Search Results

Search found 1466 results on 59 pages for 'sizeof'.

Page 26/59 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • On checking is a port open on the firewall?

    - by [email protected]
    Hi, well sometimes DBAs and sysadmin need to check if a particular port is "open" on the corporate firewall --i.e. *Grid Control* Will the communication between OMS and a management agent work? --One solution well consist on deploying the piece of software in question, start it and just check if everything works fine, however i find more classy trying to get that information beforeThere are several tools for doing so --i.e. nmap *like Trinity on The Matrix*, but just found a nice piece of code for establishing a socket on a parameter passed port.After running the program doing a telnet from the client machine  will be a walk in the park Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} #include <stdio.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> int main(int argc, char *argv[]) {      int sockfd, newsockfd, portno, clilen;      char buffer[256];      struct sockaddr_in serv_addr, cli_addr;      int n;      if (argc < 2) {          fprintf(stderr,"ERROR: A port must be provided. Aborting ...\n");          return 1;      }      sockfd = socket(AF_INET, SOCK_STREAM, 0);      if (sockfd < 0)          {         fprintf("ERROR: Unable to open socket. Aborting ...\n");         return 1;       }      portno = atoi(argv[1]);      serv_addr.sin_family = AF_INET;      serv_addr.sin_addr.s_addr = INADDR_ANY;      serv_addr.sin_port = htons(portno);      if (bind(sockfd, (struct sockaddr *) &serv_addr,sizeof(serv_addr)) < 0)          {               fprintf("ERROR: Unable to bind socket. Aborting ...\n");               return 1;       }      listen(sockfd,5);      clilen = sizeof(cli_addr);      newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr,&clilen);      if (newsockfd < 0)          {           fprintf("ERROR: Unable to accept connection. Aborting...\n");           return 1;        }      return 0; }Of course, you can still ask to the network guy if the port is open or notHope it helpsL

    Read the article

  • Why does setting a geometry shader cause my sprites to vanish?

    - by ChaosDev
    My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to the main menu, all sprites and text disappear. These sprites don't dissappear when I use pixel and vertex shaders. The sprites are being drawn through D3D11, of course, with specified view and projection matrices as well an input layout, vertex, and pixel shader. I'm trying DeviceContext->ClearState() but it does not help. Any ideas? void gGeometry::DrawIndexedWithCustomEffect(gVertexShader*vs,gPixelShader* ps,gGeometryShader* gs=nullptr) { unsigned int offset = 0; auto context = mp_D3D->mp_Context; //set topology context->IASetPrimitiveTopology(m_Topology); //set input layout context->IASetInputLayout(mp_inputLayout); //set vertex and index buffers context->IASetVertexBuffers(0,1,&mp_VertexBuffer->mp_Buffer,&m_VertexStride,&offset); context->IASetIndexBuffer(mp_IndexBuffer->mp_Buffer,mp_IndexBuffer->m_DXGIFormat,0); //send constant buffers to shaders context->VSSetConstantBuffers(0,vs->m_CBufferCount,vs->m_CRawBuffers.data()); context->PSSetConstantBuffers(0,ps->m_CBufferCount,ps->m_CRawBuffers.data()); if(gs!=nullptr) { context->GSSetConstantBuffers(0,gs->m_CBufferCount,gs->m_CRawBuffers.data()); context->GSSetShader(gs->mp_D3DGeomShader,0,0);//after this call all sprites disappear } //set shaders context->VSSetShader( vs->mp_D3DVertexShader, 0, 0 ); context->PSSetShader( ps->mp_D3DPixelShader, 0, 0 ); //draw context->DrawIndexed(m_indexCount,0,0); } //sprites void gSpriteDrawer::Draw(gTexture2D* texture,const RECT& dest,const RECT& source, const Matrix& spriteMatrix,const float& rotation,Vector2d& position,const Vector2d& origin,const Color& color) { VertexPositionColorTexture* verticesPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int TriangleVertexStride = sizeof(VertexPositionColorTexture); unsigned int offset = 0; float halfWidth = ( float )dest.right / 2.0f; float halfHeight = ( float )dest.bottom / 2.0f; float z = 0.1f; int w = texture->Width(); int h = texture->Height(); float tu = (float)source.right/(w); float tv = (float)source.bottom/(h); float hu = (float)source.left/(w); float hv = (float)source.top/(h); Vector2d t0 = Vector2d( hu+tu, hv); Vector2d t1 = Vector2d( hu+tu, hv+tv); Vector2d t2 = Vector2d( hu, hv+tv); Vector2d t3 = Vector2d( hu, hv+tv); Vector2d t4 = Vector2d( hu, hv); Vector2d t5 = Vector2d( hu+tu, hv); float ex=(dest.right/2)+(origin.x); float ey=(dest.bottom/2)+(origin.y); Vector4d v4Color = Vector4d(color.r,color.g,color.b,color.a); VertexPositionColorTexture vertices[] = { { Vector3d( dest.right-ex, -ey, z),v4Color, t0}, { Vector3d( dest.right-ex, dest.bottom-ey , z),v4Color, t1}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t2}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t3}, { Vector3d( -ex, -ey , z),v4Color, t4}, { Vector3d( dest.right-ex, -ey , z),v4Color, t5}, }; auto mp_context = mp_D3D->mp_Context; // Lock the vertex buffer so it can be written to. mp_context->Map(mp_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Get a pointer to the data in the vertex buffer. verticesPtr = (VertexPositionColorTexture*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(verticesPtr, (void*)vertices, (sizeof(VertexPositionColorTexture) * 6)); // Unlock the vertex buffer. mp_context->Unmap(mp_vertexBuffer, 0); //set vertex shader mp_context->IASetVertexBuffers( 0, 1, &mp_vertexBuffer, &TriangleVertexStride, &offset); //set texture mp_context->PSSetShaderResources( 0, 1, &texture->mp_SRV); //set matrix to shader mp_context->UpdateSubresource(mp_matrixBuffer, 0, 0, &spriteMatrix, 0, 0 ); mp_context->VSSetConstantBuffers( 0, 1, &mp_matrixBuffer); //draw sprite mp_context->Draw( 6, 0 ); }

    Read the article

  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

    Read the article

  • Cocos2d update leaking memory

    - by Andrey Chernukha
    I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function: void report_memory(void) { struct task_basic_info info; mach_msg_type_number_t size = sizeof(info); kern_return_t kerr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size); if( kerr == KERN_SUCCESS ) { NSLog(@"Memory in use (in bytes): %u", info.resident_size); } else { NSLog(@"Error with task_info(): %s", mach_error_string(kerr)); } } Can anyone explain me what's going on?

    Read the article

  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

    Read the article

  • Using a Higher Precision (than 8-bit unsigned integer) Buffered Image for Heightmaps in Java

    - by pl12
    I am generating a heightmap for every quad in my quadtree in openCL. The way I was creating the image is as follows: DataBufferInt dataBuffer = (DataBufferInt)img.getRaster().getDataBuffer(); int data[] = dataBuffer.getData(); //img is a bufferedimage inputImageMem = CL.clCreateImage2D( context, CL_MEM_READ_WRITE | CL_MEM_USE_HOST_PTR, new cl_image_format[]{imageFormat}, size, size, size * Sizeof.cl_uint, Pointer.to(data), null); This works ok but the major issue is that as the quads get smaller and smaller the 8-bit format of the buffered image starts to cause intolerable "stepping" issues as seen below: I was wondering if there was an alternate way I could go about doing this? Thanks for the time.

    Read the article

  • Why fgetc too slow?

    - by user14284
    I've written a program that reads an whole file via fgetc: while ((c = fgetc(f)) != EOF) { ... } But the program is too slow. When I changed fgetc to fread, static unsigned char buf[4096]; while ((n = fread(buf, 1, sizeof(buf), f)) > 0) { ... } the program works about 10 times faster. Why? As I know, fgetc is a buffered function, so it should work as fast as the second version with explicit buffer, isn't it?

    Read the article

  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

    Read the article

  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

    Read the article

  • What is the correct way to use glTexCoordPointer?

    - by RubyKing
    I'm trying to work out how to use this function glTexCoordPointer. The man page states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array: static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, -0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f, 1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly for the fifth element on the 2nd quad first row? I was thinking something like this: glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast<const GLvoid *>(29 * sizeof(float)));

    Read the article

  • is this the correct way to use glTexCoordPointer?

    - by RubyKing
    Hey all Just trying to work out how to use this function glTexCoordPointer. Here is the man pages http://www.opengl.org/sdk/docs/man/xhtml/glTexCoordPointer.xml which states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f,-1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,-0.94f, 0.0f,1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f,1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly? like this glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast(29 * sizeof(float)) ); for the fifth element on the 2nd quad first row. any help is thankful

    Read the article

  • SQLite file locking and DropBox

    - by Alex Jenter
    I'm developing an app in Visual C++ that uses an SQLite3 DB for storing data. Usually it sits in the tray most of the time. I also would like to enable putting my app in a DropBox folder to share it across several PCs. It worked really well up until DropBox has recently updated itself. And now it says that it "can't sync the file in use". The SQLite file is open in my app, but the lock is shared. There are some prepared statements, but all are reset immediately after using step. Is there any way to enable synchronizing of an open SQLite database file? Thanks! Here is the simple wrapper that I use just for testing (no error handling), in case this helps: class Statement { private: Statement(sqlite3* db, const std::wstring& sql) : db(db) { sqlite3_prepare16_v2(db, sql.c_str(), sql.length() * sizeof(wchar_t), &stmt, NULL); } public: ~Statement() { sqlite3_finalize(stmt); } public: void reset() { sqlite3_reset(stmt); } int step() { return sqlite3_step(stmt); } int getInt(int i) const { return sqlite3_column_int(stmt, i); } tstring getText(int i) const { const wchar_t* v = (const wchar_t*)sqlite3_column_text16(stmt, i); int sz = sqlite3_column_bytes16(stmt, i) / sizeof(wchar_t); return std::wstring(v, v + sz); } private: friend class Database; sqlite3* db; sqlite3_stmt* stmt; }; class Database { public: Database(const std::wstring& filename = L"")) : db(NULL) { sqlite3_open16(filename.c_str(), &db); } ~Database() { sqlite3_close(db); } void exec(const std::wstring& sql) { auto_ptr<Statement> st(prepare(sql)); st->step(); } auto_ptr<Statement> prepare(const tstring& sql) const { return auto_ptr<Statement>(new Statement(db, sql)); } private: sqlite3* db; };

    Read the article

  • Issue with dynamic array Queue data structure with void pointer

    - by Nazgulled
    Hi, Maybe there's no way to solve this the way I'd like it but I don't know everything so I better ask... I've implemented a simple Queue with a dynamic array so the user can initialize with whatever number of items it wants. I'm also trying to use a void pointer as to allow any data type, but that's the problem. Here's my code: typedef void * QueueValue; typedef struct sQueueItem { QueueValue value; } QueueItem; typedef struct sQueue { QueueItem *items; int first; int last; int size; int count; } Queue; void queueInitialize(Queue **queue, size_t size) { *queue = xmalloc(sizeof(Queue)); QueueItem *items = xmalloc(sizeof(QueueItem) * size); (*queue)->items = items; (*queue)->first = 0; (*queue)->last = 0; (*queue)->size = size; (*queue)->count = 0; } Bool queuePush(Queue * const queue, QueueValue value, size_t val_sz) { if(isNull(queue) || isFull(queue)) return FALSE; queue->items[queue->last].value = xmalloc(val_sz); memcpy(queue->items[queue->last].value, value, val_sz); queue->last = (queue->last+1) % queue->size; queue->count += 1; return TRUE; } Bool queuePop(Queue * const queue, QueueValue *value) { if(isEmpty(queue)) return FALSE; *value = queue->items[queue->first].value; free(queue->items[queue->first].value); queue->first = (queue->first+1) % queue->size; queue->count -= 1; return TRUE; } The problem lies on the queuePop function. When I call it, I lose the value because I free it right away. I can't seem to solve this dilemma. I want my library to be generic and modular. The user should not care about allocating and freeing memory, that's the library's job. How can the user still get the value from queuePop and let the library handle all memory allocs/frees?

    Read the article

  • PyQt4.QtWebKit.QWebFrame missing findAllElements() method on debian

    - by user249095
    I recompiled PyQt4 from source, but the issue still exists. On another ArchLinux system, it works well. Can someone help me? Thanks! on Debian: import PyQt4.QtWebKit dir(PyQt4.QtWebKit.QWebFrame.findAllElements) Traceback (most recent call last): File "", line 1, in AttributeError: type object 'QWebFrame' has no attribute 'findAllElements' on ArchLinux: import PyQt4.QtWebKit dir(PyQt4.QtWebKit.QWebFrame.findAllElements) ['__call__', '__class__', '__cmp__', '__delattr__', '__doc__', '__eq__', '__format__', '__ge__', '__getattribute__', '__gt__', '__hash__', '__init__', '__le__', '__lt__', '__module__', '__name__', '__ne__', '__new__', '__reduce__', '__reduce_ex__', '__repr__', '__self__', '__setattr__', '__sizeof__', '__str__', '__subclasshook__']

    Read the article

  • Python Ctypes Read/WriteProcessMemory() - Error 5/998 Help!

    - by user299805
    Please don't get scared but the following code, if you are familiar with ctypes or C it should be easy to read. I have been trying to get my ReadProcessMemory() and WriteProcessMemory() functions to be working for so long and have tried almost every possibility but the right one. It launches the target program, returns its PID and handle just fine. But I always get a error code of 5 - ERROR_ACCESS_DENIED. When I run the read function(forget the write for now). I am launching this program as what I believe to be a CHILD process with PROCESS_ALL_ACCESS or CREATE_PRESERVE_CODE_AUTHZ_LEVEL. I have also tried PROCESS_ALL_ACCESS and PROCESS_VM_READ when I open the handle. I can also say that it is a valid memory location because I can find it on the running program with CheatEngine. As for VirtualQuery() I get an error code of 998 - ERROR_NOACCESS which further confirms my suspicion of it being some security/privilege problem. Any help or ideas would be very appreciated, again, it's my whole program so far, don't let it scare you =P. from ctypes import * from ctypes.wintypes import BOOL import binascii BYTE = c_ubyte WORD = c_ushort DWORD = c_ulong LPBYTE = POINTER(c_ubyte) LPTSTR = POINTER(c_char) HANDLE = c_void_p PVOID = c_void_p LPVOID = c_void_p UNIT_PTR = c_ulong SIZE_T = c_ulong class STARTUPINFO(Structure): _fields_ = [("cb", DWORD), ("lpReserved", LPTSTR), ("lpDesktop", LPTSTR), ("lpTitle", LPTSTR), ("dwX", DWORD), ("dwY", DWORD), ("dwXSize", DWORD), ("dwYSize", DWORD), ("dwXCountChars", DWORD), ("dwYCountChars", DWORD), ("dwFillAttribute",DWORD), ("dwFlags", DWORD), ("wShowWindow", WORD), ("cbReserved2", WORD), ("lpReserved2", LPBYTE), ("hStdInput", HANDLE), ("hStdOutput", HANDLE), ("hStdError", HANDLE),] class PROCESS_INFORMATION(Structure): _fields_ = [("hProcess", HANDLE), ("hThread", HANDLE), ("dwProcessId", DWORD), ("dwThreadId", DWORD),] class MEMORY_BASIC_INFORMATION(Structure): _fields_ = [("BaseAddress", PVOID), ("AllocationBase", PVOID), ("AllocationProtect", DWORD), ("RegionSize", SIZE_T), ("State", DWORD), ("Protect", DWORD), ("Type", DWORD),] class SECURITY_ATTRIBUTES(Structure): _fields_ = [("Length", DWORD), ("SecDescriptor", LPVOID), ("InheritHandle", BOOL)] class Main(): def __init__(self): self.h_process = None self.pid = None def launch(self, path_to_exe): CREATE_NEW_CONSOLE = 0x00000010 CREATE_PRESERVE_CODE_AUTHZ_LEVEL = 0x02000000 startupinfo = STARTUPINFO() process_information = PROCESS_INFORMATION() security_attributes = SECURITY_ATTRIBUTES() startupinfo.dwFlags = 0x1 startupinfo.wShowWindow = 0x0 startupinfo.cb = sizeof(startupinfo) security_attributes.Length = sizeof(security_attributes) security_attributes.SecDescriptior = None security_attributes.InheritHandle = True if windll.kernel32.CreateProcessA(path_to_exe, None, byref(security_attributes), byref(security_attributes), True, CREATE_PRESERVE_CODE_AUTHZ_LEVEL, None, None, byref(startupinfo), byref(process_information)): self.pid = process_information.dwProcessId print "Success: CreateProcess - ", path_to_exe else: print "Failed: Create Process - Error code: ", windll.kernel32.GetLastError() def get_handle(self, pid): PROCESS_ALL_ACCESS = 0x001F0FFF PROCESS_VM_READ = 0x0010 self.h_process = windll.kernel32.OpenProcess(PROCESS_VM_READ, False, pid) if self.h_process: print "Success: Got Handle - PID:", self.pid else: print "Failed: Get Handle - Error code: ", windll.kernel32.GetLastError() windll.kernel32.SetLastError(10000) def read_memory(self, address): buffer = c_char_p("The data goes here") bufferSize = len(buffer.value) bytesRead = c_ulong(0) if windll.kernel32.ReadProcessMemory(self.h_process, address, buffer, bufferSize, byref(bytesRead)): print "Success: Read Memory - ", buffer.value else: print "Failed: Read Memory - Error Code: ", windll.kernel32.GetLastError() windll.kernel32.CloseHandle(self.h_process) windll.kernel32.SetLastError(10000) def write_memory(self, address, data): count = c_ulong(0) length = len(data) c_data = c_char_p(data[count.value:]) null = c_int(0) if not windll.kernel32.WriteProcessMemory(self.h_process, address, c_data, length, byref(count)): print "Failed: Write Memory - Error Code: ", windll.kernel32.GetLastError() windll.kernel32.SetLastError(10000) else: return False def virtual_query(self, address): basic_memory_info = MEMORY_BASIC_INFORMATION() windll.kernel32.SetLastError(10000) result = windll.kernel32.VirtualQuery(address, byref(basic_memory_info), byref(basic_memory_info)) if result: return True else: print "Failed: Virtual Query - Error Code: ", windll.kernel32.GetLastError() main = Main() address = None main.launch("C:\Program Files\ProgramFolder\Program.exe") main.get_handle(main.pid) #main.write_memory(address, "\x61") while 1: print '1 to enter an address' print '2 to virtual query address' print '3 to read address' choice = raw_input('Choice: ') if choice == '1': address = raw_input('Enter and address: ') if choice == '2': main.virtual_query(address) if choice == '3': main.read_memory(address) Thanks!

    Read the article

  • SIMPLE OpenSSL RSA Encryption in C/C++ is causing me headaches

    - by Josh
    Hey guys, I'm having some trouble figuring out how to do this. Basically I just want a client and server to be able to send each other encrypted messages. This is going to be incredibly insecure because I'm trying to figure this all out so I might as well start at the ground floor. So far I've got all the keys working but encryption/decryption is giving me hell. I'll start by saying I am using C++ but most of these functions require C strings so whatever I'm doing may be causing problems. Note that on the client side I receive the following error in regards to decryption. error:04065072:rsa routines:RSA_EAY_PRIVATE_DECRYPT:padding check failed I don't really understand how padding works so I don't know how to fix it. Anywho here are the relevant variables on each side followed by the code. Client: RSA *myKey; // Loaded with private key // The below will hold the decrypted message unsigned char* decrypted = (unsigned char*) malloc(RSA_size(myKey)); /* The below holds the encrypted string received over the network. Originally held in a C-string but C strings never work for me and scare me so I put it in a C++ string */ string encrypted; // The reinterpret_cast line was to get rid of an error message. // Maybe the cause of one of my problems? if(RSA_private_decrypt(sizeof(encrypted.c_str()), reinterpret_cast<const unsigned char*>(encrypted.c_str()), decrypted, myKey, RSA_PKCS1_OAEP_PADDING)==-1) { cout << "Private decryption failed" << endl; ERR_error_string(ERR_peek_last_error(), errBuf); printf("Error: %s\n", errBuf); free(decrypted); exit(1); } Server: RSA *pkey; // Holds the client's public key string key; // Holds a session key I want to encrypt and send //The below will hold the encrypted message unsigned char *encrypted = (unsigned char*)malloc(RSA_size(pkey)); // The reinterpret_cast line was to get rid of an error message. // Maybe the cause of one of my problems? if(RSA_public_encrypt(sizeof(key.c_str()), reinterpret_cast<const unsigned char*>(key.c_str()), encrypted, pkey, RSA_PKCS1_OAEP_PADDING)==-1) { cout << "Public encryption failed" << endl; ERR_error_string(ERR_peek_last_error(), errBuf); printf("Error: %s\n", errBuf); free(encrypted); exit(1); } Let me once again state, in case I didn't before, that I know my code sucks but I'm just trying to establish a framework for understanding this. I'm sorry if this offends you veteran coders. Thanks in advance for any help you guys can provide!

    Read the article

  • Problems with this stack implementation

    - by Andersson Melo
    where is the mistake? My code here: typedef struct _box { char *dados; struct _box * proximo; } Box; typedef struct _pilha { Box * topo; }Stack; void Push(Stack *p, char * algo) { Box *caixa; if (!p) { exit(1); } caixa = (Box *) calloc(1, sizeof(Box)); caixa->dados = algo; caixa->proximo = p->topo; p->topo = caixa; } char * Pop(Stack *p) { Box *novo_topo; char * dados; if (!p) { exit(1); } if (p->topo==NULL) return NULL; novo_topo = p->topo->proximo; dados = p->topo->dados; free(p->topo); p->topo = novo_topo; return dados; } void StackDestroy(Stack *p) { char * c; if (!p) { exit(1); } c = NULL; while ((c = Pop(p)) != NULL) { free(c); } free(p); } int main() { int conjunto = 1; char p[30]; int flag = 0; Stack *pilha = (Stack *) calloc(1, sizeof(Stack)); FILE* arquivoIN = fopen("L1Q3.in","r"); FILE* arquivoOUT = fopen("L1Q3.out","w"); if (arquivoIN == NULL) { printf("Erro na leitura do arquivo!\n\n"); exit(1); } fprintf(arquivoOUT,"Conjunto #%d\n",conjunto); while (fscanf(arquivoIN,"%s", p) != EOF ) { if (pilha->topo == NULL && flag != 0) { conjunto++; fprintf(arquivoOUT,"\nConjunto #%d\n",conjunto); } if(strcmp(p, "return") != 0) { Push(pilha, p); } else { p = Pop(pilha); if(p != NULL) { fprintf(arquivoOUT, "%s\n", p); } } flag = 1; } StackDestroy(pilha); return 0; } The Pop function returns the string value read from file. But is not correct and i don't know why.

    Read the article

  • Binary Search Tree in C

    - by heapzero
    Hi, I'm a Python guy. Learning C language and I've been trying to implement Binary Search Tree in C. I wrote down the code, and I've been trying from few hours but, not able to get the output as expected. Please help! Please correct me. #include<stdlib.h> #include<stdio.h> typedef int ElementType; typedef struct TreeNode { ElementType element; struct TreeNode *left, *right; } TreeNode; TreeNode *createTree(){ //Create the root of tree TreeNode *tempNode; tempNode = malloc(sizeof(TreeNode)); tempNode->element = 0; tempNode->left = NULL; tempNode->right = NULL; return tempNode; } TreeNode *createNode(ElementType X){ //Create a new leaf node and return the pointer TreeNode *tempNode; tempNode = malloc(sizeof(TreeNode)); tempNode->element = X; tempNode->left = NULL; tempNode->right = NULL; return tempNode; } TreeNode *insertElement(TreeNode *node, ElementType X){ //insert element to Tree if(node==NULL){ return createNode(X); } else{ if(X < node->element){ node->left = insertElement(node->left, X); } else if(X > node->element){ node->right = insertElement(node->right, X); } else if(X == node->element){ printf("Oops! the element is already present in the tree."); } } } TreeNode *displayTree(TreeNode *node){ //display the full tree if(node==NULL){ return; } displayTree(node->left); printf("| %d ", node->element); displayTree(node->right); } main(){ //pointer to root of tree #2 TreeNode *TreePtr; TreeNode *TreeRoot; TreeNode *TreeChild; //Create the root of tree TreePtr = createTree(); TreeRoot = TreePtr; TreeRoot->element = 32; printf("%d\n",TreeRoot->element); insertElement(TreeRoot, 8); TreeChild = TreeRoot->left; printf("%d\n",TreeChild->element); insertElement(TreeRoot, 2); insertElement(TreeRoot, 7); insertElement(TreeRoot, 42); insertElement(TreeRoot, 28); insertElement(TreeRoot, 1); insertElement(TreeRoot, 4); insertElement(TreeRoot, 5); // the output is not as expected :( displayTree(TreeRoot); }

    Read the article

  • Reading Binary file in C

    - by darkie15
    Hi All, I am having following issue with reading binary file in C. I have read the first 8 bytes of a binary file. Now I need to start reading from the 9th byte. Following is the code: fseek(inputFile, 2*sizeof(int), SEEK_SET); However, when I print the contents of the array where I store the retrieved values, it still shows me the first 8 bytes which is not what I need. Can anyone please help me out with this? Regards, darkie

    Read the article

  • Multiple constructors in C

    - by meepz
    Hello, I am making a string class in C as a homework and I was wondering how I can make multiple constructors with the same name given the parameter. The commented out area is what I tried to do with results from a few searches but that gives me errors. Pretty much I have some cases where I want to create my new string without any parameter then in other cases create a string with a pointer to character. Here is mystring.h #include <stdio.h> #include <stdlib.h> typedef struct mystring { char * c; int length; int (*sLength)(void * s); char (*charAt)(void * s, int i); int (*compareTo)(void * s1, void * s2); struct mystring * (*concat)(void * s1, void * s2); struct mystring * (*subString)(void * s, int begin, int end); void (*printS)(void * s); } string_t; typedef string_t * String; String newString(char * c); String newString2(); int slength(void * s); char charat(void * S, int i); int compareto(void * s1, void * s2); String concat(void * s1, void * s2); String substring(void * S, int begin, int end); void printstring(void * s); And here is mystring.c #include "mystring.h" String newString(){ } String newString(char * input){ //String newString::newString(char * input) { String s; s = (string_t *) malloc(sizeof(string_t)); s->c = (char *) malloc(sizeof(char) * 20); int i = 0; if (input == NULL){ s->c[0] = '\0'; return s; } while (input[i] != '\0') { s->c[i] = input[i]; i++; } //functions s->sLength = slength; s->charAt = charat; s->compareTo = compareto; s->concat = concat; s->subString = substring; s->printS = printstring; return s; }

    Read the article

  • Help needed with AES between Java and Objective-C (iPhone)....

    - by Simon Lee
    I am encrypting a string in objective-c and also encrypting the same string in Java using AES and am seeing some strange issues. The first part of the result matches up to a certain point but then it is different, hence when i go to decode the result from Java onto the iPhone it cant decrypt it. I am using a source string of "Now then and what is this nonsense all about. Do you know?" Using a key of "1234567890123456" The objective-c code to encrypt is the following: NOTE: it is a NSData category so assume that the method is called on an NSData object so 'self' contains the byte data to encrypt. - (NSData *)AESEncryptWithKey:(NSString *)key { char keyPtr[kCCKeySizeAES128+1]; // room for terminator (unused) bzero(keyPtr, sizeof(keyPtr)); // fill with zeroes (for padding) // fetch key data [key getCString:keyPtr maxLength:sizeof(keyPtr) encoding:NSUTF8StringEncoding]; NSUInteger dataLength = [self length]; //See the doc: For block ciphers, the output size will always be less than or //equal to the input size plus the size of one block. //That's why we need to add the size of one block here size_t bufferSize = dataLength + kCCBlockSizeAES128; void *buffer = malloc(bufferSize); size_t numBytesEncrypted = 0; CCCryptorStatus cryptStatus = CCCrypt(kCCEncrypt, kCCAlgorithmAES128, kCCOptionPKCS7Padding, keyPtr, kCCKeySizeAES128, NULL /* initialization vector (optional) */, [self bytes], dataLength, /* input */ buffer, bufferSize, /* output */ &numBytesEncrypted); if (cryptStatus == kCCSuccess) { //the returned NSData takes ownership of the buffer and will free it on deallocation return [NSData dataWithBytesNoCopy:buffer length:numBytesEncrypted]; } free(buffer); //free the buffer; return nil; } And the java encryption code is... public byte[] encryptData(byte[] data, String key) { byte[] encrypted = null; Security.addProvider(new org.bouncycastle.jce.provider.BouncyCastleProvider()); byte[] keyBytes = key.getBytes(); SecretKeySpec keySpec = new SecretKeySpec(keyBytes, "AES"); try { Cipher cipher = Cipher.getInstance("AES/ECB/PKCS7Padding", "BC"); cipher.init(Cipher.ENCRYPT_MODE, keySpec); encrypted = new byte[cipher.getOutputSize(data.length)]; int ctLength = cipher.update(data, 0, data.length, encrypted, 0); ctLength += cipher.doFinal(encrypted, ctLength); } catch (Exception e) { logger.log(Level.SEVERE, e.getMessage()); } finally { return encrypted; } } The hex output of the objective-c code is - 7a68ea36 8288c73d f7c45d8d 22432577 9693920a 4fae38b2 2e4bdcef 9aeb8afe 69394f3e 1eb62fa7 74da2b5c 8d7b3c89 a295d306 f1f90349 6899ac34 63a6efa0 and the java output is - 7a68ea36 8288c73d f7c45d8d 22432577 e66b32f9 772b6679 d7c0cb69 037b8740 883f8211 748229f4 723984beb 50b5aea1 f17594c9 fad2d05e e0926805 572156d As you can see everything is fine up to - 7a68ea36 8288c73d f7c45d8d 22432577 I am guessing I have some of the settings different but can't work out what, I tried changing between ECB and CBC on the java side and it had no effect. Can anyone help!? please....

    Read the article

  • Unable to capture standard output of process using Boost.Process

    - by Chris Kaminski
    Currently am using Boost.Process from the Boost sandbox, and am having issues getting it to capture my standard output properly; wondering if someone can give me a second pair of eyeballs into what I might be doing wrong. I'm trying to take thumbnails out of RAW camera images using DCRAW (latest version), and capture them for conversion to QT QImage's. The process launch function: namespace bf = ::boost::filesystem; namespace bp = ::boost::process; QImage DCRawInterface::convertRawImage(string path) { // commandline: dcraw -e -c <srcfile> -> piped to stdout. if ( bf::exists( path ) ) { std::string exec = "bin\\dcraw.exe"; std::vector<std::string> args; args.push_back("-v"); args.push_back("-c"); args.push_back("-e"); args.push_back(path); bp::context ctx; ctx.stdout_behavior = bp::capture_stream(); bp::child c = bp::launch(exec, args, ctx); bp::pistream &is = c.get_stdout(); ofstream output("C:\\temp\\testcfk.jpg"); streamcopy(is, output); } return (NULL); } inline void streamcopy(std::istream& input, std::ostream& out) { char buffer[4096]; int i = 0; while (!input.eof() ) { memset(buffer, 0, sizeof(buffer)); int bytes = input.readsome(buffer, sizeof buffer); out.write(buffer, bytes); i++; } } Invoking the converter: DCRawInterface DcRaw; DcRaw.convertRawImage("test/CFK_2439.NEF"); The goal is to simply verify that I can copy the input stream to an output file. Currently, if I comment out the following line: args.push_back("-c"); then the thumbnail is written by DCRAW to the source directory with a name of CFK_2439.thumb.jpg, which proves to me that the process is getting invoked with the right arguments. What's not happening is connecting to the output pipe properly. FWIW: I'm performing this test on Windows XP under Eclipse 3.5/Latest MingW (GCC 4.4).

    Read the article

  • Creating a System::String object from a BSTR in Managed C++ - is this way a good idea???

    - by Eli
    My co-worker is filling a System::String object with double-byte characters from an unmanaged library by the following method: RFC_PARAMETER aux; Object* target; RFC_UNICODE_TYPE_ELEMENT* elm; elm = &(m_coreObject->m_pStructMeta->m_typeElements[index]); aux.name = NULL; aux.nlen = 0; aux.type = elm->type; aux.leng = elm->c2_length; aux.addr = m_coreObject->m_rfcWa + elm->c2_offset; GlobalFunctions::CreateObjectForRFCField(target,aux,elm->decimals); GlobalFunctions::ReadRFCField(target,aux,elm->decimals); Where GlobalFunctions::CreateObjectForRFCField creates a System::String object filled with spaces (for padding) to what the unmanaged library states the max length should be: static void CreateObjectForRFCField(Object*& object, RFC_PARAMETER& par, unsigned dec) { switch (par.type) { case TYPC: object = new String(' ',par.leng / sizeof(_TCHAR)); break; // unimportant afterwards. } } And GlobalFunctions::ReadRFCField() copies the data from the library into the created String object and preserves the space padding: static void ReadRFCField(String* target, RFC_PARAMETER& par) { int lngt; _TCHAR* srce; switch (par.type) { case TYPC: case TYPDATE: case TYPTIME: case TYPNUM: lngt = par.leng / sizeof(_TCHAR); srce = (_TCHAR*)par.addr; break; case RFCTYPE_STRING: lngt = (*(_TCHAR**)par.addr != NULL) ? (int)_tcslen(*(_TCHAR**)par.addr) : 0; srce = *(_TCHAR**)par.addr; break; default: throw new DotNet_Incomp_RFCType2; } if (lngt > target->Length) lngt = target->Length; GCHandle gh = GCHandle::Alloc(target,GCHandleType::Pinned); wchar_t* buff = reinterpret_cast<wchar_t*>(gh.AddrOfPinnedObject().ToPointer()); _wcsnset(buff,' ',target->Length); _snwprintf(buff,lngt,_T2WFSP,srce); gh.Free(); } Now, on occasion, we see access violations getting thrown in the _snwprintf call. My question really is: Is it appropriate to create a string padded to a length (ideally to pre-allocate the internal buffer), and then to modify the String using GCHandle::Alloc and the mess above. And yes, I know that System::String objects are supposed to be immutable - I'm looking for a definitive "This is WRONG and here is why". Thanks, Eli.

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >