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  • how to use serial port in UDK using windows DLL and DLLBind directive?

    - by Shayan Abbas
    I want to use serial port in UDK, For that purpose i use a windows DLL and DLLBind directive. I have a thread in windows DLL for serial port data recieve event. My problem is: this thread doesn't work properly. Please Help me. below is my code SerialPortDLL Code: // SerialPortDLL.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h" #include "Cport.h" extern "C" { // This is an example of an exported variable //SERIALPORTDLL_API int nSerialPortDLL=0; // This is an example of an exported function. //SERIALPORTDLL_API int fnSerialPortDLL(void) //{ // return 42; //} CPort *sp; __declspec(dllexport) void Open(wchar_t* portName) { sp = new CPort(portName); //MessageBox(0,L"ha ha!!!",L"ha ha",0); //MessageBox(0,portName,L"ha ha",0); } __declspec(dllexport) void Close() { sp->Close(); MessageBox(0,L"ha ha!!!",L"ha ha",0); } __declspec(dllexport) wchar_t *GetData() { return sp->GetData(); } __declspec(dllexport) unsigned int GetDSR() { return sp->getDSR(); } __declspec(dllexport) unsigned int GetCTS() { return sp->getCTS(); } __declspec(dllexport) unsigned int GetRing() { return sp->getRing(); } } CPort class code: #include "stdafx.h" #include "CPort.h" #include "Serial.h" CSerial serial; HANDLE HandleOfThread; LONG lLastError = ERROR_SUCCESS; bool fContinue = true; HANDLE hevtOverlapped; HANDLE hevtStop; OVERLAPPED ov = {0}; //char szBuffer[101] = ""; wchar_t *szBuffer = L""; wchar_t *data = L""; DWORD WINAPI ThreadHandler( LPVOID lpParam ) { // Keep reading data, until an EOF (CTRL-Z) has been received do { MessageBox(0,L"ga ga!!!",L"ga ga",0); //Sleep(10); // Wait for an event lLastError = serial.WaitEvent(&ov); if (lLastError != ERROR_SUCCESS) { //LOG( " Unable to wait for a COM-port event" ); } // Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(sizeof(ahWait)/sizeof(*ahWait),ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: { // Save event const CSerial::EEvent eEvent = serial.GetEventType(); // Handle break event if (eEvent & CSerial::EEventBreak) { //LOG( " ### BREAK received ###" ); } // Handle CTS event if (eEvent & CSerial::EEventCTS) { //LOG( " ### Clear to send %s ###", serial.GetCTS() ? "on":"off" ); } // Handle DSR event if (eEvent & CSerial::EEventDSR) { //LOG( " ### Data set ready %s ###", serial.GetDSR() ? "on":"off" ); } // Handle error event if (eEvent & CSerial::EEventError) { switch (serial.GetError()) { case CSerial::EErrorBreak: /*LOG( " Break condition" );*/ break; case CSerial::EErrorFrame: /*LOG( " Framing error" );*/ break; case CSerial::EErrorIOE: /*LOG( " IO device error" );*/ break; case CSerial::EErrorMode: /*LOG( " Unsupported mode" );*/ break; case CSerial::EErrorOverrun: /*LOG( " Buffer overrun" );*/ break; case CSerial::EErrorRxOver: /*LOG( " Input buffer overflow" );*/ break; case CSerial::EErrorParity: /*LOG( " Input parity error" );*/ break; case CSerial::EErrorTxFull: /*LOG( " Output buffer full" );*/ break; default: /*LOG( " Unknown" );*/ break; } } // Handle ring event if (eEvent & CSerial::EEventRing) { //LOG( " ### RING ###" ); } // Handle RLSD/CD event if (eEvent & CSerial::EEventRLSD) { //LOG( " ### RLSD/CD %s ###", serial.GetRLSD() ? "on" : "off" ); } // Handle data receive event if (eEvent & CSerial::EEventRecv) { // Read data, until there is nothing left DWORD dwBytesRead = 0; do { // Read data from the COM-port lLastError = serial.Read(szBuffer,33,&dwBytesRead); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to read from COM-port" ); } if( dwBytesRead == 33 && szBuffer[0]=='$' ) { // Finalize the data, so it is a valid string szBuffer[dwBytesRead] = '\0'; ////LOG( "\n%s\n", szBuffer ); data = szBuffer; } } while (dwBytesRead > 0); } } break; case WAIT_OBJECT_0+1: { // Set the continue bit to false, so we'll exit fContinue = false; } break; default: { // Something went wrong //LOG( "Error while calling WaitForMultipleObjects" ); } break; } } while (fContinue); MessageBox(0,L"kka kk!!!",L"kka ga",0); return 0; } CPort::CPort(wchar_t *portName) { // Attempt to open the serial port (COM2) //lLastError = serial.Open(_T(portName),0,0,true); lLastError = serial.Open(portName,0,0,true); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to open COM-port" ); } // Setup the serial port (115200,8N1, which is the default setting) lLastError = serial.Setup(CSerial::EBaud115200,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port setting" ); } // Register only for the receive event lLastError = serial.SetMask(CSerial::EEventBreak | CSerial::EEventCTS | CSerial::EEventDSR | CSerial::EEventError | CSerial::EEventRing | CSerial::EEventRLSD | CSerial::EEventRecv); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port event mask" ); } // Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). lLastError = serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking); if (lLastError != ERROR_SUCCESS) { //LOG( "Unable to set COM-port read timeout" ); } // Create a handle for the overlapped operations hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; if (hevtOverlapped == 0) { //LOG( "Unable to create manual-reset event for overlapped I/O" ); } // Setup the overlapped structure ov.hEvent = hevtOverlapped; // Open the "STOP" handle hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); if (hevtStop == 0) { //LOG( "Unable to create manual-reset event for stop event" ); } HandleOfThread = CreateThread( NULL, 0, ThreadHandler, 0, 0, NULL); } CPort::~CPort() { //fContinue = false; //CloseHandle( HandleOfThread ); //serial.Close(); } void CPort::Close() { fContinue = false; CloseHandle( HandleOfThread ); serial.Close(); } wchar_t *CPort::GetData() { return data; } bool CPort::getCTS() { return serial.GetCTS(); } bool CPort::getDSR() { return serial.GetDSR(); } bool CPort::getRing() { return serial.GetRing(); } Unreal Script Code: class MyPlayerController extends GamePlayerController DLLBind(SerialPortDLL); dllimport final function Open(string portName); dllimport final function Close(); dllimport final function string GetData();

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  • How is precedence determined in C pointers?

    - by ankur.trapasiya
    I've come across two pointer declarations that I'm having trouble understanding. My understanding of precedence rules goes something like this: Operator Precedence Associativity (), [ ] 1 Left to Right *, identifier 2 Right to Left Data type 3 But even given this, I can't seem to figure out how to evaluate the following examples correctly: First example float * (* (*ptr)(int))(double **,char c) My evaluation: *(ptr) (int) *(*ptr)(int) *(*(*ptr)(int)) Then, double ** char c Second example unsigned **( * (*ptr) [5] ) (char const *,int *) *(ptr) [5] *(*ptr)[5] *(*(*ptr)[5]) **(*(*ptr)[5]) How should I read them?

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Hi, I have a C hashing routine which is behaving strangely?

    - by aks
    Hi, In this hashing routine: 1.) I am able to add strings. 2.) I am able to view my added strings. 3.) When i try to add a duplicate string, it throws me an error saying already present. 4.) But, when i try to delete the same string which is already present in hash table, then the lookup_routine calls hash function to get an index. At this time, it throws a different hash index to the one it was already added. Hence, my delete routine is failing? I am able to understand the reason why for same string, hash fucntion calculates a different index each time (whereas the same logic works in view hash table routine)? Can someone help me? This is the Output, i am getting: $ ./a Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :gaura enters in add_string DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 1 hashval = 1 enters in lookup_string str in lookup_string = gaura DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 1 hashval = 1 DEBUG ERROR :element not found in lookup string DEBUG Purpose NULL Inserting... DEBUG1 : enters here hashval = 1 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :ayu enters in add_string DEBUG purpose in hash function: str passed = ayu Hashval returned in hash func= 1 hashval = 1 enters in lookup_string str in lookup_string = ayu DEBUG purpose in hash function: str passed = ayu Hashval returned in hash func= 1 hashval = 1 returns NULL in lookup_string DEBUG Purpose NULL Inserting... DEBUG2 : enters here hashval = 1 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 1 Please enter the string :gaurava enters in add_string DEBUG purpose in hash function: str passed = gaurava Hashval returned in hash func= 7 hashval = 7 enters in lookup_string str in lookup_string = gaurava DEBUG purpose in hash function: str passed = gaurava Hashval returned in hash func= 7 hashval = 7 DEBUG ERROR :element not found in lookup string DEBUG Purpose NULL Inserting... DEBUG1 : enters here hashval = 7 String added successfully Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 4 Index : i = 1 String = gaura ayu Index : i = 7 String = gaurava Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: 2 Please enter the string you want to delete :gaura String entered = gaura enters in delete_string DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 0 hashval = 0 enters in lookup_string str in lookup_string = gaura DEBUG purpose in hash function: str passed = gaura Hashval returned in hash func= 0 hashval = 0 DEBUG ERROR :element not found in lookup string DEBUG Purpose Item not present. So, cannot be deleted Item found in list: Deletion failed Press 1 to add an element to the hashtable Press 2 to delete an element from the hashtable Press 3 to search the hashtable Press 4 to view the hashtable Press 5 to exit Please enter your choice: My routine is pasted below: include include struct list { char *string; struct list *next; }; struct hash_table { int size; /* the size of the table */ struct list *table; / the table elements */ }; struct hash_table * hashtable = NULL; struct hash_table *create_hash_table(int size) { struct hash_table *new_table; int i; if (size<1) return NULL; /* invalid size for table */ /* Attempt to allocate memory for the table structure */ if ((new_table = malloc(sizeof(struct hash_table))) == NULL) { return NULL; } /* Attempt to allocate memory for the table itself */ if ((new_table->table = malloc(sizeof(struct list *) * size)) == NULL) { return NULL; } /* Initialize the elements of the table */ for(i=0; i<size; i++) new_table->table[i] = '\0'; /* Set the table's size */ new_table->size = size; return new_table; } unsigned int hash(struct hash_table *hashtable, char *str) { printf("\n DEBUG purpose in hash function:\n"); printf("\n str passed = %s", str); unsigned int hashval = 0; int i = 0; for(; *str != '\0'; str++) { hashval += str[i]; i++; } hashval = hashval % 10; printf("\n Hashval returned in hash func= %d", hashval); return hashval; } struct list *lookup_string(struct hash_table *hashtable, char *str) { printf("\n enters in lookup_string \n"); printf("\n str in lookup_string = %s",str); struct list * new_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d \n", hashval); if(hashtable->table[hashval] == NULL) { printf("\n DEBUG ERROR :element not found in lookup string \n"); return NULL; } /* Go to the correct list based on the hash value and see if str is * in the list. If it is, return return a pointer to the list element. * If it isn't, the item isn't in the table, so return NULL. */ for(new_list = hashtable->table[hashval]; new_list != NULL;new_list = new_list->next) { if (strcmp(str, new_list->string) == 0) return new_list; } printf("\n returns NULL in lookup_string \n"); return NULL; } int add_string(struct hash_table *hashtable, char *str) { printf("\n enters in add_string \n"); struct list *new_list; struct list *current_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d", hashval); /* Attempt to allocate memory for list */ if ((new_list = malloc(sizeof(struct list))) == NULL) { printf("\n enters here \n"); return 1; } /* Does item already exist? */ current_list = lookup_string(hashtable, str); if (current_list == NULL) { printf("\n DEBUG Purpose \n"); printf("\n NULL \n"); } /* item already exists, don't insert it again. */ if (current_list != NULL) { printf("\n Item already present...\n"); return 2; } /* Insert into list */ printf("\n Inserting...\n"); new_list->string = strdup(str); new_list->next = NULL; //new_list->next = hashtable->table[hashval]; if(hashtable->table[hashval] == NULL) { printf("\n DEBUG1 : enters here \n"); printf("\n hashval = %d", hashval); hashtable->table[hashval] = new_list; } else { printf("\n DEBUG2 : enters here \n"); printf("\n hashval = %d", hashval); struct list * temp_list = hashtable->table[hashval]; while(temp_list->next!=NULL) temp_list = temp_list->next; temp_list->next = new_list; // hashtable->table[hashval] = new_list; } return 0; } int delete_string(struct hash_table *hashtable, char *str) { printf("\n enters in delete_string \n"); struct list *new_list; struct list *current_list; unsigned int hashval = hash(hashtable, str); printf("\n hashval = %d", hashval); /* Does item already exist? */ current_list = lookup_string(hashtable, str); if (current_list == NULL) { printf("\n DEBUG Purpose \n"); printf("\n Item not present. So, cannot be deleted \n"); return 1; } /* item exists, delete it. */ if (current_list != NULL) { struct list * temp = hashtable->table[hashval]; if(strcmp(temp->string,str) == 0) { if(temp->next == NULL) { hashtable->table[hashval] = NULL; free(temp); } else { hashtable->table[hashval] = temp->next; free(temp); } } else { struct list * temp1; while(temp->next != NULL) { temp1 = temp; if(strcmp(temp->string, str) == 0) { break; } else { temp = temp->next; } } if(temp->next == NULL) { temp1->next = NULL; free(temp); } else { temp1->next = temp->next; free(temp); } } } return 0; } void free_table(struct hash_table *hashtable) { int i; struct list *new_list, *temp_list; if (hashtable==NULL) return; /* Free the memory for every item in the table, including the * strings themselves. */ for(i=0; i<hashtable->size; i++) { new_list = hashtable->table[i]; while(new_list!=NULL) { temp_list = new_list; new_list = new_list->next; free(temp_list->string); free(temp_list); } } /* Free the table itself */ free(hashtable->table); free(hashtable); } void view_hashtable(struct hash_table * hashtable) { int i = 0; if(hashtable == NULL) return; for(i =0; i < hashtable->size; i++) { if((hashtable->table[i] == 0) || (strcmp(hashtable->table[i]->string, "*") == 0)) { continue; } printf(" Index : i = %d\t String = %s",i, hashtable->table[i]->string); struct list * temp = hashtable->table[i]->next; while(temp != NULL) { printf("\t %s",temp->string); temp = temp->next; } printf("\n"); } } int main() { hashtable = create_hash_table(10); if(hashtable == NULL) { printf("\n Memory allocation failure during creation of hash table \n"); return 0; } int flag = 1; while(flag) { int choice; printf("\n Press 1 to add an element to the hashtable\n"); printf("\n Press 2 to delete an element from the hashtable\n"); printf("\n Press 3 to search the hashtable\n"); printf("\n Press 4 to view the hashtable\n"); printf("\n Press 5 to exit \n"); printf("\n Please enter your choice: "); scanf("%d",&choice); if(choice == 5) flag = 0; else if(choice == 1) { char str[20]; printf("\n Please enter the string :"); scanf("%s",&str); int i; i = add_string(hashtable,str); if(i == 1) { printf("\n Memory allocation failure:Choice 1 \n"); return 0; } else if(i == 2) { printf("\n String already prsent in hash table : Couldnot add it again\n"); return 0; } else { printf("\n String added successfully \n"); } } else if(choice == 2) { int i; struct list * temp_list; char str[20]; printf("\n Please enter the string you want to delete :"); scanf("%s",&str); printf("\n String entered = %s", str); i = delete_string(hashtable,str); if(i == 0) { printf("\n Item found in list: Deletion success \n"); } else printf("\n Item found in list: Deletion failed \n"); } else if(choice == 3) { struct list * temp_list; char str[20]; printf("\n Please enter the string :"); scanf("%s",&str); temp_list = lookup_string(hashtable,str); if(!temp_list) { printf("\n Item not found in list: Deletion failed \n"); return 0; } printf("\n Item found: Present in Hash Table \n"); } else if(choice == 4) { view_hashtable(hashtable); } else if(choice == 5) { printf("\n Exiting ...."); return 0; } else printf("\n Invalid choice:"); }; free_table(hashtable); return 0; }

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  • iPhone Image Processing--matrix convolution

    - by James
    I am implementing a matrix convolution blur on the iPhone. The following code converts the UIImage supplied as an argument of the blur function into a CGImageRef, and then stores the RGBA values in a standard C char array. CGImageRef imageRef = imgRef.CGImage; int width = imgRef.size.width; int height = imgRef.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *pixels = malloc((height) * (width) * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * (width); NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(pixels, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); Then the pixels values stored in the pixels array are convolved, and stored in another array. unsigned char *results = malloc((height) * (width) * 4); Finally, these augmented pixel values are changed back into a CGImageRef, converted to a UIImage, and the returned at the end of the function with the following code. context = CGBitmapContextCreate(results, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGImageRef finalImage = CGBitmapContextCreateImage(context); UIImage *newImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGImageRelease(finalImage); NSLog(@"edges found"); free(results); free(pixels); CGColorSpaceRelease(colorSpace); return newImage; This works perfectly, once. Then, once the image is put through the filter again, very odd, unprecedented pixel values representing input pixel values that don't exist, are returned. Is there any reason why this should work the first time, but then not afterward? Beneath is the entirety of the function. -(UIImage*) blur:(UIImage*)imgRef { CGImageRef imageRef = imgRef.CGImage; int width = imgRef.size.width; int height = imgRef.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *pixels = malloc((height) * (width) * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * (width); NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(pixels, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); height = imgRef.size.height; width = imgRef.size.width; float matrix[] = {0,0,0,0,1,0,0,0,0}; float divisor = 1; float shift = 0; unsigned char *results = malloc((height) * (width) * 4); for(int y = 1; y < height; y++){ for(int x = 1; x < width; x++){ float red = 0; float green = 0; float blue = 0; int multiplier=1; if(y>0 && x>0){ int index = (y-1)*width + x; red = matrix[0]*multiplier*(float)pixels[4*(index-1)] + matrix[1]*multiplier*(float)pixels[4*(index)] + matrix[2]*multiplier*(float)pixels[4*(index+1)]; green = matrix[0]*multiplier*(float)pixels[4*(index-1)+1] + matrix[1]*multiplier*(float)pixels[4*(index)+1] + matrix[2]*multiplier*(float)pixels[4*(index+1)+1]; blue = matrix[0]*multiplier*(float)pixels[4*(index-1)+2] + matrix[1]*multiplier*(float)pixels[4*(index)+2] + matrix[2]*multiplier*(float)pixels[4*(index+1)+2]; index = (y)*width + x; red = red+ matrix[3]*multiplier*(float)pixels[4*(index-1)] + matrix[4]*multiplier*(float)pixels[4*(index)] + matrix[5]*multiplier*(float)pixels[4*(index+1)]; green = green + matrix[3]*multiplier*(float)pixels[4*(index-1)+1] + matrix[4]*multiplier*(float)pixels[4*(index)+1] + matrix[5]*multiplier*(float)pixels[4*(index+1)+1]; blue = blue + matrix[3]*multiplier*(float)pixels[4*(index-1)+2] + matrix[4]*multiplier*(float)pixels[4*(index)+2] + matrix[5]*multiplier*(float)pixels[4*(index+1)+2]; index = (y+1)*width + x; red = red+ matrix[6]*multiplier*(float)pixels[4*(index-1)] + matrix[7]*multiplier*(float)pixels[4*(index)] + matrix[8]*multiplier*(float)pixels[4*(index+1)]; green = green + matrix[6]*multiplier*(float)pixels[4*(index-1)+1] + matrix[7]*multiplier*(float)pixels[4*(index)+1] + matrix[8]*multiplier*(float)pixels[4*(index+1)+1]; blue = blue + matrix[6]*multiplier*(float)pixels[4*(index-1)+2] + matrix[7]*multiplier*(float)pixels[4*(index)+2] + matrix[8]*multiplier*(float)pixels[4*(index+1)+2]; red = red/divisor+shift; green = green/divisor+shift; blue = blue/divisor+shift; if(red<0){ red=0; } if(green<0){ green=0; } if(blue<0){ blue=0; } if(red>255){ red=255; } if(green>255){ green=255; } if(blue>255){ blue=255; } int realPos = 4*(y*imgRef.size.width + x); results[realPos] = red; results[realPos + 1] = green; results[realPos + 2] = blue; results[realPos + 3] = 1; }else { int realPos = 4*((y)*(imgRef.size.width) + (x)); results[realPos] = 0; results[realPos + 1] = 0; results[realPos + 2] = 0; results[realPos + 3] = 1; } } } context = CGBitmapContextCreate(results, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGImageRef finalImage = CGBitmapContextCreateImage(context); UIImage *newImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGImageRelease(finalImage); free(results); free(pixels); CGColorSpaceRelease(colorSpace); return newImage;} THANKS!!!

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  • Drupal: Exposing a module's data to Views2 using its API

    - by Sepehr Lajevardi
    I'm forking the filefield_stats module to provide it with the ability of exposing data into the Views module via the API. The filefield_stats module db table schema is as follow: <?php function filefield_stats_schema() { $schema['filefield_stats'] = array( 'fields' => array( 'fid' => array('type' => 'int', 'unsigned' => TRUE, 'not null' => TRUE, 'description' => 'Primary Key: the {files}.fid'), 'vid' => array('type' => 'int', 'unsigned' => TRUE, 'not null' => TRUE, 'description' => 'Primary Key: the {node}.vid'), 'uid' => array('type' => 'int', 'unsigned' => TRUE, 'not null' => TRUE, 'description' => 'The {users}.uid of the downloader'), 'timestamp' => array('type' => 'int', 'unsigned' => TRUE, 'not null' => TRUE, 'description' => 'The timestamp of the download'), 'hostname' => array('type' => 'varchar', 'length' => 128, 'not null' => TRUE, 'default' => '', 'description' => 'The hostname downloading the file (usually IP)'), 'referer' => array('type' => 'text', 'not null' => FALSE, 'description' => 'Referer for the download'), ), 'indexes' => array('fid_vid' => array('fid', 'vid')), ); return $schema; } ?> Well, so I implemented the hook_views_api() in filefield_stats.module & added a filefield_stats.views.inc file in the module's root directory, here it is: <?php // $Id$ /** * @file * Provide the ability of exposing data to Views2, for filefield_stats module. */ function filefield_stats_views_data() { $data = array(); $data['filefield_stats']['table']['group'] = t('FilefieldStats'); // Referencing the {node_revisions} table. $data['filefield_stats']['table']['join'] = array( 'node_revisions' => array( 'left_field' => 'vid', 'field' => 'vid', ), /*'files' => array( 'left_field' => 'fid', 'field' => 'fid', ), 'users' => array( 'left_field' => 'uid', 'field' => 'uid', ),*/ ); // Introducing filefield_stats table fields to Views2. // vid: The node's revision ID which wrapped the downloaded file $data['filefield_stats']['vid'] = array( 'title' => t('Node revision ID'), 'help' => t('The node\'s revision ID which wrapped the downloaded file'), 'relationship' => array( 'base' => 'node_revisions', 'field' => 'vid', 'handler' => 'views_handler_relationship', 'label' => t('Node Revision Reference.'), ), ); // uid: The ID of the user who downloaded the file. $data['filefield_stats']['uid'] = array( 'title' => t('User ID'), 'help' => t('The ID of the user who downloaded the file.'), 'relationship' => array( 'base' => 'users', 'field' => 'uid', 'handler' => 'views_handler_relationship', 'label' => t('User Reference.'), ), ); // fid: The ID of the downloaded file. $data['filefield_stats']['fid'] = array( 'title' => t('File ID'), 'help' => t('The ID of the downloaded file.'), 'relationship' => array( 'base' => 'files', 'field' => 'fid', 'handler' => 'views_handler_relationship', 'label' => t('File Reference.'), ), ); // hostname: The hostname which the file has been downloaded from. $data['filefield_stats']['hostname'] = array( 'title' => t('The Hostname'), 'help' => t('The hostname which the file has been downloaded from.'), 'field' => array( 'handler' => 'views_handler_field', 'click sortable' => TRUE, ), 'sort' => array( 'handler' => 'views_handler_sort', ), 'filter' => array( 'handler' => 'views_handler_filter_string', ), 'argument' => array( 'handler' => 'views_handler_argument_string', ), ); // referer: The referer address which the file download link has been triggered from. $data['filefield_stats']['referer'] = array( 'title' => t('The Referer'), 'help' => t('The referer which the file download link has been triggered from.'), 'field' => array( 'handler' => 'views_handler_field', 'click sortable' => TRUE, ), 'sort' => array( 'handler' => 'views_handler_sort', ), 'filter' => array( 'handler' => 'views_handler_filter_string', ), 'argument' => array( 'handler' => 'views_handler_argument_string', ), ); // timestamp: The time of the download. $data['filefield_stats']['timestamp'] = array( 'title' => t('Download Time'), 'help' => t('The time of the download.'), 'field' => array( 'handler' => 'views_handler_field_date', 'click sortable' => TRUE, ), 'sort' => array( 'handler' => 'views_handler_sort_date', ), 'filter' => array( 'handler' => 'views_handler_filter_date', ), ); return $data; } // filefield_stats_views_data() ?> According to the Views2 documentations this should work as a minimum, I think. But it doesn't! Also there is no error of any kind, when I come through the views UI, there's nothing about filefield_stats data. Any idea?

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  • Why does operator<< not work with something returned by operator-?

    - by Felix
    Here's a small test program I wrote: #include <iostream> using namespace std; class A { public: int val; A(int _val=0):val(_val) { } A operator+(A &a) { return A(val + a.val); } A operator-(A &a) { return A(val - a.val); } friend ostream& operator<<(ostream &, A &); }; ostream& operator<<(ostream &out, A &a) { out<<a.val; return out; } int main() { A a(3), b(4), c = b - a; cout<<c<<endl; // this works cout<<(b-a)<<endl; // this doesn't return 0; } I can't seem to get why the line marked "this works" works and the one marked "this doesn't" doesn't. When I try to compile the program with the cout<<(b-a); line, here's what I get: [felix@the-machine C]$ g++ test.cpp test.cpp: In function ‘int main()’: test.cpp:26:13: error: no match for ‘operator<<’ in ‘std::cout << b.A::operator-(((A&)(& a)))’ /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:108:7: note: candidates are: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(std::basic_ostream<_CharT, _Traits>::__ostream_type& (*)(std::basic_ostream<_CharT, _Traits>::__ostream_type&)) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:117:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(std::basic_ostream<_CharT, _Traits>::__ios_type& (*)(std::basic_ostream<_CharT, _Traits>::__ios_type&)) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>, std::basic_ostream<_CharT, _Traits>::__ios_type = std::basic_ios<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:127:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(std::ios_base& (*)(std::ios_base&)) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:165:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(long int) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:169:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(long unsigned int) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:173:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(bool) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/bits/ostream.tcc:91:5: note: std::basic_ostream<_CharT, _Traits>& std::basic_ostream<_CharT, _Traits>::operator<<(short int) [with _CharT = char, _Traits = std::char_traits<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:180:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(short unsigned int) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/bits/ostream.tcc:105:5: note: std::basic_ostream<_CharT, _Traits>& std::basic_ostream<_CharT, _Traits>::operator<<(int) [with _CharT = char, _Traits = std::char_traits<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:191:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(unsigned int) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:200:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(long long int) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:204:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(long long unsigned int) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:209:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(double) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:213:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(float) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:221:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(long double) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/ostream:225:7: note: std::basic_ostream<_CharT, _Traits>::__ostream_type& std::basic_ostream<_CharT, _Traits>::operator<<(const void*) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__ostream_type = std::basic_ostream<char>] /usr/lib/gcc/i686-pc-linux-gnu/4.5.0/../../../../include/c++/4.5.0/bits/ostream.tcc:119:5: note: std::basic_ostream<_CharT, _Traits>& std::basic_ostream<_CharT, _Traits>::operator<<(std::basic_ostream<_CharT, _Traits>::__streambuf_type*) [with _CharT = char, _Traits = std::char_traits<char>, std::basic_ostream<_CharT, _Traits>::__streambuf_type = std::basic_streambuf<char>] test.cpp:18:11: note: std::ostream& operator<<(std::ostream&, A&) [felix@the-machine C]$ Quite nasty.

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  • Visual Basic Cryptography Question

    - by Glenn Sullivan
    I am trying to mimic the results of some C code that uses the OpenSSL library using the system.security.crytography library in the .net 3.5 world, and I can't seem to get it right. I need some help... part of the issue is my understanding of crytography in general. Here's what is supposed to happen: I send a request for authentication to a device. It returns a challenge digest, which I then need to sign with a known key and return The device returns a "success" or "Fail" message. I have the following code snippet that I am trying to "copy": //Seed the PRNG //Cheating here - the PRNG will be seeded when we create a key pair //The key pair is discarded only doing this to seed the PRNG. DSA *temp_dsa = DSA_new(); if(!temp_dsa) { printf("Error: The client had an error with the DSA API\n"); exit(0); } unsigned char seed[20] = "Our Super Secret Key"; temp_dsa = DSA_generate_parameters(128, seed, sizeof(seed), NULL, NULL, NULL, NULL); DSA_free(temp_dsa); //A pointer to the private key. p = (unsigned char *)&priv_key; //Create and allocate a DSA structure from the private key. DSA *priv_dsa = NULL; priv_dsa = d2i_DSAPrivateKey(NULL, &p, sizeof(priv_key)); if(!priv_dsa) { printf("Error: The client had an error with the DSA API\n"); exit(0); } //Allocate memory for the to be computed signature. sigret = OPENSSL_malloc(DSA_size(priv_dsa)); //Sign the challenge digest recieved from the ISC. retval = DSA_sign(0, pResp->data, pResp->data_length, sigret, &siglen, priv_dsa); A few more bits of information: priv_key is a 252 element character array of hex characters that is included. The end result is a 512 (or less) array of characters to send back for validation to the device. Rasmus asked to see the key array. Here it is: unsigned char priv_key[] = {0x30, 0x81, 0xf9, 0x02, 0x01, 0x00, 0x02, 0x41, 0x00, 0xfe, 0xca, 0x97, 0x55, 0x1f, 0xc0, 0xb7, 0x1f, 0xad, 0xf0, 0x93, 0xec, 0x4b, 0x31, 0x94, 0x78, 0x86, 0x82, 0x1b, 0xab, 0xc4, 0x9e, 0x5c, 0x40, 0xd9, 0x89, 0x7d, 0xde, 0x43, 0x38, 0x06, 0x4f, 0x1b, 0x2b, 0xef, 0x5c, 0xb7, 0xff, 0x21, 0xb1, 0x11, 0xe6, 0x9a, 0x81, 0x9a, 0x2b, 0xef, 0x3a, 0xbb, 0x5c, 0xea, 0x76, 0xae, 0x3a, 0x8b, 0x92, 0xd2, 0x7c, 0xf1, 0x89, 0x8e, 0x4d, 0x3f, 0x0d, 0x02, 0x15, 0x00, 0x88, 0x16, 0x1b, 0xf5, 0xda, 0x43, 0xee, 0x4b, 0x58, 0xbb, 0x93, 0xea, 0x4e, 0x2b, 0xda, 0xb9, 0x17, 0xd1, 0xff, 0x21, 0x02, 0x41, 0x00, 0xf6, 0xbb, 0x45, 0xea, 0xda, 0x72, 0x39, 0x4f, 0xc1, 0xdd, 0x02, 0xb4, 0xf3, 0xaa, 0xe5, 0xe2, 0x76, 0xc7, 0xdc, 0x34, 0xb2, 0x0a, 0xd8, 0x69, 0x63, 0xc3, 0x40, 0x2c, 0x58, 0xea, 0xa6, 0xbd, 0x24, 0x8b, 0x6b, 0xaa, 0x4b, 0x41, 0xfc, 0x5f, 0x21, 0x02, 0x3c, 0x27, 0xa9, 0xc7, 0x7a, 0xc8, 0x59, 0xcd, 0x5b, 0xdd, 0x6c, 0x44, 0x48, 0x86, 0xd1, 0x34, 0x46, 0xb0, 0x89, 0x55, 0x50, 0x87, 0x02, 0x41, 0x00, 0x80, 0x29, 0xc6, 0x4a, 0x08, 0x3e, 0x30, 0x54, 0x71, 0x9b, 0x95, 0x49, 0x55, 0x17, 0x70, 0xc7, 0x96, 0x65, 0xc8, 0xc2, 0xe2, 0x8a, 0xe0, 0x5d, 0x9f, 0xe4, 0xb2, 0x1f, 0x20, 0x83, 0x70, 0xbc, 0x88, 0x36, 0x03, 0x29, 0x59, 0xcd, 0xc7, 0xcd, 0xd9, 0x4a, 0xa8, 0x65, 0x24, 0x6a, 0x77, 0x8a, 0x10, 0x88, 0x0d, 0x2f, 0x15, 0x4b, 0xbe, 0xba, 0x13, 0x23, 0xa1, 0x73, 0xa3, 0x04, 0x37, 0xc9, 0x02, 0x14, 0x06, 0x8e, 0xc1, 0x41, 0x40, 0xf1, 0xf6, 0xe1, 0xfa, 0xfb, 0x64, 0x28, 0x02, 0x15, 0xce, 0x47, 0xaa, 0xce, 0x6e, 0xfe}; Can anyone help me translate this code to it's VB.net crypto equivalent? TIA, Glenn

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  • How can I use the Boost Graph Library to lay out verticies?

    - by Mike
    I'm trying to lay out vertices using the Boost Graph Library. However, I'm running into some compilation issues which I'm unsure about. Am I using the BGL in an improper manner? My code is: PositionVec position_vec(2); PositionMap position(position_vec.begin(), get(vertex_index, g)); int iterations = 100; double width = 100.0; double height = 100.0; minstd_rand gen; rectangle_topology<> topology(gen, 0, 0, 100, 100); fruchterman_reingold_force_directed_layout(g, position, topology); //Compile fails on this line The diagnostics produced by clang++(I've also tried GCC) are: In file included from test.cpp:2: /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:95:3: error: no member named 'dimensions' in 'boost::simple_point<double>' BOOST_STATIC_ASSERT (Point::dimensions == 2); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In file included from test.cpp:2: In file included from /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:13: In file included from /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/graph_traits.hpp:15: In file included from /Volumes/Data/mike/Downloads/boost_1_43_0/boost/tuple/tuple.hpp:24: /Volumes/Data/mike/Downloads/boost_1_43_0/boost/static_assert.hpp:118:49: note: instantiated from: sizeof(::boost::STATIC_ASSERTION_FAILURE< BOOST_STATIC_ASSERT_BOOL_CAST( B ) >)>\ ^ In file included from test.cpp:2: /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:95:3: note: instantiated from: BOOST_STATIC_ASSERT (Point::dimensions == 2); ^ ~~~~~~~ /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:95:31: note: instantiated from: BOOST_STATIC_ASSERT (Point::dimensions == 2); ~~~~~~~^ /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:417:19: note: in instantiation of template class 'boost::grid_force_pairs<boost::rectangle_topology<boost::random::linear_congruential<int, 48271, 0, 2147483647, 399268537> >, boost::iterator_property_map<__gnu_cxx::__normal_iterator<boost::simple_point<double> *, std::vector<boost::simple_point<double>, std::allocator<boost::simple_point<double> > > >, boost::vec_adj_list_vertex_id_map<boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, unsigned long>, boost::simple_point<double>, boost::simple_point<double> &> >' requested here make_grid_force_pairs(topology, position, g)), ^ /Volumes/Data/mike/Downloads/boost_1_43_0/boost/graph/fruchterman_reingold.hpp:431:3: note: in instantiation of function template specialization 'boost::fruchterman_reingold_force_directed_layout<boost::rectangle_topology<boost::random::linear_congruential<int, 48271, 0, 2147483647, 399268537> >, boost::adjacency_list<boost::listS, boost::vecS, boost::undirectedS, boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, boost::no_property, boost::no_property, boost::listS>, boost::iterator_property_map<__gnu_cxx::__normal_iterator<boost::simple_point<double> *, std::vector<boost::simple_point<double>, std::allocator<boost::simple_point<double> > > >, boost::vec_adj_list_vertex_id_map<boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, unsigned long>, boost::simple_point<double>, boost::simple_point<double> &>, boost::square_distance_attractive_force, boost::attractive_force_t, boost::no_property>' requested here fruchterman_reingold_force_directed_layout ^ test.cpp:48:3: note: in instantiation of function template specialization 'boost::fruchterman_reingold_force_directed_layout<boost::rectangle_topology<boost::random::linear_congruential<int, 48271, 0, 2147483647, 399268537> >, boost::adjacency_list<boost::listS, boost::vecS, boost::undirectedS, boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, boost::no_property, boost::no_property, boost::listS>, boost::iterator_property_map<__gnu_cxx::__normal_iterator<boost::simple_point<double> *, std::vector<boost::simple_point<double>, std::allocator<boost::simple_point<double> > > >, boost::vec_adj_list_vertex_id_map<boost::property<boost::vertex_name_t, std::basic_string<char>, boost::no_property>, unsigned long>, boost::simple_point<double>, boost::simple_point<double> &> >' requested here fruchterman_reingold_force_directed_layout(g, position, topology); ^ 1 error generated.

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  • error LNK2019 for ZLib sample compare.

    - by Nano HE
    Hello. I created win32 console application in vs2010 (without select the option of precompiled header). And I inserted the code below. but *.obj link failed. Could you provide me more information about the error. I searched MSDN, but still can't understand it. #include <stdio.h> #include "zlib.h" // Demonstration of zlib utility functions unsigned long file_size(char *filename) { FILE *pFile = fopen(filename, "rb"); fseek (pFile, 0, SEEK_END); unsigned long size = ftell(pFile); fclose (pFile); return size; } int decompress_one_file(char *infilename, char *outfilename) { gzFile infile = gzopen(infilename, "rb"); FILE *outfile = fopen(outfilename, "wb"); if (!infile || !outfile) return -1; char buffer[128]; int num_read = 0; while ((num_read = gzread(infile, buffer, sizeof(buffer))) > 0) { fwrite(buffer, 1, num_read, outfile); } gzclose(infile); fclose(outfile); } int compress_one_file(char *infilename, char *outfilename) { FILE *infile = fopen(infilename, "rb"); gzFile outfile = gzopen(outfilename, "wb"); if (!infile || !outfile) return -1; char inbuffer[128]; int num_read = 0; unsigned long total_read = 0, total_wrote = 0; while ((num_read = fread(inbuffer, 1, sizeof(inbuffer), infile)) > 0) { total_read += num_read; gzwrite(outfile, inbuffer, num_read); } fclose(infile); gzclose(outfile); printf("Read %ld bytes, Wrote %ld bytes, Compression factor %4.2f%%\n", total_read, file_size(outfilename), (1.0-file_size(outfilename)*1.0/total_read)*100.0); } int main(int argc, char **argv) { compress_one_file(argv[1],argv[2]); decompress_one_file(argv[2],argv[3]);} Output: 1>------ Build started: Project: zlibApp, Configuration: Debug Win32 ------ 1> zlibApp.cpp 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(15): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 1> c:\program files\microsoft visual studio 10.0\vc\include\stdio.h(234) : see declaration of 'fopen' 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(25): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 1> c:\program files\microsoft visual studio 10.0\vc\include\stdio.h(234) : see declaration of 'fopen' 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(40): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 1> c:\program files\microsoft visual studio 10.0\vc\include\stdio.h(234) : see declaration of 'fopen' 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(36): warning C4715: 'decompress_one_file' : not all control paths return a value 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(57): warning C4715: 'compress_one_file' : not all control paths return a value 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzclose referenced in function "int __cdecl decompress_one_file(char *,char *)" (?decompress_one_file@@YAHPAD0@Z) 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzread referenced in function "int __cdecl decompress_one_file(char *,char *)" (?decompress_one_file@@YAHPAD0@Z) 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzopen referenced in function "int __cdecl decompress_one_file(char *,char *)" (?decompress_one_file@@YAHPAD0@Z) 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzwrite referenced in function "int __cdecl compress_one_file(char *,char *)" (?compress_one_file@@YAHPAD0@Z) 1>D:\learning\cpp\cppVS2010\zlibApp\Debug\zlibApp.exe : fatal error LNK1120: 4 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

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  • Problem with Freetype and OpenGL

    - by Morgan
    Hey, i'm having a weird issue with drawing text in openGL loaded with the Freetype 2 library. Here is a screenshot of what I'm seeing. http://img203.imageshack.us/img203/3316/freetypeweird.png Here are my code bits for loading and rendering my text. class Font { Font(const String& filename) { if (FT_New_Face(Font::ftLibrary, "arial.ttf", 0, &mFace)) { cout << "UH OH!" << endl; } FT_Set_Char_Size(mFace, 16 * 64, 16 * 64, 72, 72); } Glyph* GetGlyph(const unsigned char ch) { if(FT_Load_Char(mFace, ch, FT_LOAD_RENDER)) cout << "OUCH" << endl; FT_Glyph glyph; if(FT_Get_Glyph( mFace->glyph, &glyph )) cout << "OUCH" << endl; FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph; Glyph* thisGlyph = new Glyph; thisGlyph->buffer = bitmap_glyph->bitmap.buffer; thisGlyph->width = bitmap_glyph->bitmap.width; thisGlyph->height = bitmap_glyph->bitmap.rows; return thisGlyph; } }; The relevant glyph information (width, height, buffer) is stored in the following struct struct Glyph { GLubyte* buffer; Uint width; Uint height; }; And finally, to render it, I have this class called RenderFont. class RenderFont { RenderFont(Font* font) { mTextureIds = new GLuint[128]; mFirstDisplayListId=glGenLists(128); glGenTextures( 128, mTextureIds ); for(unsigned char i=0;i<128;i++) { MakeDisplayList(font, i); } } void MakeDisplayList(Font* font, unsigned char ch) { Glyph* glyph = font->GetGlyph(ch); glBindTexture( GL_TEXTURE_2D, mTextureIds[ch]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glyph->width, glyph->height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, glyph->buffer); glNewList(mFirstDisplayListId+ch,GL_COMPILE); glBindTexture(GL_TEXTURE_2D, mTextureIds[ch]); glBegin(GL_QUADS); glTexCoord2d(0,1); glVertex2f(0,glyph->height); glTexCoord2d(0,0); glVertex2f(0,0); glTexCoord2d(1,0); glVertex2f(glyph->width,0); glTexCoord2d(1,1); glVertex2f(glyph->width,glyph->height); glEnd(); glTranslatef(16, 0, 0); glEndList(); } void Draw(const String& text, Uint size, const TransformComponent* transform, const Color32* color) { glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTranslatef(100, 250, 0.0f); glListBase(mFirstDisplayListId); glCallLists(text.length(), GL_UNSIGNED_BYTE, text.c_str()); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glLoadIdentity(); } private: GLuint mFirstDisplayListId; GLuint* mTextureIds; }; Can anybody see anything weird going on here that would cause the garbled text? It's strange because if I change the font size, or the DPI, then some of the letters that display correctly become garbled, and other letters that were garbled before then display correctly.

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  • Help me alter this query to get the desired results - New*

    - by sandeepan
    Please dump these data first CREATE TABLE IF NOT EXISTS `all_tag_relations` ( `id_tag_rel` int(10) NOT NULL AUTO_INCREMENT, `id_tag` int(10) unsigned NOT NULL DEFAULT '0', `id_tutor` int(10) DEFAULT NULL, `id_wc` int(10) unsigned DEFAULT NULL, PRIMARY KEY (`id_tag_rel`), KEY `All_Tag_Relations_FKIndex1` (`id_tag`), KEY `id_wc` (`id_wc`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=19 ; INSERT INTO `all_tag_relations` (`id_tag_rel`, `id_tag`, `id_tutor`, `id_wc`) VALUES (1, 1, 1, NULL), (2, 2, 1, NULL), (3, 6, 2, NULL), (4, 7, 2, NULL), (8, 3, 1, 1), (9, 4, 1, 1), (10, 5, 2, 2), (11, 4, 2, 2), (15, 8, 1, 3), (16, 9, 1, 3), (17, 10, 1, 4), (18, 4, 1, 4), (19, 1, 2, 5), (20, 4, 2, 5); CREATE TABLE IF NOT EXISTS `tags` ( `id_tag` int(10) unsigned NOT NULL AUTO_INCREMENT, `tag` varchar(255) DEFAULT NULL, PRIMARY KEY (`id_tag`), UNIQUE KEY `tag` (`tag`), KEY `id_tag` (`id_tag`), KEY `tag_2` (`tag`), KEY `tag_3` (`tag`), KEY `tag_4` (`tag`), FULLTEXT KEY `tag_5` (`tag`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=11 ; INSERT INTO `tags` (`id_tag`, `tag`) VALUES (1, 'Sandeepan'), (2, 'Nath'), (3, 'first'), (4, 'class'), (5, 'new'), (6, 'Bob'), (7, 'Cratchit'), (8, 'more'), (9, 'fresh'), (10, 'second'); CREATE TABLE IF NOT EXISTS `webclasses` ( `id_wc` int(10) NOT NULL AUTO_INCREMENT, `id_author` int(10) NOT NULL, `name` varchar(50) DEFAULT NULL, PRIMARY KEY (`id_wc`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=5 ; INSERT INTO `webclasses` (`id_wc`, `id_author`, `name`) VALUES (1, 1, 'first class'), (2, 2, 'new class'), (3, 1, 'more fresh'), (4, 1, 'second class'), (5, 2, 'sandeepan class'); About the system - The system consists of tutors and classes. - The data in the table All_Tag_Relations stores tag relations for each tutor registered and each class created by a tutor. The tag relations are used for searching classes. The current data dump corresponds to tutor "Sandeepan Nath" who has created classes named "first class", "more fresh", "second class" and tutor "Bob Cratchit" who has created classes "new class" and "Sandeepan class". I am trying for a search query performs AND logic on the search keywords and returns wvery such class for which the search terms are present in the class name or its tutor name To make it easy, following is the list of search terms and desired results:- Search term result classes (check the id_wc in the results) first class 1 Sandeepan Nath class 1 Sandeepan Nath 1,3 Bob Cratchit 2 Sandeepan Nath bob none Sandeepan Class 1,4,5 I have so far reached upto this query -- Two keywords search SET @tag1 = 4, @tag2 = 1; -- Setting some user variables to see where the ids go. SELECT wc.id_wc, sum( DISTINCT ( wtagrels.id_tag = @tag1 ) ) AS key_1_class_matches, sum( DISTINCT ( wtagrels.id_tag = @tag2 ) ) AS key_2_class_matches, sum( DISTINCT ( ttagrels.id_tag = @tag1 ) ) AS key_1_tutor_matches, sum( DISTINCT ( ttagrels.id_tag = @tag2 ) ) AS key_2_tutor_matches, sum( DISTINCT ( ttagrels.id_tag = wtagrels.id_tag ) ) AS key_class_tutor_matches FROM WebClasses as wc join all_tag_relations AS wtagrels on wc.id_wc = wtagrels.id_wc join all_tag_relations as ttagrels on (wc.id_author = ttagrels.id_tutor) WHERE ( wtagrels.id_tag = @tag1 OR wtagrels.id_tag = @tag2 OR ttagrels.id_tag = @tag1 OR ttagrels.id_tag = @tag2 ) GROUP BY wtagrels.id_wc LIMIT 0 , 20 For search with 1 or 3 terms, remove/add the variable part in this query. Tabulating my observation of the values of key_1_class_matches, key_2_class_matches,key_1_tutor_matches (say, class keys),key_2_tutor_matches for various cases (say, tutor keys). Search term expected result Observation first class 1 for class 1, all class keys+all tutor keys =1 Sandeepan Nath class 1 for class 1, one class key+ all tutor keys = 1 Sandeepan Nath 1,3 both tutor keys =1 for these classes Bob Cratchit 2 both tutor keys = 1 Sandeepan Nath bob none no complete tutor matches for any class I found a pattern that, for any case, the class(es) which should appear in the result have the highest number of matches (all class keys and tutor keys). E.g. searching "first class", only for class =1, total of key matches = 4(1+1+1+1) searching "Sandeepan Nath", for classes 1, 3,4(all classes by Sandeepan Nath) have all the tutor keys matching. But no pattern in the search for "Sandeepan Class" - classes 1,4,5 should match. Now, how do I put a condition into the query, based on that pattern so that only those classes are returned. Do I need to use full text search here because it gives a scoring/rank value indicating the strength of the match? Any sample query would help. Please note - I have already found solution for showing classes when any/all of the search terms match with the class name. http://stackoverflow.com/questions/3030022/mysql-help-me-alter-this-search-query-to-get-desired-results But if all the search terms are in tutor name, it does not work. So, I am modifying the query and experimenting.

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  • Help me alter this query to get the desired results

    - by sandeepan
    Please dump these data first CREATE TABLE IF NOT EXISTS `all_tag_relations` ( `id_tag_rel` int(10) NOT NULL AUTO_INCREMENT, `id_tag` int(10) unsigned NOT NULL DEFAULT '0', `id_tutor` int(10) DEFAULT NULL, `id_wc` int(10) unsigned DEFAULT NULL, PRIMARY KEY (`id_tag_rel`), KEY `All_Tag_Relations_FKIndex1` (`id_tag`), KEY `id_wc` (`id_wc`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=19 ; INSERT INTO `all_tag_relations` (`id_tag_rel`, `id_tag`, `id_tutor`, `id_wc`) VALUES (1, 1, 1, NULL), (2, 2, 1, NULL), (3, 6, 2, NULL), (4, 7, 2, NULL), (8, 3, 1, 1), (9, 4, 1, 1), (10, 5, 2, 2), (11, 4, 2, 2), (15, 8, 1, 3), (16, 9, 1, 3), (17, 10, 1, 4), (18, 4, 1, 4), (19, 1, 2, 5), (20, 4, 2, 5); CREATE TABLE IF NOT EXISTS `tags` ( `id_tag` int(10) unsigned NOT NULL AUTO_INCREMENT, `tag` varchar(255) DEFAULT NULL, PRIMARY KEY (`id_tag`), UNIQUE KEY `tag` (`tag`), KEY `id_tag` (`id_tag`), KEY `tag_2` (`tag`), KEY `tag_3` (`tag`), KEY `tag_4` (`tag`), FULLTEXT KEY `tag_5` (`tag`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=11 ; INSERT INTO `tags` (`id_tag`, `tag`) VALUES (1, 'Sandeepan'), (2, 'Nath'), (3, 'first'), (4, 'class'), (5, 'new'), (6, 'Bob'), (7, 'Cratchit'), (8, 'more'), (9, 'fresh'), (10, 'second'); CREATE TABLE IF NOT EXISTS `webclasses` ( `id_wc` int(10) NOT NULL AUTO_INCREMENT, `id_author` int(10) NOT NULL, `name` varchar(50) DEFAULT NULL, PRIMARY KEY (`id_wc`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=5 ; INSERT INTO `webclasses` (`id_wc`, `id_author`, `name`) VALUES (1, 1, 'first class'), (2, 2, 'new class'), (3, 1, 'more fresh'), (4, 1, 'second class'), (5, 2, 'sandeepan class'); About the system - The system consists of tutors and classes. - The data in the table All_Tag_Relations stores tag relations for each tutor registered and each class created by a tutor. The tag relations are used for searching classes. The current data dump corresponds to tutor "Sandeepan Nath" who has created classes named "first class", "more fresh", "second class" and tutor "Bob Cratchit" who has created classes "new class" and "Sandeepan class". I am trying for a search query performs AND logic on the search keywords and returns wvery such class for which the search terms are present in the class name or its tutor name To make it easy, following is the list of search terms and desired results:- Search term result classes (check the id_wc in the results) first class 1 Sandeepan Nath class 1 Sandeepan Nath 1,3 Bob Cratchit 2 Sandeepan Nath bob none Sandeepan Class 1,4,5 I have so far reached upto this query -- Two keywords search SET @tag1 = 4, @tag2 = 1; -- Setting some user variables to see where the ids go. SELECT wc.id_wc, sum( DISTINCT ( wtagrels.id_tag = @tag1 ) ) AS key_1_class_matches, sum( DISTINCT ( wtagrels.id_tag = @tag2 ) ) AS key_2_class_matches, sum( DISTINCT ( ttagrels.id_tag = @tag1 ) ) AS key_1_tutor_matches, sum( DISTINCT ( ttagrels.id_tag = @tag2 ) ) AS key_2_tutor_matches, sum( DISTINCT ( ttagrels.id_tag = wtagrels.id_tag ) ) AS key_class_tutor_matches FROM WebClasses as wc join all_tag_relations AS wtagrels on wc.id_wc = wtagrels.id_wc join all_tag_relations as ttagrels on (wc.id_author = ttagrels.id_tutor) WHERE ( wtagrels.id_tag = @tag1 OR wtagrels.id_tag = @tag2 OR ttagrels.id_tag = @tag1 OR ttagrels.id_tag = @tag2 ) GROUP BY wtagrels.id_wc LIMIT 0 , 20 For search with 1 or 3 terms, remove/add the variable part in this query. Tabulating my observation of the values of key_1_class_matches, key_2_class_matches,key_1_tutor_matches (say, class keys),key_2_tutor_matches for various cases (say, tutor keys). Search term expected result Observation first class 1 for class 1, all class keys+all tutor keys =1 Sandeepan Nath class 1 for class 1, one class key+ all tutor keys = 1 Sandeepan Nath 1,3 both tutor keys =1 for these classes Bob Cratchit 2 both tutor keys = 1 Sandeepan Nath bob none no complete tutor matches for any class I found a pattern that, for any case, the class(es) which should appear in the result have the highest number of matches (all class keys and tutor keys). E.g. searching "first class", only for class =1, total of key matches = 4(1+1+1+1) searching "Sandeepan Nath", for classes 1, 3,4(all classes by Sandeepan Nath) have all the tutor keys matching. But no pattern in the search for "Sandeepan Class" - classes 1,4,5 should match. Now, how do I put a condition into the query, based on that pattern so that only those classes are returned. Do I need to use full text search here because it gives a scoring/rank value indicating the strength of the match? Any sample query would help. Please note - I have already found solution for showing classes when any/all of the search terms match with the class name. http://stackoverflow.com/questions/3030022/mysql-help-me-alter-this-search-query-to-get-desired-results But if all the search terms are in tutor name, it does not work. So, I am modifying the query and experimenting.

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  • Feedback on iterating over type-safe enums

    - by Sumant
    In response to the earlier SO question "Enumerate over an enum in C++", I came up with the following reusable solution that uses type-safe enum idiom. I'm just curious to see the community feedback on my solution. This solution makes use of a static array, which is populated using type-safe enum objects before first use. Iteration over enums is then simply reduced to iteration over the array. I'm aware of the fact that this solution won't work if the enumerators are not strictly increasing. template<typename def, typename inner = typename def::type> class safe_enum : public def { typedef typename def::type type; inner val; static safe_enum array[def::end - def::begin]; static bool init; static void initialize() { if(!init) // use double checked locking in case of multi-threading. { unsigned int size = def::end - def::begin; for(unsigned int i = 0, j = def::begin; i < size; ++i, ++j) array[i] = static_cast<typename def::type>(j); init = true; } } public: safe_enum(type v = def::begin) : val(v) {} inner underlying() const { return val; } static safe_enum * begin() { initialize(); return array; } static safe_enum * end() { initialize(); return array + (def::end - def::begin); } bool operator == (const safe_enum & s) const { return this->val == s.val; } bool operator != (const safe_enum & s) const { return this->val != s.val; } bool operator < (const safe_enum & s) const { return this->val < s.val; } bool operator <= (const safe_enum & s) const { return this->val <= s.val; } bool operator > (const safe_enum & s) const { return this->val > s.val; } bool operator >= (const safe_enum & s) const { return this->val >= s.val; } }; template <typename def, typename inner> safe_enum<def, inner> safe_enum<def, inner>::array[def::end - def::begin]; template <typename def, typename inner> bool safe_enum<def, inner>::init = false; struct color_def { enum type { begin, red = begin, green, blue, end }; }; typedef safe_enum<color_def> color; template <class Enum> void f(Enum e) { std::cout << static_cast<unsigned>(e.underlying()) << std::endl; } int main() { std::for_each(color::begin(), color::end(), &f<color>); color c = color::red; }

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  • error LNK2019 for ZLib sample code compiling.

    - by Nano HE
    Hello. I created win32 console application in vs2010 (without select the option of precompiled header). And I inserted the code below. but *.obj link failed. Could you provide me more information about the error. I searched MSDN, but still can't understand it. #include <stdio.h> #include "zlib.h" // Demonstration of zlib utility functions unsigned long file_size(char *filename) { FILE *pFile = fopen(filename, "rb"); fseek (pFile, 0, SEEK_END); unsigned long size = ftell(pFile); fclose (pFile); return size; } int decompress_one_file(char *infilename, char *outfilename) { gzFile infile = gzopen(infilename, "rb"); FILE *outfile = fopen(outfilename, "wb"); if (!infile || !outfile) return -1; char buffer[128]; int num_read = 0; while ((num_read = gzread(infile, buffer, sizeof(buffer))) > 0) { fwrite(buffer, 1, num_read, outfile); } gzclose(infile); fclose(outfile); } int compress_one_file(char *infilename, char *outfilename) { FILE *infile = fopen(infilename, "rb"); gzFile outfile = gzopen(outfilename, "wb"); if (!infile || !outfile) return -1; char inbuffer[128]; int num_read = 0; unsigned long total_read = 0, total_wrote = 0; while ((num_read = fread(inbuffer, 1, sizeof(inbuffer), infile)) > 0) { total_read += num_read; gzwrite(outfile, inbuffer, num_read); } fclose(infile); gzclose(outfile); printf("Read %ld bytes, Wrote %ld bytes, Compression factor %4.2f%%\n", total_read, file_size(outfilename), (1.0-file_size(outfilename)*1.0/total_read)*100.0); } int main(int argc, char **argv) { compress_one_file(argv[1],argv[2]); decompress_one_file(argv[2],argv[3]);} Output: 1>------ Build started: Project: zlibApp, Configuration: Debug Win32 ------ 1> zlibApp.cpp 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(15): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 1> c:\program files\microsoft visual studio 10.0\vc\include\stdio.h(234) : see declaration of 'fopen' 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(25): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 1> c:\program files\microsoft visual studio 10.0\vc\include\stdio.h(234) : see declaration of 'fopen' 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(40): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. 1> c:\program files\microsoft visual studio 10.0\vc\include\stdio.h(234) : see declaration of 'fopen' 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(36): warning C4715: 'decompress_one_file' : not all control paths return a value 1>d:\learning\cpp\cppvs2010\zlibapp\zlibapp\zlibapp.cpp(57): warning C4715: 'compress_one_file' : not all control paths return a value 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzclose referenced in function "int __cdecl decompress_one_file(char *,char *)" (?decompress_one_file@@YAHPAD0@Z) 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzread referenced in function "int __cdecl decompress_one_file(char *,char *)" (?decompress_one_file@@YAHPAD0@Z) 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzopen referenced in function "int __cdecl decompress_one_file(char *,char *)" (?decompress_one_file@@YAHPAD0@Z) 1>zlibApp.obj : error LNK2019: unresolved external symbol _gzwrite referenced in function "int __cdecl compress_one_file(char *,char *)" (?compress_one_file@@YAHPAD0@Z) 1>D:\learning\cpp\cppVS2010\zlibApp\Debug\zlibApp.exe : fatal error LNK1120: 4 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

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  • C++ Greatest Number Verification

    - by Daniel
    Hey guys, I was assigned to create a program that creates n arrays composed by 10 random integers. The the program should sum all the integers and display the result. After, it has to verify which of the sums is the greatest and it has to display that array and the result. Im having troubles getting it done and would like to get some help! Thanks once again. Here is my code so far: #include <iostream> #include <iomanip> #include <cmath> using namespace std; double random(unsigned int &seed); unsigned int seed = 5; void generateData(int set[10]); int sumData(int set[10]); void checkData(int sumResult, int arrayNumber); int main (int argc, char * const argv[]) { int arrayNumber, sumResult; int set[10]; do { cout << "Number of Arrays to Compare: " << endl; cin >> arrayNumber; } while (arrayNumber < 0); for (int i = 0; i < arrayNumber; ++i) { generateData(set); sumResult = sumData(set); cout << "Sum --> " << sumResult << endl; checkData(sumResult, arrayNumber); } return 0; } double random(unsigned int &seed) { const int MODULUS = 15749; const int MULTIPLIER = 69069; const int INCREMENT = 1; seed = ((MULTIPLIER * seed) + INCREMENT) % MODULUS; return double(seed) / double(MODULUS); } void generateData(int set[10]) { for (int i = 0; i < 10; ++i) { set[i] = int (5 + 6 * random(seed)); cout << set[i] << " || "; } } int sumData(int set[10]) { int sumTotal = 0; for (int i = 0; i < 10; ++i) sumTotal = sumTotal + set[i]; return sumTotal; } void checkData(int sumResult, int arrayNumber) { int largerNumber; int tempSet[2]; for (int i = 0; i < arrayNumber; ++i) { if (sumResult > largerNumber) { tempSet[i] = sumResult; } } }

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  • PHP-MySQL: Arranging rows from seperate tables together/Expression to determine row origin

    - by Koroviev
    I'm new to PHP and have a two part question. I need to take rows from two separate tables, and arrange them in descending order by their date. The rows do not correspond in order or number and have no relationship with each other. ---EDIT--- They each contain updates on a site, one table holds text, links, dates, titles etc. from a blog. The other has titles, links, specifications, etc. from images. I want to arrange some basic information (title, date, small description) in an updates section on the main page of the site, and for it to be in order of date. Merging them into one table and modifying it to suit both types isn't what I'd like to do here, the blog table is Wordpress' standard wp_posts and I don't feel comfortable adding columns to make it suit the image table too. I'm afraid it could clash with upgrading later on and it seems like a clumsy solution (but that doesn't mean I'll object if people here advise me it's the best solution). ------EDIT 2------ Here are the DESCRIBES of each table: mysql> describe images; +---------+--------------+------+-----+-------------------+----------------+ | Field | Type | Null | Key | Default | Extra | +---------+--------------+------+-----+-------------------+----------------+ | id | int(11) | NO | PRI | NULL | auto_increment | | project | varchar(255) | NO | | NULL | | | title | varchar(255) | NO | | NULL | | | time | timestamp | NO | | CURRENT_TIMESTAMP | | | img_url | varchar(255) | NO | | NULL | | | alt_txt | varchar(255) | YES | | NULL | | | text | text | YES | | NULL | | | text_id | int(11) | YES | | NULL | | +---------+--------------+------+-----+-------------------+----------------+ mysql> DESCRIBE wp_posts; +-----------------------+---------------------+------+-----+---------------------+----------------+ | Field | Type | Null | Key | Default | Extra | +-----------------------+---------------------+------+-----+---------------------+----------------+ | ID | bigint(20) unsigned | NO | PRI | NULL | auto_increment | | post_author | bigint(20) unsigned | NO | | 0 | | | post_date | datetime | NO | | 0000-00-00 00:00:00 | | | post_date_gmt | datetime | NO | | 0000-00-00 00:00:00 | | | post_content | longtext | NO | | NULL | | | post_title | text | NO | | NULL | | | post_excerpt | text | NO | | NULL | | | post_status | varchar(20) | NO | | publish | | | comment_status | varchar(20) | NO | | open | | | ping_status | varchar(20) | NO | | open | | | post_password | varchar(20) | NO | | | | | post_name | varchar(200) | NO | MUL | | | | to_ping | text | NO | | NULL | | | pinged | text | NO | | NULL | | | post_modified | datetime | NO | | 0000-00-00 00:00:00 | | | post_modified_gmt | datetime | NO | | 0000-00-00 00:00:00 | | | post_content_filtered | text | NO | | NULL | | | post_parent | bigint(20) unsigned | NO | MUL | 0 | | | guid | varchar(255) | NO | | | | | menu_order | int(11) | NO | | 0 | | | post_type | varchar(20) | NO | MUL | post | | | post_mime_type | varchar(100) | NO | | | | | comment_count | bigint(20) | NO | | 0 | | +-----------------------+---------------------+------+-----+---------------------+----------------+ ---END EDIT--- I can do this easily with a single table like this (I include it here in case I'm using an over-elaborate method without knowing it): $content = mysql_query("SELECT post_title, post_text, post_date FROM posts ORDER BY post_date DESC"); while($row = mysql_fetch_array($content)) { echo $row['post_date'], $row['post_title'], $row['post_text']; } But how is it possible to call both tables into the same array to arrange them correctly? By correctly, I mean that they will intermix their echoed results based on their date. Maybe I'm looking at this from the wrong perspective, and calling them to a single array isn't the answer? Additionally, I need a way to form a conditional expression based on which table they came from, so that rows from table 1 get echoed differently than rows from table 2? I want results from table 1 to be echoed differently (with different strings concatenated around them, I mean) for the purpose of styling them differently than those from table two. And vice versa. I know an if...else statement would work here, but I have no idea how can I write the expression that would determine which table the row is from. All and any help is appreciated, thanks.

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  • Adjust parameters of serial port reading

    - by clinisbut
    Hello. I'm facing a particular issue that regards serial communication under win32. I'm communicating with a device can only accept frames when it is not already communicating. So I must find a valid frame and then inmediatelly send my request. I developed a class named Serial that handles basic operations on serial port (open, close, read, write) and then a Thread calls inside a loop read and write functions. Thread loop //Device is an object of class Serial while( device->isOpen() && !terminate ) { unsigned int readed = 0; unsigned long error = ERROR_SUCCESS; unsigned char* data = device->read( &readed, &error ); if( error==ERROR_SUCCESS ) { //If data received, deliver to upper level if( readed>0 ) { QByteArray output( (const char*)data, (signed int)readed ); emit dataArrived( output, readed ); } } else { //unrelated stuff } //Here I manage the writting issue //Only when nothing is received, and Upper layer wants to send a frame //(Upper layer only will mark as something to send when it detects a valid frame) if( readed==0 ) { out_lock.lock(); //If something to send... if( something_to_send > 0 ) { if( device->write( output_buffer, output_size, &error ) ) { //things... } } } } The Thread basically keeps reading, and when nothing is received, sees if somebody has signaled to send a frame (this means that a valid frame is just received). When this happens, it writes the frame through serial port. Here comes my problem. Inside the Serial::read() function: I use the overlapped way of reading: ::ClearCommError( handle, &dwErrors, &stat); if( stat.cbInQue ) { //If there's something to read, read it, please note the bytes to read parameter, here 1. bool ok = ::ReadFile( handle, buffer_in, 1, &bytes_read, &ov_reader ); if( !ok ) { DWORD _error = ::GetLastError(); if( _error == ERROR_IO_PENDING ) { DWORD result = ::WaitForMultipleObjects( 2, waiters, FALSE,INFINITE ); switch( result ) { //Eventshutdown case WAIT_OBJECT_0: /*code omitted*/break; case WAIT_OBJECT_0+1: ok = ::GetOverlappedResult( handle, &ov_reader, &bytes_read, true ); //check ok value omitted break; } } } } if( bytes_read>0 ) { *size = bytes_read; } Here starts my problem. When device sends me small frames (around 30 bytes) everything works fine, but when larger frames are sent, the code is not able to find any free time between frames causing the thread to never be able send any frame because readed is never 0. If I increase the number of bytes to read inside the read() function, lose the ability to detect when the device "listens": bool ok = ::ReadFile(handle, buffer_in, 50, &bytes_read, &ov_reader ); This happens because my app can receive the end of a frame together with the start of the next one. This behaviour is very common. In the other hand, if I change the INFINITE argument by a valid timeout in the WaitForMultipleObjects function, I lose data. So my question basically is... what I'm doing wrong? Why when reading 1 byte each time I don't find any free time to send my own frames? Thank you

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  • Having trouble storing a CRTP based class in a vector

    - by user366834
    Hi, Im not sure if this can be done, im just delving into templates so perhaps my understanding is a bit wrong. I have a Platoon of soldiers, the platoon inherits from a formation to pick up the formations properties, but because i could have as many formations as i can think of I chose to use the CRTP to create the formations, hoping that i could make a vector or array of Platoon to store the platoons in. but, of course, when i make a Platoon, it wont store it in the vector, "types are unrelated" Is there any way around this ? i read about "Veneers" which are similar and that they work with arrays but i cant get it to work, perhaps im missing something. here's some code: (sorry about the formatting, the code is here in my post but its not showing up for some reason ) template < class TBase > class IFormation { public : ~IFormation(){} bool IsFull() { return m_uiMaxMembers == m_uiCurrentMemCount; } protected: unsigned int m_uiCurrentMemCount; unsigned int m_uiMaxMembers; IFormation( unsigned int _uiMaxMembers ): m_uiMaxMembers( _uiMaxMembers ), m_uiCurrentMemCount( 0 ){} // only allow use as a base class. void SetupFormation( std::vector<MySoldier*>& _soldierList ){}; // must be implemented in derived class }; ///////////////////////////////////////////////////////////////////////////////// // PHALANX FORMATION class Phalanx : public IFormation<Phalanx> { public: Phalanx( ): IFormation( 12 ), m_fDistance( 4.0f ) {} ~Phalanx(){} protected: float m_fDistance; // the distance between soldiers void SetupFormation( std::vector<MySoldier*>& _soldierList ); }; /////////////////////////////////////////////////////////////////////////////////// // COLUMN FORMATINO class Column : public IFormation< Column > { public : Column( int _numOfMembers ): IFormation( _numOfMembers ) {} ~Column(); protected: void SetupFormation( std::vector<MySoldier*>& _soldierList ); }; I then use these formations in the platoon class to derive, so that platoon gets the relevant SetupFormation() function: template < class Formation > class Platoon : public Formation { public: **** platoon code here }; everything works great and as expected up until this point. now, as my general can have multiple platoons, I need to store the platoons. typedef Platoon< IFormation<> > TPlatoon; // FAIL typedef std::vector<TPlatoon*> TPlatoons; TPlatoon m_pPlatoons m_pPlatoons.push_back( new Platoon<Phalanx> ); // FAIL, types unrelated. typedef Platoon< IFormation< TPlatoon; fails because i need to specify a template parameter, yet specifying this will only allow me to store platoons created with the same template parameter. so i then created FormationBase class FormationBase { public: virtual bool IsFull() = 0; virtual void SetupFormation( std::vector<MySoldier*>& _soldierList ) = 0; }; and made IFormation publicly inherit from that, and then changed the typedef to typedef Platoon< IFormation< FormationBase > > TPlatoon; but still no love. now in my searches i have not found info that says this is possible - or not possible.

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  • "undefined reference" error with namespace across multiple files

    - by user1330734
    I've looked at several related posts but no luck with this error. I receive this undefined reference error message below when my namespace exists across multiple files. If I compile only ConsoleTest.cpp with contents of Console.cpp dumped into it the source compiles. I would appreciate any feedback on this issue, thanks in advance. g++ Console.cpp ConsoleTest.cpp -o ConsoleTest.o -Wall /tmp/cc8KfSLh.o: In function `getValueTest()': ConsoleTest.cpp:(.text+0x132): undefined reference to `void Console::getValue<unsigned int>(unsigned int&)' collect2: ld returned 1 exit status Console.h #include <iostream> #include <sstream> #include <string> namespace Console { std::string getLine(); template <typename T> void getValue(T &value); } Console.cpp #include "Console.h" using namespace std; namespace Console { string getLine() { string str; while (true) { cin.clear(); if (cin.eof()) { break; // handle eof (Ctrl-D) gracefully } if (cin.good()) { char next = cin.get(); if (next == '\n') break; str += next; // add character to string } else { cin.clear(); // clear error state string badToken; cin >> badToken; cerr << "Bad input encountered: " << badToken << endl; } } return str; } template <typename T> void getValue(T &value) { string inputStr = Console::getLine(); istringstream strStream(inputStr); strStream >> value; } } ConsoleTest.cpp #include "Console.h" void getLineTest() { std::string str; std::cout << "getLinetest" << std::endl; while (str != "next") { str = Console::getLine(); std::cout << "<string>" << str << "</string>"<< std::endl; } } void getValueTest() { std::cout << "getValueTest" << std::endl; unsigned x = 0; while (x != 12345) { Console::getValue(x); std::cout << "x: " << x << std::endl; } } int main() { getLineTest(); getValueTest(); return 0; }

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • FrameBuffer Render to texture not working all the way

    - by brainydexter
    I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So, when I render the texture on the quad from fbo, it only renders everything blue, but doesn't show up the triangle. I can't seem to figure out why this is happening. Can someone please help me out with this ? I'll post the rendering code here, since glCheckFramebufferStatus doesn't complain when I setup the FBO. I've pasted the setup code at the end. Here is my rendering code: void FrameBufferObject::Render(unsigned int elapsedGameTime) { glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClearColor(0.0, 0.6, 0.5, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // adjust viewport and projection matrices to texture dimensions glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0, m_FBOWidth, m_FBOHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_FBOWidth, 0, m_FBOHeight, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawTriangle(); glPopAttrib(); // setting FrameBuffer back to window-specified Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); //unbind // back to normal viewport and projection matrix //glViewport(0, 0, 1280, 768); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.33, 1.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render(elapsedGameTime); } void FrameBufferObject::DrawTriangle() { glPushMatrix(); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2d(0, 0); glVertex2d(m_FBOWidth, 0); glVertex2d(m_FBOWidth, m_FBOHeight); glEnd(); glPopMatrix(); } void FrameBufferObject::render(unsigned int elapsedTime) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_TextureID); glPushMatrix(); glTranslated(0, 0, -20); glBegin(GL_QUADS); glColor4f(1, 1, 1, 1); glTexCoord2f(1, 1); glVertex3f(1,1,1); glTexCoord2f(0, 1); glVertex3f(-1,1,1); glTexCoord2f(0, 0); glVertex3f(-1,-1,1); glTexCoord2f(1, 0); glVertex3f(1,-1,1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void FrameBufferObject::Initialize() { // Generate FBO glGenFramebuffers(1, &m_FBO); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // Add depth buffer as a renderbuffer to fbo // create depth buffer id glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); // allocate space to render buffer for depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight); // attaching renderBuffer to FBO // attach depth buffer to FBO at depth_attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer); // Adding a texture to fbo // Create a texture glGenTextures(1, &m_TextureID); glBindTexture(GL_TEXTURE_2D, m_TextureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // onlly allocating space glBindTexture(GL_TEXTURE_2D, 0); // attach texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0); // Check FBO Status if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "\n Error:: FrameBufferObject::Initialize() :: FBO loading not complete \n"; // switch back to window system Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Thanks!

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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