerpendicular(); min1 = max1 = axis->dotProduct(asteroids[i]->vertices[0]); for (unsigned int l = 1; l < asteroids[i]->vertices.size(); l++) { float test = axis->dotProduct(asteroids[i]->vertices[l]); min1 = (test < min1) ? test : min1; max1 = (test > max1) ? test : max1; } min2 = max2 = axis->dotProduct(bullVerts[0]); for (unsigned int l = 1; l < bullVerts.size(); l++) { float test = axis->dotProduct(bullVerts[l]); min2 = (test < min2) ? test : min2; max2 = (test > max2) ? test : max2; } delete axis; axis = NULL; if ( (min1 - max2) > 0 || (min2 - max1) > 0 ) { realCollision = false; break; } else { realCollision = true; } } if (realCollision == false) { for (unsigned int k = 0; k < bullEdges.size(); k++) { Vector2D *axis = bullEdges[k]->getPerpendicular(); min1 = max1 = axis->dotProduct(asteroids[i]->vertices[0]); for (unsigned int l = 1; l < asteroids[i]->vertices.size(); l++) { float test = axis->dotProduct(asteroids[i]->vertices[l]); min1 = (test < min1) ? test : min1; max1 = (test > max1) ? test : max1; } min2 = max2 = axis->dotProduct(bullVerts[0]); for (unsigned int l = 1; l < bullVerts.size(); l++) { float test = axis->dotProduct(bullVerts[l]); min2 = (test < min2) ? test : min2; max2 = (test > max2) ? test : max2; } delete axis; axis = NULL; if ( (min1 - max2) > 0 || (min2 - max1) > 0 ) { realCollision = false; break; } else { realCollision = true; } } } if (realCollision) { player.bullets.remove(j); int numAsteroids; float newDegree; srand ( j + asteroidBox.x ); if ( asteroids[i]->degree == 90.0f ) { if ( rand() % 2 == 1 ) { numAsteroids = 3; newDegree = 30.0f; } else { numAsteroids = 2; newDegree = 45.0f; } for ( int k = 0; k < numAsteroids; k++) asteroids.insert(new Asteroid(asteroidBox.x + (10 * k), asteroidBox.y + (10 * k), newDegree)); } delete asteroids[i]; asteroids.remove(i); } while (bullVerts.size()) { delete bullVerts[0]; bullVerts.remove(0); } while (bullEdges.size()) { delete bullEdges[0]; bullEdges.remove(0); } while (asteroidEdges.size()) { delete asteroidEdges[0]; asteroidEdges.remove(0); } } } } } } bullEdges is a list of vectors of the edges of a bullet, asteroidEdges is similar, and bullVerts and asteroids[i].vertices are, obviously, lists of vectors of each vertex for the respective bullet or asteroid. Honestly, I'm not looking for code corrections, just a fresh set of eyes.

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  • Why is my simple recusive method's final return value always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • Problems with real-valued input deep belief networks (of RBMs)

    - by Junier
    I am trying to recreate the results reported in Reducing the dimensionality of data with neural networks of autoencoding the olivetti face dataset with an adapted version of the MNIST digits matlab code, but am having some difficulty. It seems that no matter how much tweaking I do on the number of epochs, rates, or momentum the stacked RBMs are entering the fine-tuning stage with a large amount of error and consequently fail to improve much at the fine-tuning stage. I am also experiencing a similar problem on another real-valued dataset. For the first layer I am using a RBM with a smaller learning rate (as described in the paper) and with negdata = poshidstates*vishid' + repmat(visbiases,numcases,1); I'm fairly confident I am following the instructions found in the supporting material but I cannot achieve the correct errors. Is there something I am missing? See the code I'm using for real-valued visible unit RBMs below, and for the whole deep training. The rest of the code can be found here. rbmvislinear.m: epsilonw = 0.001; % Learning rate for weights epsilonvb = 0.001; % Learning rate for biases of visible units epsilonhb = 0.001; % Learning rate for biases of hidden units weightcost = 0.0002; initialmomentum = 0.5; finalmomentum = 0.9; [numcases numdims numbatches]=size(batchdata); if restart ==1, restart=0; epoch=1; % Initializing symmetric weights and biases. vishid = 0.1*randn(numdims, numhid); hidbiases = zeros(1,numhid); visbiases = zeros(1,numdims); poshidprobs = zeros(numcases,numhid); neghidprobs = zeros(numcases,numhid); posprods = zeros(numdims,numhid); negprods = zeros(numdims,numhid); vishidinc = zeros(numdims,numhid); hidbiasinc = zeros(1,numhid); visbiasinc = zeros(1,numdims); sigmainc = zeros(1,numhid); batchposhidprobs=zeros(numcases,numhid,numbatches); end for epoch = epoch:maxepoch, fprintf(1,'epoch %d\r',epoch); errsum=0; for batch = 1:numbatches, if (mod(batch,100)==0) fprintf(1,' %d ',batch); end %%%%%%%%% START POSITIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% data = batchdata(:,:,batch); poshidprobs = 1./(1 + exp(-data*vishid - repmat(hidbiases,numcases,1))); batchposhidprobs(:,:,batch)=poshidprobs; posprods = data' * poshidprobs; poshidact = sum(poshidprobs); posvisact = sum(data); %%%%%%%%% END OF POSITIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% poshidstates = poshidprobs > rand(numcases,numhid); %%%%%%%%% START NEGATIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% negdata = poshidstates*vishid' + repmat(visbiases,numcases,1);% + randn(numcases,numdims) if not using mean neghidprobs = 1./(1 + exp(-negdata*vishid - repmat(hidbiases,numcases,1))); negprods = negdata'*neghidprobs; neghidact = sum(neghidprobs); negvisact = sum(negdata); %%%%%%%%% END OF NEGATIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% err= sum(sum( (data-negdata).^2 )); errsum = err + errsum; if epoch>5, momentum=finalmomentum; else momentum=initialmomentum; end; %%%%%%%%% UPDATE WEIGHTS AND BIASES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% vishidinc = momentum*vishidinc + ... epsilonw*( (posprods-negprods)/numcases - weightcost*vishid); visbiasinc = momentum*visbiasinc + (epsilonvb/numcases)*(posvisact-negvisact); hidbiasinc = momentum*hidbiasinc + (epsilonhb/numcases)*(poshidact-neghidact); vishid = vishid + vishidinc; visbiases = visbiases + visbiasinc; hidbiases = hidbiases + hidbiasinc; %%%%%%%%%%%%%%%% END OF UPDATES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% end fprintf(1, '\nepoch %4i error %f \n', epoch, errsum); end dofacedeepauto.m: clear all close all maxepoch=200; %In the Science paper we use maxepoch=50, but it works just fine. numhid=2000; numpen=1000; numpen2=500; numopen=30; fprintf(1,'Pretraining a deep autoencoder. \n'); fprintf(1,'The Science paper used 50 epochs. This uses %3i \n', maxepoch); load fdata %makeFaceData; [numcases numdims numbatches]=size(batchdata); fprintf(1,'Pretraining Layer 1 with RBM: %d-%d \n',numdims,numhid); restart=1; rbmvislinear; hidrecbiases=hidbiases; save mnistvh vishid hidrecbiases visbiases; maxepoch=50; fprintf(1,'\nPretraining Layer 2 with RBM: %d-%d \n',numhid,numpen); batchdata=batchposhidprobs; numhid=numpen; restart=1; rbm; hidpen=vishid; penrecbiases=hidbiases; hidgenbiases=visbiases; save mnisthp hidpen penrecbiases hidgenbiases; fprintf(1,'\nPretraining Layer 3 with RBM: %d-%d \n',numpen,numpen2); batchdata=batchposhidprobs; numhid=numpen2; restart=1; rbm; hidpen2=vishid; penrecbiases2=hidbiases; hidgenbiases2=visbiases; save mnisthp2 hidpen2 penrecbiases2 hidgenbiases2; fprintf(1,'\nPretraining Layer 4 with RBM: %d-%d \n',numpen2,numopen); batchdata=batchposhidprobs; numhid=numopen; restart=1; rbmhidlinear; hidtop=vishid; toprecbiases=hidbiases; topgenbiases=visbiases; save mnistpo hidtop toprecbiases topgenbiases; backpropface; Thanks for your time

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  • Problems with real-valued deep belief networks (of RBMs)

    - by Junier
    I am trying to recreate the results reported in Reducing the dimensionality of data with neural networks of autoencoding the olivetti face dataset with an adapted version of the MNIST digits matlab code, but am having some difficulty. It seems that no matter how much tweaking I do on the number of epochs, rates, or momentum the stacked RBMs are entering the fine-tuning stage with a large amount of error and consequently fail to improve much at the fine-tuning stage. I am also experiencing a similar problem on another real-valued dataset. For the first layer I am using a RBM with a smaller learning rate (as described in the paper) and with negdata = poshidstates*vishid' + repmat(visbiases,numcases,1); I'm fairly confident I am following the instructions found in the supporting material but I cannot achieve the correct errors. Is there something I am missing? See the code I'm using for real-valued visible unit RBMs below, and for the whole deep training. The rest of the code can be found here. rbmvislinear.m: epsilonw = 0.001; % Learning rate for weights epsilonvb = 0.001; % Learning rate for biases of visible units epsilonhb = 0.001; % Learning rate for biases of hidden units weightcost = 0.0002; initialmomentum = 0.5; finalmomentum = 0.9; [numcases numdims numbatches]=size(batchdata); if restart ==1, restart=0; epoch=1; % Initializing symmetric weights and biases. vishid = 0.1*randn(numdims, numhid); hidbiases = zeros(1,numhid); visbiases = zeros(1,numdims); poshidprobs = zeros(numcases,numhid); neghidprobs = zeros(numcases,numhid); posprods = zeros(numdims,numhid); negprods = zeros(numdims,numhid); vishidinc = zeros(numdims,numhid); hidbiasinc = zeros(1,numhid); visbiasinc = zeros(1,numdims); sigmainc = zeros(1,numhid); batchposhidprobs=zeros(numcases,numhid,numbatches); end for epoch = epoch:maxepoch, fprintf(1,'epoch %d\r',epoch); errsum=0; for batch = 1:numbatches, if (mod(batch,100)==0) fprintf(1,' %d ',batch); end %%%%%%%%% START POSITIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% data = batchdata(:,:,batch); poshidprobs = 1./(1 + exp(-data*vishid - repmat(hidbiases,numcases,1))); batchposhidprobs(:,:,batch)=poshidprobs; posprods = data' * poshidprobs; poshidact = sum(poshidprobs); posvisact = sum(data); %%%%%%%%% END OF POSITIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% poshidstates = poshidprobs > rand(numcases,numhid); %%%%%%%%% START NEGATIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% negdata = poshidstates*vishid' + repmat(visbiases,numcases,1);% + randn(numcases,numdims) if not using mean neghidprobs = 1./(1 + exp(-negdata*vishid - repmat(hidbiases,numcases,1))); negprods = negdata'*neghidprobs; neghidact = sum(neghidprobs); negvisact = sum(negdata); %%%%%%%%% END OF NEGATIVE PHASE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% err= sum(sum( (data-negdata).^2 )); errsum = err + errsum; if epoch>5, momentum=finalmomentum; else momentum=initialmomentum; end; %%%%%%%%% UPDATE WEIGHTS AND BIASES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% vishidinc = momentum*vishidinc + ... epsilonw*( (posprods-negprods)/numcases - weightcost*vishid); visbiasinc = momentum*visbiasinc + (epsilonvb/numcases)*(posvisact-negvisact); hidbiasinc = momentum*hidbiasinc + (epsilonhb/numcases)*(poshidact-neghidact); vishid = vishid + vishidinc; visbiases = visbiases + visbiasinc; hidbiases = hidbiases + hidbiasinc; %%%%%%%%%%%%%%%% END OF UPDATES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% end fprintf(1, '\nepoch %4i error %f \n', epoch, errsum); end dofacedeepauto.m: clear all close all maxepoch=200; %In the Science paper we use maxepoch=50, but it works just fine. numhid=2000; numpen=1000; numpen2=500; numopen=30; fprintf(1,'Pretraining a deep autoencoder. \n'); fprintf(1,'The Science paper used 50 epochs. This uses %3i \n', maxepoch); load fdata %makeFaceData; [numcases numdims numbatches]=size(batchdata); fprintf(1,'Pretraining Layer 1 with RBM: %d-%d \n',numdims,numhid); restart=1; rbmvislinear; hidrecbiases=hidbiases; save mnistvh vishid hidrecbiases visbiases; maxepoch=50; fprintf(1,'\nPretraining Layer 2 with RBM: %d-%d \n',numhid,numpen); batchdata=batchposhidprobs; numhid=numpen; restart=1; rbm; hidpen=vishid; penrecbiases=hidbiases; hidgenbiases=visbiases; save mnisthp hidpen penrecbiases hidgenbiases; fprintf(1,'\nPretraining Layer 3 with RBM: %d-%d \n',numpen,numpen2); batchdata=batchposhidprobs; numhid=numpen2; restart=1; rbm; hidpen2=vishid; penrecbiases2=hidbiases; hidgenbiases2=visbiases; save mnisthp2 hidpen2 penrecbiases2 hidgenbiases2; fprintf(1,'\nPretraining Layer 4 with RBM: %d-%d \n',numpen2,numopen); batchdata=batchposhidprobs; numhid=numopen; restart=1; rbmhidlinear; hidtop=vishid; toprecbiases=hidbiases; topgenbiases=visbiases; save mnistpo hidtop toprecbiases topgenbiases; backpropface; Thanks for your time

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  • C++ function not found during compilation

    - by forthewinwin
    For a homework assignment: I'm supposed to create randomized alphabetial keys, print them to a file, and then hash each of them into a hash table using the function "goodHash", found in my below code. When I try to run the below code, it says my "goodHash" "identifier isn't found". What's wrong with my code? #include <iostream> #include <vector> #include <cstdlib> #include "math.h" #include <fstream> #include <time.h> using namespace std; // "makeKey" function to create an alphabetical key // based on 8 randomized numbers 0 - 25. string makeKey() { int k; string key = ""; for (k = 0; k < 8; k++) { int keyNumber = (rand() % 25); if (keyNumber == 0) key.append("A"); if (keyNumber == 1) key.append("B"); if (keyNumber == 2) key.append("C"); if (keyNumber == 3) key.append("D"); if (keyNumber == 4) key.append("E"); if (keyNumber == 5) key.append("F"); if (keyNumber == 6) key.append("G"); if (keyNumber == 7) key.append("H"); if (keyNumber == 8) key.append("I"); if (keyNumber == 9) key.append("J"); if (keyNumber == 10) key.append("K"); if (keyNumber == 11) key.append("L"); if (keyNumber == 12) key.append("M"); if (keyNumber == 13) key.append("N"); if (keyNumber == 14) key.append("O"); if (keyNumber == 15) key.append("P"); if (keyNumber == 16) key.append("Q"); if (keyNumber == 17) key.append("R"); if (keyNumber == 18) key.append("S"); if (keyNumber == 19) key.append("T"); if (keyNumber == 20) key.append("U"); if (keyNumber == 21) key.append("V"); if (keyNumber == 22) key.append("W"); if (keyNumber == 23) key.append("X"); if (keyNumber == 24) key.append("Y"); if (keyNumber == 25) key.append("Z"); } return key; } // "makeFile" function to produce the desired text file. // Note this only works as intended if you include the ".txt" extension, // and that a file of the same name doesn't already exist. void makeFile(string fileName, int n) { ofstream ourFile; ourFile.open(fileName); int k; // For use in below loop to compare with n. int l; // For use in the loop inside the below loop. string keyToPassTogoodHash = ""; for (k = 1; k <= n; k++) { for (l = 0; l < 8; l++) { // For-loop to write to the file ONE key ourFile << makeKey()[l]; keyToPassTogoodHash += (makeKey()[l]); } ourFile << " " << k << "\n";// Writes two spaces and the data value goodHash(keyToPassTogoodHash); // I think this has to do with the problem makeKey(); // Call again to make a new key. } } // Primary function to create our desired file! void mainFunction(string fileName, int n) { makeKey(); makeFile(fileName, n); } // Hash Table for Part 2 struct Node { int key; string value; Node* next; }; const int hashTableSize = 10; Node* hashTable[hashTableSize]; // "goodHash" function for Part 2 void goodHash(string key) { int x = 0; int y; int keyConvertedToNumber = 0; // For-loop to produce a numeric value based on the alphabetic key, // which is then hashed into hashTable using the hash function // declared below the loop (hashFunction). for (y = 0; y < 8; y++) { if (key[y] == 'A' || 'B' || 'C') x = 0; if (key[y] == 'D' || 'E' || 'F') x = 1; if (key[y] == 'G' || 'H' || 'I') x = 2; if (key[y] == 'J' || 'K' || 'L') x = 3; if (key[y] == 'M' || 'N' || 'O') x = 4; if (key[y] == 'P' || 'Q' || 'R') x = 5; if (key[y] == 'S' || 'T') x = 6; if (key[y] == 'U' || 'V') x = 7; if (key[y] == 'W' || 'X') x = 8; if (key[y] == 'Y' || 'Z') x = 9; keyConvertedToNumber = x + keyConvertedToNumber; } int hashFunction = keyConvertedToNumber % hashTableSize; Node *temp; temp = new Node; temp->value = key; temp->next = hashTable[hashFunction]; hashTable[hashFunction] = temp; } // First two lines are for Part 1, to call the functions key to Part 1. int main() { srand ( time(NULL) ); // To make sure our randomization works. mainFunction("sandwich.txt", 5); // To test program cin.get(); return 0; } I realize my code is cumbersome in some sections, but I'm a noob at C++ and don't know much to do it better. I'm guessing another way I could do it is to AFTER writing the alphabetical keys to the file, read them from the file and hash each key as I do that, but I wouldn't know how to go about coding that.

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  • All is working except if($_POST['submit']=='Update')

    - by user1319909
    I have a working registration and login system. I am trying to create a form where a user can add product registration info (via mysql update). I can't seem to get the db to actually update the fields. What am I missing here?!? <?php define('INCLUDE_CHECK',true); require 'connect.php'; require 'functions.php'; // Those two files can be included only if INCLUDE_CHECK is defined session_name('tzLogin'); // Starting the session session_set_cookie_params(2*7*24*60*60); // Making the cookie live for 2 weeks session_start(); if($_SESSION['id'] && !isset($_COOKIE['tzRemember']) && !$_SESSION['rememberMe']) { // If you are logged in, but you don't have the tzRemember cookie (browser restart) // and you have not checked the rememberMe checkbox: $_SESSION = array(); session_destroy(); // Destroy the session } if(isset($_GET['logoff'])) { $_SESSION = array(); session_destroy(); header("Location: index_login3.php"); exit; } if($_POST['submit']=='Login') { // Checking whether the Login form has been submitted $err = array(); // Will hold our errors if(!$_POST['username'] || !$_POST['password']) $err[] = 'All the fields must be filled in!'; if(!count($err)) { $_POST['username'] = mysql_real_escape_string($_POST['username']); $_POST['password'] = mysql_real_escape_string($_POST['password']); $_POST['rememberMe'] = (int)$_POST['rememberMe']; // Escaping all input data $row = mysql_fetch_assoc(mysql_query("SELECT * FROM electrix_users WHERE usr='{$_POST['username']}' AND pass='".md5($_POST['password'])."'")); if($row['usr']) { // If everything is OK login $_SESSION['usr']=$row['usr']; $_SESSION['id'] = $row['id']; $_SESSION['email'] = $row['email']; $_SESSION['first'] = $row['first']; $_SESSION['last'] = $row['last']; $_SESSION['address1'] = $row['address1']; $_SESSION['address2'] = $row['address2']; $_SESSION['city'] = $row['city']; $_SESSION['state'] = $row['state']; $_SESSION['zip'] = $row['zip']; $_SESSION['country'] = $row['country']; $_SESSION['product1'] = $row['product1']; $_SESSION['serial1'] = $row['serial1']; $_SESSION['product2'] = $row['product2']; $_SESSION['serial2'] = $row['serial2']; $_SESSION['product3'] = $row['product3']; $_SESSION['serial3'] = $row['serial3']; $_SESSION['rememberMe'] = $_POST['rememberMe']; // Store some data in the session setcookie('tzRemember',$_POST['rememberMe']); } else $err[]='Wrong username and/or password!'; } if($err) $_SESSION['msg']['login-err'] = implode('<br />',$err); // Save the error messages in the session header("Location: index_login3.php"); exit; } else if($_POST['submit']=='Register') { // If the Register form has been submitted $err = array(); if(strlen($_POST['username'])<4 || strlen($_POST['username'])>32) { $err[]='Your username must be between 3 and 32 characters!'; } if(preg_match('/[^a-z0-9\-\_\.]+/i',$_POST['username'])) { $err[]='Your username contains invalid characters!'; } if(!checkEmail($_POST['email'])) { $err[]='Your email is not valid!'; } if(!count($err)) { // If there are no errors $pass = substr(md5($_SERVER['REMOTE_ADDR'].microtime().rand(1,100000)),0,6); // Generate a random password $_POST['email'] = mysql_real_escape_string($_POST['email']); $_POST['username'] = mysql_real_escape_string($_POST['username']); $_POST['first'] = mysql_real_escape_string($_POST['first']); $_POST['last'] = mysql_real_escape_string($_POST['last']); $_POST['address1'] = mysql_real_escape_string($_POST['address1']); $_POST['address2'] = mysql_real_escape_string($_POST['address2']); $_POST['city'] = mysql_real_escape_string($_POST['city']); $_POST['state'] = mysql_real_escape_string($_POST['state']); $_POST['zip'] = mysql_real_escape_string($_POST['zip']); $_POST['country'] = mysql_real_escape_string($_POST['country']); // Escape the input data mysql_query(" INSERT INTO electrix_users(usr,pass,email,first,last,address1,address2,city,state,zip,country,regIP,dt) VALUES( '".$_POST['username']."', '".md5($pass)."', '".$_POST['email']."', '".$_POST['first']."', '".$_POST['last']."', '".$_POST['address1']."', '".$_POST['address2']."', '".$_POST['city']."', '".$_POST['state']."', '".$_POST['zip']."', '".$_POST['country']."', '".$_SERVER['REMOTE_ADDR']."', NOW() )"); if(mysql_affected_rows($link)==1) { send_mail( '[email protected]', $_POST['email'], 'Your New Electrix User Password', 'Thank you for registering at www.electrixpro.com. Your password is: '.$pass); $_SESSION['msg']['reg-success']='We sent you an email with your new password!'; } else $err[]='This username is already taken!'; } if(count($err)) { $_SESSION['msg']['reg-err'] = implode('<br />',$err); } header("Location: index_login3.php"); exit; } if($_POST['submit']=='Update') { { mysql_query(" UPDATE electrix_users(product1,serial1,product2,serial2,product3,serial3) WHERE usr='{$_POST['username']}' VALUES( '".$_POST['product1']."', '".$_POST['serial1']."', '".$_POST['product2']."', '".$_POST['serial2']."', '".$_POST['product3']."', '".$_POST['serial3']."', )"); if(mysql_affected_rows($link)==1) { $_SESSION['msg']['upd-success']='Thank you for registering your Electrix product'; } else $err[]='So Sad!'; } if(count($err)) { $_SESSION['msg']['upd-err'] = implode('<br />',$err); } header("Location: index_login3.php"); exit; } if($_SESSION['msg']) { // The script below shows the sliding panel on page load $script = ' <script type="text/javascript"> $(function(){ $("div#panel").show(); $("#toggle a").toggle(); }); </script>'; } ?>

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  • Seems doctrine listener is not fired

    - by Roel Veldhuizen
    Got a service which should be executed the moment an object is persisted. Though, I think the code looks like it should work, it doesn't. I configured the service like the following yml. services: bla_orm.listener: class: Bla\OrmBundle\EventListener\UserManager arguments: [@security.encoder_factory] tags: - { name: doctrine.event_listener, event: prePersist } The class: namespace Bla\OrmBundle\EventListener; use Doctrine\ORM\Event\LifecycleEventArgs; use Bla\OrmBundle\Entity\User; class UserManager { protected $encoderFactory; public function __construct(\Symfony\Component\Security\Core\Encoder\EncoderFactoryInterface $encoderFactory) { $this->encoderFactory = $encoderFactory; } public function prePersist(LifecycleEventArgs $args) { $entity = $args->getEntity(); if ($entity instanceof User) { $encoder = $this->encoderFactory ->getEncoder($entity); $entity->setSalt(rand(10000, 99999)); $password = $encoder->encodePassword($entity->getPassword(), $entity->getSalt()); $entity->setPassword($password); } } } Symfony version: Symfony version 2.3.3 - app/dev/debug Output of container:debug [container] Public services Service Id Scope Class Name annotation_reader container Doctrine\Common\Annotations\FileCacheReader assetic.asset_manager container Assetic\Factory\LazyAssetManager assetic.controller prototype Symfony\Bundle\AsseticBundle\Controller\AsseticController assetic.filter.cssrewrite container Assetic\Filter\CssRewriteFilter assetic.filter_manager container Symfony\Bundle\AsseticBundle\FilterManager assetic.request_listener container Symfony\Bundle\AsseticBundle\EventListener\RequestListener cache_clearer container Symfony\Component\HttpKernel\CacheClearer\ChainCacheClearer cache_warmer container Symfony\Component\HttpKernel\CacheWarmer\CacheWarmerAggregate data_collector.request container Symfony\Component\HttpKernel\DataCollector\RequestDataCollector data_collector.router container Symfony\Bundle\FrameworkBundle\DataCollector\RouterDataCollector database_connection n/a alias for doctrine.dbal.default_connection debug.controller_resolver container Symfony\Component\HttpKernel\Controller\TraceableControllerResolver debug.deprecation_logger_listener container Symfony\Component\HttpKernel\EventListener\ErrorsLoggerListener debug.emergency_logger_listener container Symfony\Component\HttpKernel\EventListener\ErrorsLoggerListener debug.event_dispatcher container Symfony\Component\HttpKernel\Debug\TraceableEventDispatcher debug.stopwatch container Symfony\Component\Stopwatch\Stopwatch debug.templating.engine.php container Symfony\Bundle\FrameworkBundle\Templating\TimedPhpEngine debug.templating.engine.twig n/a alias for templating doctrine container Doctrine\Bundle\DoctrineBundle\Registry doctrine.dbal.connection_factory container Doctrine\Bundle\DoctrineBundle\ConnectionFactory doctrine.dbal.default_connection container stdClass doctrine.orm.default_entity_manager container Doctrine\ORM\EntityManager doctrine.orm.default_manager_configurator container Doctrine\Bundle\DoctrineBundle\ManagerConfigurator doctrine.orm.entity_manager n/a alias for doctrine.orm.default_entity_manager doctrine.orm.validator.unique container Symfony\Bridge\Doctrine\Validator\Constraints\UniqueEntityValidator doctrine.orm.validator_initializer container Symfony\Bridge\Doctrine\Validator\DoctrineInitializer event_dispatcher container Symfony\Component\EventDispatcher\ContainerAwareEventDispatcher file_locator container Symfony\Component\HttpKernel\Config\FileLocator filesystem container Symfony\Component\Filesystem\Filesystem form.csrf_provider container Symfony\Component\Form\Extension\Csrf\CsrfProvider\SessionCsrfProvider form.factory container Symfony\Component\Form\FormFactory form.registry container Symfony\Component\Form\FormRegistry form.resolved_type_factory container Symfony\Component\Form\ResolvedFormTypeFactory form.type.birthday container Symfony\Component\Form\Extension\Core\Type\BirthdayType form.type.button container Symfony\Component\Form\Extension\Core\Type\ButtonType form.type.checkbox container Symfony\Component\Form\Extension\Core\Type\CheckboxType form.type.choice container Symfony\Component\Form\Extension\Core\Type\ChoiceType form.type.collection container Symfony\Component\Form\Extension\Core\Type\CollectionType form.type.country container Symfony\Component\Form\Extension\Core\Type\CountryType form.type.currency container Symfony\Component\Form\Extension\Core\Type\CurrencyType form.type.date container Symfony\Component\Form\Extension\Core\Type\DateType form.type.datetime container Symfony\Component\Form\Extension\Core\Type\DateTimeType form.type.email container Symfony\Component\Form\Extension\Core\Type\EmailType form.type.entity container Symfony\Bridge\Doctrine\Form\Type\EntityType form.type.file container Symfony\Component\Form\Extension\Core\Type\FileType form.type.form container Symfony\Component\Form\Extension\Core\Type\FormType form.type.hidden container Symfony\Component\Form\Extension\Core\Type\HiddenType form.type.integer container Symfony\Component\Form\Extension\Core\Type\IntegerType form.type.language container Symfony\Component\Form\Extension\Core\Type\LanguageType form.type.locale container Symfony\Component\Form\Extension\Core\Type\LocaleType form.type.money container Symfony\Component\Form\Extension\Core\Type\MoneyType form.type.number container Symfony\Component\Form\Extension\Core\Type\NumberType form.type.password container Symfony\Component\Form\Extension\Core\Type\PasswordType form.type.percent container Symfony\Component\Form\Extension\Core\Type\PercentType form.type.radio container Symfony\Component\Form\Extension\Core\Type\RadioType form.type.repeated container Symfony\Component\Form\Extension\Core\Type\RepeatedType form.type.reset container Symfony\Component\Form\Extension\Core\Type\ResetType form.type.search container Symfony\Component\Form\Extension\Core\Type\SearchType form.type.submit container Symfony\Component\Form\Extension\Core\Type\SubmitType form.type.text container Symfony\Component\Form\Extension\Core\Type\TextType form.type.textarea container Symfony\Component\Form\Extension\Core\Type\TextareaType form.type.time container Symfony\Component\Form\Extension\Core\Type\TimeType form.type.timezone container Symfony\Component\Form\Extension\Core\Type\TimezoneType form.type.url container Symfony\Component\Form\Extension\Core\Type\UrlType form.type_extension.csrf container Symfony\Component\Form\Extension\Csrf\Type\FormTypeCsrfExtension form.type_extension.form.http_foundation container Symfony\Component\Form\Extension\HttpFoundation\Type\FormTypeHttpFoundationExtension form.type_extension.form.validator container Symfony\Component\Form\Extension\Validator\Type\FormTypeValidatorExtension form.type_extension.repeated.validator container Symfony\Component\Form\Extension\Validator\Type\RepeatedTypeValidatorExtension form.type_extension.submit.validator container Symfony\Component\Form\Extension\Validator\Type\SubmitTypeValidatorExtension form.type_guesser.doctrine container Symfony\Bridge\Doctrine\Form\DoctrineOrmTypeGuesser form.type_guesser.validator container Symfony\Component\Form\Extension\Validator\ValidatorTypeGuesser fragment.handler container Symfony\Component\HttpKernel\Fragment\FragmentHandler fragment.listener container Symfony\Component\HttpKernel\EventListener\FragmentListener fragment.renderer.hinclude container Symfony\Bundle\FrameworkBundle\Fragment\ContainerAwareHIncludeFragmentRenderer fragment.renderer.inline container Symfony\Component\HttpKernel\Fragment\InlineFragmentRenderer http_kernel container Symfony\Component\HttpKernel\DependencyInjection\ContainerAwareHttpKernel kernel container locale_listener container Symfony\Component\HttpKernel\EventListener\LocaleListener logger container Symfony\Bridge\Monolog\Logger mailer n/a alias for swiftmailer.mailer.default monolog.handler.chromephp container Symfony\Bridge\Monolog\Handler\ChromePhpHandler monolog.handler.debug container Symfony\Bridge\Monolog\Handler\DebugHandler monolog.handler.firephp container Symfony\Bridge\Monolog\Handler\FirePHPHandler monolog.handler.main container Monolog\Handler\StreamHandler monolog.logger.deprecation container Symfony\Bridge\Monolog\Logger monolog.logger.doctrine container Symfony\Bridge\Monolog\Logger monolog.logger.emergency container Symfony\Bridge\Monolog\Logger monolog.logger.event container Symfony\Bridge\Monolog\Logger monolog.logger.profiler container Symfony\Bridge\Monolog\Logger monolog.logger.request container Symfony\Bridge\Monolog\Logger monolog.logger.router container Symfony\Bridge\Monolog\Logger monolog.logger.security container Symfony\Bridge\Monolog\Logger monolog.logger.templating container Symfony\Bridge\Monolog\Logger profiler container Symfony\Component\HttpKernel\Profiler\Profiler profiler_listener container Symfony\Component\HttpKernel\EventListener\ProfilerListener property_accessor container Symfony\Component\PropertyAccess\PropertyAccessor request request response_listener container Symfony\Component\HttpKernel\EventListener\ResponseListener router container Symfony\Bundle\FrameworkBundle\Routing\Router router_listener container Symfony\Component\HttpKernel\EventListener\RouterListener routing.loader container Symfony\Bundle\FrameworkBundle\Routing\DelegatingLoader security.context container Symfony\Component\Security\Core\SecurityContext security.encoder_factory container Symfony\Component\Security\Core\Encoder\EncoderFactory security.firewall container Symfony\Component\Security\Http\Firewall security.firewall.map.context.dev container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.login container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.rest container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.firewall.map.context.secured_area container Symfony\Bundle\SecurityBundle\Security\FirewallContext security.rememberme.response_listener container Symfony\Component\Security\Http\RememberMe\ResponseListener security.secure_random container Symfony\Component\Security\Core\Util\SecureRandom security.validator.user_password container Symfony\Component\Security\Core\Validator\Constraints\UserPasswordValidator sensio.distribution.webconfigurator n/a alias for sensio_distribution.webconfigurator sensio_distribution.webconfigurator container Sensio\Bundle\DistributionBundle\Configurator\Configurator sensio_framework_extra.cache.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\CacheListener sensio_framework_extra.controller.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\ControllerListener sensio_framework_extra.converter.datetime container Sensio\Bundle\FrameworkExtraBundle\Request\ParamConverter\DateTimeParamConverter sensio_framework_extra.converter.doctrine.orm container Sensio\Bundle\FrameworkExtraBundle\Request\ParamConverter\DoctrineParamConverter sensio_framework_extra.converter.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\ParamConverterListener sensio_framework_extra.converter.manager container Sensio\Bundle\FrameworkExtraBundle\Request\ParamConverter\ParamConverterManager sensio_framework_extra.view.guesser container Sensio\Bundle\FrameworkExtraBundle\Templating\TemplateGuesser sensio_framework_extra.view.listener container Sensio\Bundle\FrameworkExtraBundle\EventListener\TemplateListener service_container container session container Symfony\Component\HttpFoundation\Session\Session session.handler container Symfony\Component\HttpFoundation\Session\Storage\Handler\NativeFileSessionHandler session.storage n/a alias for session.storage.native session.storage.filesystem container Symfony\Component\HttpFoundation\Session\Storage\MockFileSessionStorage session.storage.native container Symfony\Component\HttpFoundation\Session\Storage\NativeSessionStorage session.storage.php_bridge container Symfony\Component\HttpFoundation\Session\Storage\PhpBridgeSessionStorage session_listener container Symfony\Bundle\FrameworkBundle\EventListener\SessionListener streamed_response_listener container Symfony\Component\HttpKernel\EventListener\StreamedResponseListener swiftmailer.email_sender.listener container Symfony\Bundle\SwiftmailerBundle\EventListener\EmailSenderListener swiftmailer.mailer n/a alias for swiftmailer.mailer.default swiftmailer.mailer.default container Swift_Mailer swiftmailer.mailer.default.plugin.messagelogger container Swift_Plugins_MessageLogger swiftmailer.mailer.default.spool container Swift_FileSpool swiftmailer.mailer.default.transport container Swift_Transport_SpoolTransport swiftmailer.mailer.default.transport.real container Swift_Transport_EsmtpTransport swiftmailer.plugin.messagelogger n/a alias for swiftmailer.mailer.default.plugin.messagelogger swiftmailer.spool n/a alias for swiftmailer.mailer.default.spool swiftmailer.transport n/a alias for swiftmailer.mailer.default.transport swiftmailer.transport.real n/a alias for swiftmailer.mailer.default.transport.real templating container Symfony\Bundle\TwigBundle\Debug\TimedTwigEngine templating.asset.package_factory container Symfony\Bundle\FrameworkBundle\Templating\Asset\PackageFactory templating.filename_parser container Symfony\Bundle\FrameworkBundle\Templating\TemplateFilenameParser templating.globals container Symfony\Bundle\FrameworkBundle\Templating\GlobalVariables templating.helper.actions container Symfony\Bundle\FrameworkBundle\Templating\Helper\ActionsHelper templating.helper.assets request Symfony\Component\Templating\Helper\CoreAssetsHelper templating.helper.code container Symfony\Bundle\FrameworkBundle\Templating\Helper\CodeHelper templating.helper.form container Symfony\Bundle\FrameworkBundle\Templating\Helper\FormHelper templating.helper.logout_url container Symfony\Bundle\SecurityBundle\Templating\Helper\LogoutUrlHelper templating.helper.request container Symfony\Bundle\FrameworkBundle\Templating\Helper\RequestHelper templating.helper.router container Symfony\Bundle\FrameworkBundle\Templating\Helper\RouterHelper templating.helper.security container Symfony\Bundle\SecurityBundle\Templating\Helper\SecurityHelper templating.helper.session container Symfony\Bundle\FrameworkBundle\Templating\Helper\SessionHelper templating.helper.slots container Symfony\Component\Templating\Helper\SlotsHelper templating.helper.translator container Symfony\Bundle\FrameworkBundle\Templating\Helper\TranslatorHelper templating.loader container Symfony\Bundle\FrameworkBundle\Templating\Loader\FilesystemLoader templating.name_parser container Symfony\Bundle\FrameworkBundle\Templating\TemplateNameParser translation.dumper.csv container Symfony\Component\Translation\Dumper\CsvFileDumper translation.dumper.ini container Symfony\Component\Translation\Dumper\IniFileDumper translation.dumper.mo container Symfony\Component\Translation\Dumper\MoFileDumper translation.dumper.php container Symfony\Component\Translation\Dumper\PhpFileDumper translation.dumper.po container Symfony\Component\Translation\Dumper\PoFileDumper translation.dumper.qt container Symfony\Component\Translation\Dumper\QtFileDumper translation.dumper.res container Symfony\Component\Translation\Dumper\IcuResFileDumper translation.dumper.xliff container Symfony\Component\Translation\Dumper\XliffFileDumper translation.dumper.yml container Symfony\Component\Translation\Dumper\YamlFileDumper translation.extractor container Symfony\Component\Translation\Extractor\ChainExtractor translation.extractor.php container Symfony\Bundle\FrameworkBundle\Translation\PhpExtractor translation.loader container Symfony\Bundle\FrameworkBundle\Translation\TranslationLoader translation.loader.csv container Symfony\Component\Translation\Loader\CsvFileLoader translation.loader.dat container Symfony\Component\Translation\Loader\IcuResFileLoader translation.loader.ini container Symfony\Component\Translation\Loader\IniFileLoader translation.loader.mo container Symfony\Component\Translation\Loader\MoFileLoader translation.loader.php container Symfony\Component\Translation\Loader\PhpFileLoader translation.loader.po container Symfony\Component\Translation\Loader\PoFileLoader translation.loader.qt container Symfony\Component\Translation\Loader\QtFileLoader translation.loader.res container Symfony\Component\Translation\Loader\IcuResFileLoader translation.loader.xliff container Symfony\Component\Translation\Loader\XliffFileLoader translation.loader.yml container Symfony\Component\Translation\Loader\YamlFileLoader translation.writer container Symfony\Component\Translation\Writer\TranslationWriter translator n/a alias for translator.default translator.default container Symfony\Bundle\FrameworkBundle\Translation\Translator twig container Twig_Environment twig.controller.exception container Symfony\Bundle\TwigBundle\Controller\ExceptionController twig.exception_listener container Symfony\Component\HttpKernel\EventListener\ExceptionListener twig.loader container Symfony\Bundle\TwigBundle\Loader\FilesystemLoader twig.translation.extractor container Symfony\Bridge\Twig\Translation\TwigExtractor uri_signer container Symfony\Component\HttpKernel\UriSigner bla_orm.listener container Bla\OrmBundle\EventListener\UserManager validator container Symfony\Component\Validator\Validator web_profiler.controller.exception container Symfony\Bundle\WebProfilerBundle\Controller\ExceptionController web_profiler.controller.profiler container Symfony\Bundle\WebProfilerBundle\Controller\ProfilerController web_profiler.controller.router container Symfony\Bundle\WebProfilerBundle\Controller\RouterController web_profiler.debug_toolbar container Symfony\Bundle\WebProfilerBundle\EventListener\WebDebugToolbarListener Update It seems that the listener is not invoked when an updateAction, generated by generate:doctrine:crud has taken place though. At another part of the code the lister seems to be invoked. Though, there are both Controller types and both us $em->persist($something); $em->flush(); to save the changes. I would expect that in both cases the listener is invoked.

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  • mysterical error

    - by Görkem Buzcu
    i get "customer_service_simulator.exe stopped" error, but i dont know why? this is my c programming project and i have limited time left before deadline. the code is: #include <stdio.h> #include <stdlib.h> #include<time.h> #define FALSE 0 #define TRUE 1 /*A Node declaration to store a value, pointer to the next node and a priority value*/ struct Node { int priority; //arrival time int val; //type int wait_time; int departure_time; struct Node *next; }; Queue Record that will store the following: size: total number of elements stored in the list front: it shows the front node of the queue (front of the queue) rear: it shows the rare node of the queue (rear of the queue) availability: availabity of the teller struct QueueRecord { struct Node *front; struct Node *rear; int size; int availability; }; typedef struct Node *niyazi; typedef struct QueueRecord *Queue; Queue CreateQueue(int); void MakeEmptyQueue(Queue); void enqueue(Queue, int, int); int QueueSize(Queue); int FrontOfQueue(Queue); int RearOfQueue(Queue); niyazi dequeue(Queue); int IsFullQueue(Queue); int IsEmptyQueue(Queue); void DisplayQueue(Queue); void sorteddequeue(Queue); void sortedenqueue(Queue, int, int); void tellerzfunctionz(Queue *, Queue, int, int); int main() { int system_clock=0; Queue waitqueue; int exit, val, priority, customers, tellers, avg_serv_time, sim_time,counter; char command; waitqueue = CreateQueue(0); srand(time(NULL)); fflush(stdin); printf("Enter number of customers, number of tellers, average service time, simulation time\n:"); scanf("%d%c %d%c %d%c %d",&customers, &command,&tellers,&command,&avg_serv_time,&command,&sim_time); fflush(stdin); Queue tellerarray[tellers]; for(counter=0;counter<tellers;counter++){ tellerarray[counter]=CreateQueue(0); //burada teller sayisi kadar queue yaratiyorum } for(counter=0;counter<customers;counter++){ priority=1+(int)rand()%sim_time; //this will generate the arrival time sortedenqueue(waitqueue,1,priority); //here i put the customers in the waiting queue } tellerzfunctionz(tellerarray,waitqueue,tellers,customers); DisplayQueue(waitqueue); DisplayQueue(tellerarray[0]); DisplayQueue(tellerarray[1]); // waitqueue-> printf("\n\n"); system("PAUSE"); return 0; } /*This function initialises the queue*/ Queue CreateQueue(int maxElements) { Queue q; q = (struct QueueRecord *) malloc(sizeof(struct QueueRecord)); if (q == NULL) printf("Out of memory space\n"); else MakeEmptyQueue(q); return q; } /*This function sets the queue size to 0, and creates a dummy element and sets the front and rear point to this dummy element*/ void MakeEmptyQueue(Queue q) { q->size = 0; q->availability=0; q->front = (struct Node *) malloc(sizeof(struct Node)); if (q->front == NULL) printf("Out of memory space\n"); else{ q->front->next = NULL; q->rear = q->front; } } /*Shows if the queue is empty*/ int IsEmptyQueue(Queue q) { return (q->size == 0); } /*Returns the queue size*/ int QueueSize(Queue q) { return (q->size); } /*Shows the queue is full or not*/ int IsFullQueue(Queue q) { return FALSE; } /*Returns the value stored in the front of the queue*/ int FrontOfQueue(Queue q) { if (!IsEmptyQueue(q)) return q->front->next->val; else { printf("The queue is empty\n"); return -1; } } /*Returns the value stored in the rear of the queue*/ int RearOfQueue(Queue q) { if (!IsEmptyQueue(q)) return q->rear->val; else { printf("The queue is empty\n"); return -1; } } /*Displays the content of the queue*/ void DisplayQueue(Queue q) { struct Node *pos; pos=q->front->next; printf("Queue content:\n"); printf("-->Priority Value\n"); while (pos != NULL) { printf("--> %d\t %d\n", pos->priority, pos->val); pos = pos->next; } } void enqueue(Queue q, int element, int priority){ if(IsFullQueue(q)){ printf("Error queue is full"); } else{ q->rear->next=(struct Node *)malloc(sizeof(struct Node)); q->rear=q->rear->next; q->rear->next=NULL; q->rear->val=element; q->rear->priority=priority; q->size++; } } void sortedenqueue(Queue q, int val, int priority) { struct Node *insert,*temp; insert=(struct Node *)malloc(sizeof(struct Node)); insert->val=val; insert->priority=priority; temp=q->front; if(q->size==0){ enqueue(q, val, priority); } else{ while(temp->next!=NULL && temp->next->priority<insert->priority){ temp=temp->next; } //printf("%d",temp->priority); insert->next=temp->next; temp->next=insert; q->size++; if(insert->next==NULL){ q->rear=insert; } } } niyazi dequeue(Queue q) { niyazi del; niyazi deli; del=(niyazi)malloc(sizeof(struct Node)); deli=(niyazi)malloc(sizeof(struct Node)); if(IsEmptyQueue(q)){ printf("Queue is empty!"); return NULL; } else { del=q->front->next; q->front->next=del->next; deli->val=del->val; deli->priority=del->priority; free(del); q->size--; return deli; } } void sorteddequeue(Queue q) { struct Node *temp; struct Node *min; temp=q->front->next; min=q->front; int i; for(i=1;i<q->size;i++) { if(temp->next->priority<min->next->priority) { min=temp; } temp=temp->next; } temp=min->next; min->next=min->next->next; free(temp); if(min->next==NULL){ q->rear=min; } q->size--; } void tellerzfunctionz(Queue *a, Queue b, int c, int d){ int i; int value=0; int priority; niyazi temp; temp=(niyazi)malloc(sizeof(struct Node)); if(c==1){ for(i=0;i<d;i++){ temp=dequeue(b); sortedenqueue((*(a)),temp->val,temp->priority); } } else{ for(i=0;i<d;i++){ while(b->front->next->val==1){ if((*(a+value))->availability==1){ temp=dequeue(b); sortedenqueue((*(a+value)),temp->val,temp->priority); (*(a+value))->rear->val=2; } else{ value++; } } } } } //end of the program

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Error codes for C++

    - by billy
    #include <iostream> #include <iomanip> using namespace std; //Global constant variable declaration const int MaxRows = 8, MaxCols = 10, SEED = 10325; //Functions Declaration void PrintNameHeader(ostream& out); void Fill2DArray(double ary[][MaxCols]); void Print2DArray(const double ary[][MaxCols]); double GetTotal(const double ary[][MaxCols]); double GetAverage(const double ary[][MaxCols]); double GetRowTotal(const double ary[][MaxCols], int theRow); double GetColumnTotal(const double ary[][MaxCols], int theRow); double GetHighestInRow(const double ary[][MaxCols], int theRow); double GetLowestInRow(const double ary[][MaxCols], int theRow); double GetHighestInCol(const double ary[][MaxCols], int theCol); double GetLowestInCol(const double ary[][MaxCols], int theCol); double GetHighest(const double ary[][MaxCols], int& theRow, int& theCol); double GetLowest(const double ary[][MaxCols], int& theRow, int& theCol); int main() { int theRow; int theCol; PrintNameHeader(cout); cout << fixed << showpoint << setprecision(1); srand(static_cast<unsigned int>(SEED)); double ary[MaxRows][MaxCols]; cout << "The seed value for random number generator is: " << SEED << endl; cout << endl; Fill2DArray(ary); Print2DArray(ary); cout << " The Total for all the elements in this array is: " << setw(7) << GetTotal(ary) << endl; cout << "The Average of all the elements in this array is: " << setw(7) << GetAverage(ary) << endl; cout << endl; cout << "The sum of each row is:" << endl; for(int index = 0; index < MaxRows; index++) { cout << "Row " << (index + 1) << ": " << GetRowTotal(ary, theRow) << endl; } cout << "The highest and lowest of each row is: " << endl; for(int index = 0; index < MaxCols; index++) { cout << "Row " << (index + 1) << ": " << GetHighestInRow(ary, theRow) << " " << GetLowestInRow(ary, theRow) << endl; } cout << "The highest and lowest of each column is: " << endl; for(int index = 0; index < MaxCols; index++) { cout << "Col " << (index + 1) << ": " << GetHighestInCol(ary, theRow) << " " << GetLowestInCol(ary, theRow) << endl; } cout << "The highest value in all the elements in this array is: " << endl; cout << GetHighest(ary, theRow, theCol) << "[" << theRow << "]" << "[" << theCol << "]" << endl; cout << "The lowest value in all the elements in this array is: " << endl; cout << GetLowest(ary, theRow, theCol) << "[" << theRow << "]" << "[" << theCol << "]" << endl; return 0; } //Define Functions void PrintNameHeader(ostream& out) { out << "*******************************" << endl; out << "* *" << endl; out << "* C.S M10A Spring 2010 *" << endl; out << "* Programming Assignment 10 *" << endl; out << "* Due Date: Thurs. Mar. 25 *" << endl; out << "*******************************" << endl; out << endl; } void Fill2DArray(double ary[][MaxCols]) { for(int index1 = 0; index1 < MaxRows; index1++) { for(int index2= 0; index2 < MaxCols; index2++) { ary[index1][index2] = (rand()%1000)/10; } } } void Print2DArray(const double ary[][MaxCols]) { cout << " Column "; for(int index = 0; index < MaxCols; index++) { int column = index + 1; cout << " " << column << " "; } cout << endl; cout << " "; for(int index = 0; index < MaxCols; index++) { int column = index +1; cout << "----- "; } cout << endl; for(int index1 = 0; index1 < MaxRows; index1++) { cout << "Row " << (index1 + 1) << ":"; for(int index2= 0; index2 < MaxCols; index2++) { cout << setw(6) << ary[index1][index2]; } } } double GetTotal(const double ary[][MaxCols]) { double total = 0; for(int theRow = 0; theRow < MaxRows; theRow++) { total = total + GetRowTotal(ary, theRow); } return total; } double GetAverage(const double ary[][MaxCols]) { double total = 0, average = 0; total = GetTotal(ary); average = total / (MaxRows * MaxCols); return average; } double GetRowTotal(const double ary[][MaxCols], int theRow) { double sum = 0; for(int index = 0; index < MaxCols; index++) { sum = sum + ary[theRow][index]; } return sum; } double GetColumTotal(const double ary[][MaxCols], int theCol) { double sum = 0; for(int index = 0; index < theCol; index++) { sum = sum + ary[index][theCol]; } return sum; } double GetHighestInRow(const double ary[][MaxCols], int theRow) { double highest = 0; for(int index = 0; index < MaxCols; index++) { if(ary[theRow][index] > highest) highest = ary[theRow][index]; } return highest; } double GetLowestInRow(const double ary[][MaxCols], int theRow) { double lowest = 0; for(int index = 0; index < MaxCols; index++) { if(ary[theRow][index] < lowest) lowest = ary[theRow][index]; } return lowest; } double GetHighestInCol(const double ary[][MaxCols], int theCol) { double highest = 0; for(int index = 0; index < MaxRows; index++) { if(ary[index][theCol] > highest) highest = ary[index][theCol]; } return highest; } double GetLowestInCol(const double ary[][MaxCols], int theCol) { double lowest = 0; for(int index = 0; index < MaxRows; index++) { if(ary[index][theCol] < lowest) lowest = ary[index][theCol]; } return lowest; } double GetHighest(const double ary[][MaxCols], int& theRow, int& theCol) { theRow = 0; theCol = 0; double highest = ary[theRow][theCol]; for(int index = 0; index < MaxRows; index++) { for(int index1 = 0; index1 < MaxCols; index1++) { double highest = 0; if(ary[index1][theCol] > highest) { highest = ary[index][index1]; theRow = index; theCol = index1; } } } return highest; } double Getlowest(const double ary[][MaxCols], int& theRow, int& theCol) { theRow = 0; theCol = 0; double lowest = ary[theRow][theCol]; for(int index = 0; index < MaxRows; index++) { for(int index1 = 0; index1 < MaxCols; index1++) { double lowest = 0; if(ary[index1][theCol] < lowest) { lowest = ary[index][index1]; theRow = index; theCol = index1; } } } return lowest; } . 1>------ Build started: Project: teddy lab 10, Configuration: Debug Win32 ------ 1>Compiling... 1>lab 10.cpp 1>c:\users\owner\documents\visual studio 2008\projects\teddy lab 10\teddy lab 10\ lab 10.cpp(46) : warning C4700: uninitialized local variable 'theRow' used 1>c:\users\owner\documents\visual studio 2008\projects\teddy lab 10\teddy lab 10\ lab 10.cpp(62) : warning C4700: uninitialized local variable 'theCol' used 1>Linking... 1> lab 10.obj : error LNK2028: unresolved token (0A0002E0) "double __cdecl GetLowest(double const (* const)[10],int &,int &)" (?GetLowest@@$$FYANQAY09$$CBNAAH1@Z) referenced in function "int __cdecl main(void)" (?main@@$$HYAHXZ) 1> lab 10.obj : error LNK2019: unresolved external symbol "double __cdecl GetLowest(double const (* const)[10],int &,int &)" (?GetLowest@@$$FYANQAY09$$CBNAAH1@Z) referenced in function "int __cdecl main(void)" (?main@@$$HYAHXZ) 1>C:\Users\owner\Documents\Visual Studio 2008\Projects\ lab 10\Debug\ lab 10.exe : fatal error LNK1120: 2 unresolved externals 1>Build log was saved at "file://c:\Users\owner\Documents\Visual Studio 2008\Projects\ lab 10\teddy lab 10\Debug\BuildLog.htm" 1>teddy lab 10 - 3 error(s), 2 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • Conceal packet loss in PCM stream

    - by ZeroDefect
    I am looking to use 'Packet Loss Concealment' to conceal lost PCM frames in an audio stream. Unfortunately, I cannot find a library that is accessible without all the licensing restrictions and code bloat (...up for some suggestions though). I have located some GPL code written by Steve Underwood for the Asterisk project which implements PLC. There are several limitations; although, as Steve suggests in his code, his algorithm can be applied to different streams with a bit of work. Currently, the code works with 8kHz 16-bit signed mono streams. Variations of the code can be found through a simple search of Google Code Search. My hope is that I can adapt the code to work with other streams. Initially, the goal is to adjust the algorithm for 8+ kHz, 16-bit signed, multichannel audio (all in a C++ environment). Eventually, I'm looking to make the code available under the GPL license in hopes that it could be of benefit to others... Attached is the code below with my efforts. The code includes a main function that will "drop" a number of frames with a given probability. Unfortunately, the code does not quite work as expected. I'm receiving EXC_BAD_ACCESS when running in gdb, but I don't get a trace from gdb when using 'bt' command. Clearly, I'm trampimg on memory some where but not sure exactly where. When I comment out the *amdf_pitch* function, the code runs without crashing... int main (int argc, char *argv[]) { std::ifstream fin("C:\\cc32kHz.pcm"); if(!fin.is_open()) { std::cout << "Failed to open input file" << std::endl; return 1; } std::ofstream fout_repaired("C:\\cc32kHz_repaired.pcm"); if(!fout_repaired.is_open()) { std::cout << "Failed to open output repaired file" << std::endl; return 1; } std::ofstream fout_lossy("C:\\cc32kHz_lossy.pcm"); if(!fout_lossy.is_open()) { std::cout << "Failed to open output repaired file" << std::endl; return 1; } audio::PcmConcealer Concealer; Concealer.Init(1, 16, 32000); //Generate random numbers; srand( time(NULL) ); int value = 0; int probability = 5; while(!fin.eof()) { char arr[2]; fin.read(arr, 2); //Generate's random number; value = rand() % 100 + 1; if(value <= probability) { char blank[2] = {0x00, 0x00}; fout_lossy.write(blank, 2); //Fill in data; Concealer.Fill((int16_t *)blank, 1); fout_repaired.write(blank, 2); } else { //Write data to file; fout_repaired.write(arr, 2); fout_lossy.write(arr, 2); Concealer.Receive((int16_t *)arr, 1); } } fin.close(); fout_repaired.close(); fout_lossy.close(); return 0; } PcmConcealer.hpp /* * Code adapted from Steve Underwood of the Asterisk Project. This code inherits * the same licensing restrictions as the Asterisk Project. */ #ifndef __PCMCONCEALER_HPP__ #define __PCMCONCEALER_HPP__ /** 1. What does it do? The packet loss concealment module provides a suitable synthetic fill-in signal, to minimise the audible effect of lost packets in VoIP applications. It is not tied to any particular codec, and could be used with almost any codec which does not specify its own procedure for packet loss concealment. Where a codec specific concealment procedure exists, the algorithm is usually built around knowledge of the characteristics of the particular codec. It will, therefore, generally give better results for that particular codec than this generic concealer will. 2. How does it work? While good packets are being received, the plc_rx() routine keeps a record of the trailing section of the known speech signal. If a packet is missed, plc_fillin() is called to produce a synthetic replacement for the real speech signal. The average mean difference function (AMDF) is applied to the last known good signal, to determine its effective pitch. Based on this, the last pitch period of signal is saved. Essentially, this cycle of speech will be repeated over and over until the real speech resumes. However, several refinements are needed to obtain smooth pleasant sounding results. - The two ends of the stored cycle of speech will not always fit together smoothly. This can cause roughness, or even clicks, at the joins between cycles. To soften this, the 1/4 pitch period of real speech preceeding the cycle to be repeated is blended with the last 1/4 pitch period of the cycle to be repeated, using an overlap-add (OLA) technique (i.e. in total, the last 5/4 pitch periods of real speech are used). - The start of the synthetic speech will not always fit together smoothly with the tail of real speech passed on before the erasure was identified. Ideally, we would like to modify the last 1/4 pitch period of the real speech, to blend it into the synthetic speech. However, it is too late for that. We could have delayed the real speech a little, but that would require more buffer manipulation, and hurt the efficiency of the no-lost-packets case (which we hope is the dominant case). Instead we use a degenerate form of OLA to modify the start of the synthetic data. The last 1/4 pitch period of real speech is time reversed, and OLA is used to blend it with the first 1/4 pitch period of synthetic speech. The result seems quite acceptable. - As we progress into the erasure, the chances of the synthetic signal being anything like correct steadily fall. Therefore, the volume of the synthesized signal is made to decay linearly, such that after 50ms of missing audio it is reduced to silence. - When real speech resumes, an extra 1/4 pitch period of sythetic speech is blended with the start of the real speech. If the erasure is small, this smoothes the transition. If the erasure is long, and the synthetic signal has faded to zero, the blending softens the start up of the real signal, avoiding a kind of "click" or "pop" effect that might occur with a sudden onset. 3. How do I use it? Before audio is processed, call plc_init() to create an instance of the packet loss concealer. For each received audio packet that is acceptable (i.e. not including those being dropped for being too late) call plc_rx() to record the content of the packet. Note this may modify the packet a little after a period of packet loss, to blend real synthetic data smoothly. When a real packet is not available in time, call plc_fillin() to create a sythetic substitute. That's it! */ /*! Minimum allowed pitch (66 Hz) */ #define PLC_PITCH_MIN(SAMPLE_RATE) ((double)(SAMPLE_RATE) / 66.6) /*! Maximum allowed pitch (200 Hz) */ #define PLC_PITCH_MAX(SAMPLE_RATE) ((SAMPLE_RATE) / 200) /*! Maximum pitch OLA window */ //#define PLC_PITCH_OVERLAP_MAX(SAMPLE_RATE) ((PLC_PITCH_MIN(SAMPLE_RATE)) >> 2) /*! The length over which the AMDF function looks for similarity (20 ms) */ #define CORRELATION_SPAN(SAMPLE_RATE) ((20 * (SAMPLE_RATE)) / 1000) /*! History buffer length. The buffer must also be at leat 1.25 times PLC_PITCH_MIN, but that is much smaller than the buffer needs to be for the pitch assessment. */ //#define PLC_HISTORY_LEN(SAMPLE_RATE) ((CORRELATION_SPAN(SAMPLE_RATE)) + (PLC_PITCH_MIN(SAMPLE_RATE))) namespace audio { typedef struct { /*! Consecutive erased samples */ int missing_samples; /*! Current offset into pitch period */ int pitch_offset; /*! Pitch estimate */ int pitch; /*! Buffer for a cycle of speech */ float *pitchbuf;//[PLC_PITCH_MIN]; /*! History buffer */ short *history;//[PLC_HISTORY_LEN]; /*! Current pointer into the history buffer */ int buf_ptr; } plc_state_t; class PcmConcealer { public: PcmConcealer(); ~PcmConcealer(); void Init(int channels, int bit_depth, int sample_rate); //Process a block of received audio samples. int Receive(short amp[], int frames); //Fill-in a block of missing audio samples. int Fill(short amp[], int frames); void Destroy(); private: int amdf_pitch(int min_pitch, int max_pitch, short amp[], int channel_index, int frames); void save_history(plc_state_t *s, short *buf, int channel_index, int frames); void normalise_history(plc_state_t *s); /** Holds the states of each of the channels **/ std::vector< plc_state_t * > ChannelStates; int plc_pitch_min; int plc_pitch_max; int plc_pitch_overlap_max; int correlation_span; int plc_history_len; int channel_count; int sample_rate; bool Initialized; }; } #endif PcmConcealer.cpp /* * Code adapted from Steve Underwood of the Asterisk Project. This code inherits * the same licensing restrictions as the Asterisk Project. */ #include "audio/PcmConcealer.hpp" /* We do a straight line fade to zero volume in 50ms when we are filling in for missing data. */ #define ATTENUATION_INCREMENT 0.0025 /* Attenuation per sample */ #if !defined(INT16_MAX) #define INT16_MAX (32767) #define INT16_MIN (-32767-1) #endif #ifdef WIN32 inline double rint(double x) { return floor(x + 0.5); } #endif inline short fsaturate(double damp) { if (damp > 32767.0) return INT16_MAX; if (damp < -32768.0) return INT16_MIN; return (short)rint(damp); } namespace audio { PcmConcealer::PcmConcealer() : Initialized(false) { } PcmConcealer::~PcmConcealer() { Destroy(); } void PcmConcealer::Init(int channels, int bit_depth, int sample_rate) { if(Initialized) return; if(channels <= 0 || bit_depth != 16) return; Initialized = true; channel_count = channels; this->sample_rate = sample_rate; ////////////// double min = PLC_PITCH_MIN(sample_rate); int imin = (int)min; double max = PLC_PITCH_MAX(sample_rate); int imax = (int)max; plc_pitch_min = imin; plc_pitch_max = imax; plc_pitch_overlap_max = (plc_pitch_min >> 2); correlation_span = CORRELATION_SPAN(sample_rate); plc_history_len = correlation_span + plc_pitch_min; ////////////// for(int i = 0; i < channel_count; i ++) { plc_state_t *t = new plc_state_t; memset(t, 0, sizeof(plc_state_t)); t->pitchbuf = new float[plc_pitch_min]; t->history = new short[plc_history_len]; ChannelStates.push_back(t); } } void PcmConcealer::Destroy() { if(!Initialized) return; while(ChannelStates.size()) { plc_state_t *s = ChannelStates.at(0); if(s) { if(s->history) delete s->history; if(s->pitchbuf) delete s->pitchbuf; memset(s, 0, sizeof(plc_state_t)); delete s; } ChannelStates.erase(ChannelStates.begin()); } ChannelStates.clear(); Initialized = false; } //Process a block of received audio samples. int PcmConcealer::Receive(short amp[], int frames) { if(!Initialized) return 0; int j = 0; for(int k = 0; k < ChannelStates.size(); k++) { int i; int overlap_len; int pitch_overlap; float old_step; float new_step; float old_weight; float new_weight; float gain; plc_state_t *s = ChannelStates.at(k); if (s->missing_samples) { /* Although we have a real signal, we need to smooth it to fit well with the synthetic signal we used for the previous block */ /* The start of the real data is overlapped with the next 1/4 cycle of the synthetic data. */ pitch_overlap = s->pitch >> 2; if (pitch_overlap > frames) pitch_overlap = frames; gain = 1.0 - s->missing_samples * ATTENUATION_INCREMENT; if (gain < 0.0) gain = 0.0; new_step = 1.0/pitch_overlap; old_step = new_step*gain; new_weight = new_step; old_weight = (1.0 - new_step)*gain; for (i = 0; i < pitch_overlap; i++) { int index = (i * channel_count) + j; amp[index] = fsaturate(old_weight * s->pitchbuf[s->pitch_offset] + new_weight * amp[index]); if (++s->pitch_offset >= s->pitch) s->pitch_offset = 0; new_weight += new_step; old_weight -= old_step; if (old_weight < 0.0) old_weight = 0.0; } s->missing_samples = 0; } save_history(s, amp, j, frames); j++; } return frames; } //Fill-in a block of missing audio samples. int PcmConcealer::Fill(short amp[], int frames) { if(!Initialized) return 0; int j =0; for(int k = 0; k < ChannelStates.size(); k++) { short *tmp = new short[plc_pitch_overlap_max]; int i; int pitch_overlap; float old_step; float new_step; float old_weight; float new_weight; float gain; short *orig_amp; int orig_len; orig_amp = amp; orig_len = frames; plc_state_t *s = ChannelStates.at(k); if (s->missing_samples == 0) { // As the gap in real speech starts we need to assess the last known pitch, //and prepare the synthetic data we will use for fill-in normalise_history(s); s->pitch = amdf_pitch(plc_pitch_min, plc_pitch_max, s->history + plc_history_len - correlation_span - plc_pitch_min, j, correlation_span); // We overlap a 1/4 wavelength pitch_overlap = s->pitch >> 2; // Cook up a single cycle of pitch, using a single of the real signal with 1/4 //cycle OLA'ed to make the ends join up nicely // The first 3/4 of the cycle is a simple copy for (i = 0; i < s->pitch - pitch_overlap; i++) s->pitchbuf[i] = s->history[plc_history_len - s->pitch + i]; // The last 1/4 of the cycle is overlapped with the end of the previous cycle new_step = 1.0/pitch_overlap; new_weight = new_step; for ( ; i < s->pitch; i++) { s->pitchbuf[i] = s->history[plc_history_len - s->pitch + i]*(1.0 - new_weight) + s->history[plc_history_len - 2*s->pitch + i]*new_weight; new_weight += new_step; } // We should now be ready to fill in the gap with repeated, decaying cycles // of what is in pitchbuf // We need to OLA the first 1/4 wavelength of the synthetic data, to smooth // it into the previous real data. To avoid the need to introduce a delay // in the stream, reverse the last 1/4 wavelength, and OLA with that. gain = 1.0; new_step = 1.0/pitch_overlap; old_step = new_step; new_weight = new_step; old_weight = 1.0 - new_step; for (i = 0; i < pitch_overlap; i++) { int index = (i * channel_count) + j; amp[index] = fsaturate(old_weight * s->history[plc_history_len - 1 - i] + new_weight * s->pitchbuf[i]); new_weight += new_step; old_weight -= old_step; if (old_weight < 0.0) old_weight = 0.0; } s->pitch_offset = i; } else { gain = 1.0 - s->missing_samples*ATTENUATION_INCREMENT; i = 0; } for ( ; gain > 0.0 && i < frames; i++) { int index = (i * channel_count) + j; amp[index] = s->pitchbuf[s->pitch_offset]*gain; gain -= ATTENUATION_INCREMENT; if (++s->pitch_offset >= s->pitch) s->pitch_offset = 0; } for ( ; i < frames; i++) { int index = (i * channel_count) + j; amp[i] = 0; } s->missing_samples += orig_len; save_history(s, amp, j, frames); delete [] tmp; j++; } return frames; } void PcmConcealer::save_history(plc_state_t *s, short *buf, int channel_index, int frames) { if (frames >= plc_history_len) { /* Just keep the last part of the new data, starting at the beginning of the buffer */ //memcpy(s->history, buf + len - plc_history_len, sizeof(short)*plc_history_len); int frames_to_copy = plc_history_len; for(int i = 0; i < frames_to_copy; i ++) { int index = (channel_count * (i + frames - plc_history_len)) + channel_index; s->history[i] = buf[index]; } s->buf_ptr = 0; return; } if (s->buf_ptr + frames > plc_history_len) { /* Wraps around - must break into two sections */ //memcpy(s->history + s->buf_ptr, buf, sizeof(short)*(plc_history_len - s->buf_ptr)); short *hist_ptr = s->history + s->buf_ptr; int frames_to_copy = plc_history_len - s->buf_ptr; for(int i = 0; i < frames_to_copy; i ++) { int index = (channel_count * i) + channel_index; hist_ptr[i] = buf[index]; } frames -= (plc_history_len - s->buf_ptr); //memcpy(s->history, buf + (plc_history_len - s->buf_ptr), sizeof(short)*len); frames_to_copy = frames; for(int i = 0; i < frames_to_copy; i ++) { int index = (channel_count * (i + (plc_history_len - s->buf_ptr))) + channel_index; s->history[i] = buf[index]; } s->buf_ptr = frames; return; } /* Can use just one section */ //memcpy(s->history + s->buf_ptr, buf, sizeof(short)*len); short *hist_ptr = s->history + s->buf_ptr; int frames_to_copy = frames; for(int i = 0; i < frames_to_copy; i ++) { int index = (channel_count * i) + channel_index; hist_ptr[i] = buf[index]; } s->buf_ptr += frames; } void PcmConcealer::normalise_history(plc_state_t *s) { short *tmp = new short[plc_history_len]; if (s->buf_ptr == 0) return; memcpy(tmp, s->history, sizeof(short)*s->buf_ptr); memcpy(s->history, s->history + s->buf_ptr, sizeof(short)*(plc_history_len - s->buf_ptr)); memcpy(s->history + plc_history_len - s->buf_ptr, tmp, sizeof(short)*s->buf_ptr); s->buf_ptr = 0; delete [] tmp; } int PcmConcealer::amdf_pitch(int min_pitch, int max_pitch, short amp[], int channel_index, int frames) { int i; int j; int acc; int min_acc; int pitch; pitch = min_pitch; min_acc = INT_MAX; for (i = max_pitch; i <= min_pitch; i++) { acc = 0; for (j = 0; j < frames; j++) { int index1 = (channel_count * (i+j)) + channel_index; int index2 = (channel_count * j) + channel_index; //std::cout << "Index 1: " << index1 << ", Index 2: " << index2 << std::endl; acc += abs(amp[index1] - amp[index2]); } if (acc < min_acc) { min_acc = acc; pitch = i; } } std::cout << "Pitch: " << pitch << std::endl; return pitch; } } P.S. - I must confess that digital audio is not my forte...

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  • JSON, Ajax login and signup form problem, critique

    - by user552828
    Here is my problem; indexdeneme2.php has two forms Sign up and Login form, and there is validation.js and login.js which are handling the AJAX and JSON response, there are validate.php and login.php which are my scripts for validating and login. When you sign up, it sends the data to validate.php perfectly and validate.php response with JSON perfectly, validate.js must show the error in #error div. validation.js works perfectly if it is working alone. I use same kind of script for login form. Login.php also works perfectly it responses with JSON and login.js shows the errors are appear in #errorlogin div. But this works when login.js works alone. When I try to work login.js and validate.js together, it is not working. validate.php and login.php works perfectly but login.js and validation.js are not working together. They can't handle the responses coming from php scripts. It is not showing the errors in #errorlogin and #error div. They intercept each other I guess. By the way if you can critique my login.php and validate.php I will be really appreciated. Thank you all. this is indexdeneme2.php <?php include('functions.php')?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Untitled Document</title> <link rel="stylesheet" href="css/cssdeneme1.css" /> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js"></script> <script type="text/javascript" src="validation.js"></script> <script type="text/javascript" src="login.js"></script> <script type="text/javascript"> var RecaptchaOptions = { theme : 'custom', custom_theme_widget: 'recaptcha_widget' }; </script> </head> <body onload="document.signup.reset()"> <div id="topbar"> <div class="wrapper"> </div> </div> <div id="middlebar"> <div class="wrapper"> <div id="middleleft"> <div id="mainformsecondcover"> <div id="mainform"> <div id="formhead"> <div id="signup">Sign Up</div> </div> <form method="post" action="validate.php" id="myform" name="signup"> <div id="form"> <table border="0" cellpadding="0" cellspacing="1"> <tbody> <tr> <td class="formlabel"> <label for="name">First Name:</label> </td> <td class="forminput"> <input type="text" name="name" id="name" /> </td> </tr> <tr> <td class="formlabel"> <label for="lastname">Last Name:</label> </td> <td class="forminput"> <input type="text" name="surname" id="lastname" /> </td> </tr> <tr> <td class="formlabel"> <label for="email">Email:</label> </td> <td class="forminput"> <input type="text" name="email" id="email" /> </td> </tr> <tr> <td class="formlabel"> <label for="remail">Re-Enter Email:</label> </td> <td class="forminput"> <input type="text" name="remail" id="remail" /> </td> </tr> <tr> <td class="formlabel"> <label for="password">Password:</label> </td> <td class="forminput"> <input type="password" name="password" id="password" maxlength="16" /> </td> </tr> <tr> <td class="formlabel"> <label for="gender">I am:</label> </td> <td class="forminput"> <select name="gender" id="gender"> <option value="0" selected="selected">-Select Sex-</option> <option value="1">Male</option> <option value="2">Female</option> </select> </td> </tr> <tr> <td class="formlabel"> <label>My Birthday:</label> </td> <td class="forminput"> <select size="1" name="day"> <option value="0" selected="selected">Day</option> <?php formDay(); ?> </select>&nbsp; <select size="1" name="month"> <option value="0" selected="selected">Month</option> <option value="1">January</option> <option value="2">February</option> <option value="3">March</option> <option value="4">April</option> <option value="5">May</option> <option value="6">June</option> <option value="7">July</option> <option value="8">August</option> <option value="9">September</option> <option value="10">October</option> <option value="11">November</option> <option value="12">December</option> </select>&nbsp; <select size="1" name="year"> <option value="0" selected="selected">Year</option> <?php formYear(); ?> </select> </td> </tr> <tr> <td class="formlabel"> <label for="recaptcha_response_field">Security Check:</label> </td> </tr> </tbody> </table> <?php require_once('captchalib.php'); ?> </div> <div id="formbottom"> <div id="error"> </div> <div id="formbottomright"> <input type="submit" id="formbutton" value="Sign Up" /> <img id="loading" src="css/images/ajax-loader.gif" height="35" width="35" alt="Processing.." style="float:right; display:block" /> </div> </div> </form> </div> </div> </div> <div id="middleright"> <div id="loginform"> <form name="login" action="login.php" method="post" id="login"> <label for="username">Email:</label> <input type="text" name="emaillogin" /> <label for="password">Password:</label> <input type="password" name="passwordlogin" maxlength="16" /> <input type="submit" value="Login" /> <img id="loading2" src="css/images/ajax-loader.gif" height="35" width="35" alt="Processing.." style="float:right; display:block" /> </form> </div> <div id="errorlogin"></div> </div> </div> </div> <div id="bottombar"> <div class="wrapper"></div> </div> </body> </html> validation.js $(document).ready(function(){ $('#myform').submit(function(e) { register(); e.preventDefault(); }); }); function register() { hideshow('loading',1); error(0); $.ajax({ type: "POST", url: "validate.php", data: $('#myform').serialize(), dataType: "json", success: function(msg){ if(parseInt(msg.status)==1) { window.location=msg.txt; } else if(parseInt(msg.status)==0) { error(1,msg.txt); Recaptcha.reload(); } hideshow('loading',0); } }); } function hideshow(el,act) { if(act) $('#'+el).css('visibility','visible'); else $('#'+el).css('visibility','hidden'); } function error(act,txt) { hideshow('error',act); if(txt) $('#error').html(txt); } login.js $(document).ready(function(){ $('#login').submit(function(e) { login(); e.preventDefault(); }); }); function login() { error(2); $.ajax({ type: "POST", url: "login.php", data: $('#login').serialize(), dataType: "json", success: function(msg){ if(parseInt(msg.status)==3) { window.location=msg.txt; } else if(parseInt(msg.status)==2) { error(3,msg.txt); } } }); } function error(act,txt) { hideshow('error',act); if(txt) $('#errorlogin').html(txt); } login.php <?php session_start(); require("connect.php"); $email = $_POST['emaillogin']; $password = $_POST['passwordlogin']; $email = mysql_real_escape_string($email); $password = mysql_real_escape_string($password); if(empty($email)) { die('{status:2,txt:"Enter your email address."}'); } if(!filter_var($email, FILTER_VALIDATE_EMAIL)) { die('{status:2,txt:"Invalid email or password"}'); } if(empty($password)) { die('{status:2,txt:"Enter your password."}'); } if(strlen($password)<6 || strlen($password)>16) { die('{status:2,txt:"Invalid email or password"}'); } $query = "SELECT password, salt FROM users WHERE Email = '$email';"; $result = mysql_query($query); if(mysql_num_rows($result) < 1) //no such user exists { die('{status:2,txt:"Invalid email or password"}'); } $userData = mysql_fetch_array($result, MYSQL_ASSOC); $hash = hash('sha256', $userData['salt'] . hash('sha256', $password) ); if($hash != $userData['password']) //incorrect password { die('{status:2,txt:"Invalid email or password"}'); } //////////////////////////////////////////////////////////////////////////////////// if('{status:3}') { session_regenerate_id (); //this is a security measure $getMemDetails = "SELECT * FROM users WHERE Email = '$email'"; $link = mysql_query($getMemDetails); $member = mysql_fetch_row($link); $_SESSION['valid'] = 1; $_SESSION['userid'] = $member[0]; $_SESSION['name'] = $member[1]; session_write_close(); mysql_close($con); echo '{status:3,txt:"success.php"}'; } validate.php <?php $name = $_POST['name']; $surname = $_POST['surname']; $email = $_POST['email']; $remail = $_POST['remail']; $gender = $_POST['gender']; $bdate = $_POST['year'].'-'.$_POST['month'].'-'.$_POST['day']; $bday = $_POST['day']; $bmon = $_POST['month']; $byear = $_POST['year']; $cdate = date("Y-n-j"); $password = $_POST['password']; $hash = hash('sha256', $password); $regdate = date("Y-m-d"); function createSalt() { $string = md5(uniqid(rand(), true)); return substr($string, 0, 3); } $salt = createSalt(); $hash = hash('sha256', $salt . $hash); if(empty($name) || empty($surname) || empty($email) || empty($remail) || empty($password) ) { die('{status:0,txt:"All the fields are required"}'); } if(!preg_match('/^[A-Za-z\s ]+$/', $name)) { die('{status:0,txt:"Please check your name"}'); } if(!preg_match('/^[A-Za-z\s ]+$/', $surname)) { die('{status:0,txt:"Please check your last name"}'); } if($bdate > $cdate) { die('{status:0,txt:"Please check your birthday"}'); } if(!(int)$gender) { die('{status:0,txt:"You have to select your sex"}'); } if(!(int)$bday || !(int)$bmon || !(int)$byear) { die('{status:0,txt:"You have to fill in your birthday"}'); } if(!$email == $remail) { die('{status:0,txt:"Emails doesn&sbquo;t match"}'); } if(!filter_var($email, FILTER_VALIDATE_EMAIL)) { die('{status:0,txt:"Enter a valid email"}'); } if(strlen($password)<6 || strlen($password)>16) { die('{status:0,txt:"Password must be between 6-16 characters"}'); } if (!$_POST["recaptcha_challenge_field"]===$_POST["recaptcha_response_field"]) { die('{status:0,txt:"You entered incorrect security code"}'); } if('{status:1}') { require("connect.php"); function getRealIpAddr() { if (!empty($_SERVER['HTTP_CLIENT_IP'])) { $ip=$_SERVER['HTTP_CLIENT_IP']; } elseif (!empty($_SERVER['HTTP_X_FORWARDED_FOR'])) { $ip=$_SERVER['HTTP_X_FORWARDED_FOR']; } else { $ip=$_SERVER['REMOTE_ADDR']; } return $ip; } $rip = getRealIpAddr(); $ipn = inet_pton($rip); $checkuser = mysql_query("SELECT Email FROM users WHERE Email = '$email'"); $username_exist = mysql_num_rows($checkuser); if ( $username_exist !== 0 ) { mysql_close($con); die('{status:0,txt:"This email Address is already registered!"}'); } else { $query = "INSERT INTO users (name, surname, date, Email, Gender, password, salt, RegistrationDate, IP) VALUES ('$name', '$surname', '$bdate', '$email', '$gender', '$hash', '$salt', '$cdate', '$ipn')"; $link = mysql_query($query); if(!$link) { die('Becerilemedi: ' . mysql_error()); } else { mysql_close($con); echo '{status:1,txt:"afterreg.php"}'; } } } ?> css of indexdeneme2.php * { padding:0; margin:0; } #topbar { width:100%; height:50px; } .wrapper { margin:0 auto; width:1000px; height:100%; } #middlebar { width:100%; height:650px; } #middleleft { width:55%; float:left; height:650px; } #middleright { width:45%; float:right; height:650px; } #mainformsecondcover { width:404px; padding:0px; margin:0px; border:4px solid #59B; border-radius: 14px; -moz-border-radius: 14px; -webkit-border-radius: 14px; } #mainform { width:400px; border:2px solid #CCC; border-radius: 11px; -moz-border-radius: 11px; -webkit-border-radius: 11px; } #formhead { margin:7px; } #signup { margin-top:13px; margin-left:13px; margin-bottom:3px; color:#333; font-size:18px; font-family:"Lucida Sans Unicode", "Lucida Grande", sans-serif; font-weight:bold } #form { margin:7px; } #form table { margin:0px; width:380px; } #form table tr{ height:28px; } #form table td{ height:18px; } .formlabel { cursor:pointer; display:table-cell; text-align:right; font-size:12px; color:#000; font-weight:normal; vertical-align:middle; font-family:"Lucida Sans Unicode", "Lucida Grande", sans-serif; letter-spacing:1px; width:120px; height:37px; padding-right:5px; } .formlabel label{ cursor:pointer } .forminput input { width:240px; font-size:13px; padding:4px; } #recaptcha_image { width:300px; height:57px; border:2px solid #CCC; } #recaptcha_widget { margin-left:35px; } #securityinfo { font-size: 11px; line-height: 16px; } #formbottom { width:360px; min-height:45px; } #error { float:left; width:200px; border:1px solid #F00; margin-left:20px; margin-top:7px; text-align:center; color:#F00; font-family:"Lucida Sans Unicode", "Lucida Grande", sans-serif; font-size:11px; line-height:16px; padding:2px; visibility:hidden; } #errorlogin { float:left; width:200px; border:1px solid #F00; margin-left:20px; margin-top:7px; text-align:center; color:#F00; font-family:"Lucida Sans Unicode", "Lucida Grande", sans-serif; font-size:11px; line-height:16px; padding:2px; visibility:hidden; } #formbottomright { float:right; height:45px; width:115px; margin-left:5px; } #loading { visibility:hidden; } #loading2 { visibility:hidden; } #formbutton { display:block; font-size:14px; color:#FFF; background: #0b85c6; /* Old browsers */ background: -moz-linear-gradient(top, #0b85c6 0%, #59b 100%); /* FF3.6+ */ background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#0b85c6), color-stop(100%,#59b)); /* Chrome,Safari4+ */ background: -webkit-linear-gradient(top, #0b85c6 0%,#59b 100%); /* Chrome10+,Safari5.1+ */ background: -o-linear-gradient(top, #0b85c6 0%,#59b 100%); /* Opera11.10+ */ background: -ms-linear-gradient(top, #0b85c6 0%,#59b 100%); /* IE10+ */ filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#0B85C6', endColorstr='#59B',GradientType=0 ); /* IE6-9 */ background: linear-gradient(top, #0b85c6 0%,#59b 100%); /* W3C */ font-family:"Lucida Sans Unicode", "Lucida Grande", sans-serif; height:26px; width:60px; margin:7px; text-align:center; padding-bottom:4px; padding-left:4px; padding-right:4px; float:left; margin-right:5px; } #bottombar { width:100%; height:50px; } {}

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