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  • Implementing a continuous "revert-buffer" aka Textpad

    - by vedang
    One of my colleagues uses TextPad, and one feature I found really useful is the Auto-Reload. (The feature has been described in this SO quesion: http://stackoverflow.com/questions/1246083/alternative-to-textpads-prompt-to-reload-file). Basically, it keeps reloading the file without any prompt from the user, which is really helpful when monitoring log files that are updated in real-time. Is there something similar available for Emacs? If not, can anyone whip up the required elisp magic?

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  • Qt 5.3 OpenGL - vertex buffer object drawing using the core profile

    - by user3700881
    Im using Qt 5.3 to create a QWindow to do some basic rendering stuff. The QWindow is declared like this: class OpenGLWindow : public QWindow, protected QOpenGLFunctions_3_3_Core { Q_OBJECT ... } It is initialized in the constructor: OpenGLWindow::OpenGLWindow(QWindow *parent) : QWindow(parent) { QSurfaceFormat format; format.setVersion(3,3); format.setProfile(QSurfaceFormat::CoreProfile); this->setSurfaceType(OpenGLSurface); this->setFormat(format); this->create(); _context = new QOpenGLContext; _context->setFormat(format); _context->create(); _context->makeCurrent(this); this->initializeOpenGLFunctions(); ... } And that's the rendering code: void OpenGLWindow::render() { if(!isExposed()) return; _context->makeCurrent(this); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(_shaderProgram); glBindBuffer(GL_ARRAY_BUFFER, _positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); _context->swapBuffers(this); } I am trying to draw a simple triangle using a vertex and fragment shader. The problem is that the triangle is not showing up when the core profile is set. Only when I set the OpenGL version to 2.0 or when I use the compatibility profile, it shows up. From my point of view that doesn't make any sense because I am not using fixed functionality at all. What am I missing?

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  • Pipe overwrites buffer, don't know how to overcome

    - by Kalec
    I use a simple pipe. I read with a while, 1 char at a time, I think every time I read a char I overwrite something #include <unistd.h> #include <stdio.h> #include <stdlib.h> #include <sys/wait.h> #include <string.h> int main () { int pipefd[2]; int cpid; char buf[31]; if (pipe(pipefd) == -1) { perror("pipe"); exit(EXIT_FAILURE) } cpid = fork(); if (cpid == -1) P perror("cpid"); exit(EXIT_FAILURE); } if (cpid == 0) { // child reads from pipe close (pipefd[1]); // close unused write end while (read (pipefd[0], &buf, 1)>0); printf ("Server receives: %s", buf); close (pipefd[0])l exit (EXIT_SUCCESS); } else { // parent writes to pipe close (pipefd[0]); // closing unused read end; char buf2[30]; printf("Server transmits: "); scanf ("%s", buf2); write (pipefd[1], buf2, strlen(buf2)+1); close(pipefd[1]); wait(NULL); exit(EXIT_SUCCESS); } return 0; } For example, if I input: "Flowers" it prints F and then ~6 unprintable characters

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  • AS3: Showing bufferlength of NetStream

    - by Tinelise
    I am trying to show the buffered amount of a video that is playing. I am using netstream.bufferLength to do this and it kinda seems to be right. Exept from the fact that it is almost constantly the same amount that is buffered. This can't be right? I want it to be like youtube where you can press pause and the buffer will continue to rise. When I click pause it just stays the same.. Anybody knows how to show buffer length?

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  • Rendering Swing Components to an Offscreen buffer

    - by Nick C
    I have a Java (Swing) application, running on a 32-bit Windows 2008 Server, which needs to render it's output to an off-screen image (which is then picked up by another C++ application for rendering elsewhere). Most of the components render correctly, except in the odd case where a component which has just lost focus is occluded by another component, for example where there are two JComboBoxes close to each other, if the user interacts with the lower one, then clicks on the upper one so it's pull-down overlaps the other box. In this situation, the component which has lost focus is rendered after the one occluding it, and so appears on top in the output. It renders correctly in the normal Java display (running full-screen on the primary display), and attempting to change the layers of the components in question does not help. I am using a custom RepaintManager to paint the components to the offscreen image, and I assume the problem lies with the order in which addDirtyRegion() is called for each of the components in question, but I can't think of a good way of identifying when this particular state occurs in order to prevent it. Hacking it so that the object which has just lost focus is not repainted stops the problem, but obviously causes the bigger problem that it is not repainted in all other, normal, circumstances. Is there any way of programmatically identifying this state, or of reordering things so that it does not occur? Many thanks, Nick

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  • Multiple frame buffer in android

    - by user332158
    Hi All, I am working on creating multiple displays on a single screen, i.e., I want to run two different activities simultaneously. I came to know that, to achieve this requirement we need to change the surfaceflinger code and some hardware properties in the android source. Can anybody help me in finding the exact procedure in modifying the surfaceflinger and other parts of the android source in order to get two displays Thanks in advance.

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  • Default input and output buffering for fopen'd files?

    - by Evan Teran
    So a FILE stream can have both input and output buffers. You can adjust the output stream using setvbuf (I am unaware of any method to play with the input buffer size and behavior). Also, by default the buffer is BUFSIZ (not sure if this is a POSIX or C thing). It is very clear what this means for stdin/stdout/stderr, but what are the defaults for newly opened files? Are they buffered for both input and output? Or perhaps just one? If it is buffered, does output default to block or line mode?

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  • Using read() directly into a C++ std:vector

    - by Joe
    I'm wrapping up user space linux socket functionality in some C++ for an embedded system (yes, this is probably reinventing the wheel again). I want to offer a read and write implementation using a vector. Doing the write is pretty easy, I can just pass &myvec[0] and avoid unnecessary copying. I'd like to do the same and read directly into a vector, rather than reading into a char buffer then copying all that into a newly created vector. Now, I know how much data I want to read, and I can allocate appropriately (vec.reserve). I can also read into &myvec[0], though this is probably a VERY BAD IDEA. Obviously doing this doesn't allow myvec.size to return anything sensible. Is there any way of doing this that 1) Doesn't completely feel yucky from a safety/C++ perspective and 2) Doesn't involve two copies of the data block - once from kernel to user space and once from a C char * style buffer into a C++ vector. Any thoughts collective?

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  • [PHP] - Output buffer based progress bar

    - by KPL
    Hello people, I have been trying to get the following code working. It's a progress bar trick which uses ob_get_clean() function. Don't know why but this script just don't work! Only the initial percent - 1% comes up and nothing after that. <?php error_reporting(8191); function flush_buffers(){ @ob_end_flush(); @ob_flush(); @flush(); @ob_start(); } $ini = 2; echo '<script>document.getElementById(\'lpt\').style.width=\'1%\';</script><br>'; for($i=1;$i<=100;$i++) { $k=$ini-1; $str=str_replace("width=\'$k%\'","width=\'$i%\'",ob_get_clean()); $ini++; echo $str; flush_buffers(); } ?>

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  • displaying a saved buffer in OpenGL ES

    - by Adam
    Hi everyone, So basically I have a screenshot that I've saved that I want to later display on the screen. I've saved it with: glReadPixels(0, 0, self.bounds.size.width, self.bounds.size.height, GL_RGBA, GL_UNSIGNED_BYTE, savedBuffer); And later I'm trying to write it to the screen with: GLuint RenderedTex; glGenTextures(1, &RenderedTex); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, RenderedTex); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, self.bounds.size.width, self.bounds.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, savedBuffer); glDisable(GL_TEXTURE_2D); I'm pretty new to OpenGL so I don't know if I'm doing things right... actually I know I'm not, because nothing shows up. Also not sure how to dispose of the texture when I'm done with it. Anyone know the correct way to do this? Edit: I think I might be having a problem loading the texture because it's not a power of 2, it's 320x480... also, I think this code is just loading the texture, but not drawing it, I'd need a call to glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) in there somewhere...

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  • vim plugin to show current Perl subroutine

    - by Andrew
    I'm trying to make a vim plugin that will split the window on load and simulate a info bar at the top of my terminal. I've got it sorta working but I think I've either reached limits of my knowledge of vim syntax or there's a logic problem in my code. The desired effect would be to do a reverse search for any declaration of a Perl subroutine form my current location in the active buffer and display the line in the top buffer. I'm also trying to make it skip that buffer when I switch buffers with <C-R>. My attempt at that so far can be seen in the mess of nested if statements. Anyway, here's the code. I would greatly appreciate feedback from anyone. (pastebin pastebin.com/8cuMPn1Q) let s:current_function_bufname = 'Current\ Function\/Subroutine' function! s:get_current_function_name(no_echo) let lnum = line(".") let col = col(".") if a:no_echo let s:current_function_name = getline(search("^[^s]sub .$", 'bW')) else echohl ModeMsg echo getline(search("^[^s]sub .$", 'bW')) "echo getline(search("^[^ \t#/]\{2}.[^:]\s$", 'bW')) echohl None endif endfunction let s:previous_winbufnr = 1 let s:current_function_name = '' let s:current_function_buffer_created = 0 let s:current_function_bufnr = 2 function! s:show_current_function() let total_buffers = winnr('$') let current_winbufnr = winnr() if s:previous_winbufnr != current_winbufnr if bufname(current_winbufnr) == s:current_function_bufname if s:previous_winbufnr < current_winbufnr let i = current_winbufnr + 1 if i total_buffers let i = 1 endif if i == s:current_function_bufnr let i = i + 1 endif if i total buffers let i = 1 endif exec i.'wincmd w' else let i = current_winbufnr - 1 if i < 1 let i = total_buffers endif if i == s:current_function_bufnr let i = i - 1 endif if i < 1 let i = total_buffers endif try exec i.'wincmd w' finally exec total_buffers.'wincmd w' endtry endif endif let s:previous_winbufnr = current_winbufnr return 1 endif if s:current_function_buffer_created == 0 exec 'top 1 split '.s:current_function_bufname call s:set_as_scratch_buffer() let s:current_function_buffer_created = 1 let s:current_function_bufnr = winnr() endif call s:activate_buffer_by_name(s:current_function_bufname) setlocal modifiable call s:get_current_function_name(1) call setline(1, s:current_function_name) setlocal nomodifiable call s:activate_buffer_by_name(bufname(current_winbufnr)) endfunction function! s:set_as_scratch_buffer() setlocal noswapfile setlocal nomodifiable setlocal bufhidden=delete setlocal buftype=nofile setlocal nobuflisted setlocal nonumber setlocal nowrap setlocal cursorline endfunction function! s:activate_buffer_by_name(name) for i in range(1, winnr('$')) let name = bufname(winbufnr(i)) let full_name = fnamemodify(bufname(winbufnr(i)), ':p') if name == a:name || full_name == a:name exec i.'wincmd w' return 1 endif endfor return 0 endfunction set laststatus=2 autocmd! CursorMoved,CursorMovedI,BufWinEnter * call s:show_current_function() (pastebin pastebin.com/8cuMPn1Q) similar to VIM: display custom reference bar on top of window and http://vim.wikia.com/wiki/Show_current_function_name_in_C_programs

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  • How large is a "buffer" in PostgreSQL

    - by Konrad Garus
    I am using pg_buffercache module for finding hogs eating up my RAM cache. For example when I run this query: SELECT c.relname, count(*) AS buffers FROM pg_buffercache b INNER JOIN pg_class c ON b.relfilenode = c.relfilenode AND b.reldatabase IN (0, (SELECT oid FROM pg_database WHERE datname = current_database())) GROUP BY c.relname ORDER BY 2 DESC LIMIT 10; I discover that sample_table is using 120 buffers. How much is 120 buffers in bytes?

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  • Protocol buffer deserialization and a dynamically loaded DLL in Compact Framework

    - by cloudraven
    I saw a question related to this on the full framework here. Since it seems to have stayed unresolved for quite a while and this is for the compact framework, I though it would be better to create a new question for it. I want to deserialize types for which I am loading assemblies dynamically (with Assembly.LoadFrom) and I am getting a "Unable to identify known-type for ProtoIncludeAttribute" error. In the related question I mentioned, it was hinted that hooking AppDomain.AssemblyResolve event would help solving the problem. It makes sense for the full framework, but that event is not available in the CF. I wonder if there is a way to do this with CF. The structures I am using look a lot like this and all the classes required for deserialization are loaded from the same Assembly. If the assembly is referenced instead of dynamically loaded it works fine, but fails if done dynamically.

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  • OpenAL device, buffer and context relationship

    - by Markus
    I'm trying to create an object oriented model to wrap OpenAL and have a little problem understanding the devices, buffers and contexts. From what I can see in the Programmer's Guide, there are multiple devices, each of which can have multiple contexts as well as multiple buffers. Each context has a listener, and the alListener*() functions all operate on the listener of the active context. (Meaning that I have to make another context active first if I wanted to change it's listener, if I got that right.) So far, so good. What irritates me though is that I need to pass a device to the alcCreateContext() function, but none to alGenBuffers(). How does this work then? When I open multiple devices, on which device are the buffers created? Are the buffers shared between all devices? What happens to the buffers if I close all open devices? (Or is there something I missed?)

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  • TCP and UDP are using different OS Buffer?

    - by Jack
    HI all. Here is the scenario. I have port 8888 for my program to use. I build a TCP and a UDP listener on that port. (This can do, c# allows, because they are two different protocols) My question is If the network traffic is very busy, TCP sockets may refuse or signalling the other end to stop sending things, it is called congestion control, right? So if TCP is congestion controlling, other ends may not send more data, in this "TCP quiet period", UDP channel should have not that much of traffic, right? I want to figure out the TCP traffic will affect UDP traffic or not?

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  • Copying a byte buffer with JNI

    - by Daniel
    I've found plenty of tutorials / questions on Stackoverflow that deal with copying char arrays from C/JNI side into something like a byte[] in Java, but not the other way around. I am using a native C library which expects a byte array. I simply want to get data from a byte[] in java, into preferably an unsigned char[] in C. Long story short: What is the best way of copying data from a jBytearray in JNI? Is there any way to detect it's size?

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  • ctypes buffer modification

    - by Chris
    Hi, I need to call a c library from my python code. The c library does a lot of image manipulation, so I am passing it image buffers allocated using create_string_buffer. The problem is that I also need to manipulate and change these buffers. What is the best way to reach in and twiddle individual values in my buffers? The buffers are all uint8 buffers. Thanks!

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  • Boost::asio bug in MSVC10 - Failing BOOST_WORKAROUND in ~buffer_debug_check() in buffer.hpp

    - by shaz
    A straight compilation of example http://www.boost.org/doc/libs/1_43_0/doc/html/boost_asio/tutorial/tutdaytime3/src.html results in a runtime null pointer exception. Stack trace points to the buffer_debug_check destructor which contains this comment: // MSVC's string iterator checking may crash in a std::string::iterator // object's destructor when the iterator points to an already-destroyed // std::string object, unless the iterator is cleared first. The test #if BOOST_WORKAROUND(BOOST_MSVC, = 1400) succeeds in MSVC10 and (but) results in a null pointer exception in c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\xutility line 123 _Iterator_base12& operator=(const _Iterator_base12& _Right) { // assign an iterator if (_Myproxy != _Right._Myproxy) _Adopt(_Right._Myproxy->_Mycont); return (*this); } _Right._Myproxy is NULL

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  • AudioRecord - empty buffer

    - by Arxas
    I' m trying to record some audio using AudioRecord class. Here is my code: int audioSource = AudioSource.MIC; int sampleRateInHz = 44100; int channelConfig = AudioFormat.CHANNEL_IN_MONO; int audioFormat = AudioFormat.ENCODING_PCM_16BIT; int bufferSizeInShorts = 44100; int bufferSizeInBytes = 2*bufferSizeInShorts; short Data[] = new short[bufferSizeInShorts]; Thread recordingThread; AudioRecord audioRecorder = new AudioRecord(audioSource, sampleRateInHz, channelConfig, audioFormat, bufferSizeInBytes); @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } public void startRecording(View arg0) { audioRecorder.startRecording(); recordingThread = new Thread(new Runnable() { public void run() { while (Data[bufferSizeInShorts-1] == 0) audioRecorder.read(Data, 0, bufferSizeInShorts); } }); audioRecorder.stop(); } Unfortunately my short array is empty after the recording is over. May I kindly ask you to help me figure out what's wrong?

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  • "Access violation reading location" troubles retrieveing buffer from directx

    - by numerical25
    Below is my code... ID3D10Texture2D *pBackBuffer; hr = mpSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer); and I get the following error chp1.exe': Unloaded 'C:\Windows\SysWOW64\oleaut32.dll' First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018eeb0.. First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018edd0.. First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018ef1c.. The thread 'Win32 Thread' (0xfc4) has exited with code 0 (0x0). 'chp1.exe': Unloaded 'C:\Windows\SysWOW64\D3D10Ref.DLL' First-chance exception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000. Unhandled ex ception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000. It appears that the error occurs in the last parameter. &pBackBuffer. I added this single line of code and the error occurs.

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  • Buffer Overrun Issues VC++

    - by sijith
    When i execute my code i am getting this error LPTSTR lpBuffer; ::GetLogicalDriveStrings(1024,lpBuffer); while(*lpBuffer != NULL) { printf("%s\n", lpBuffer); // or MessageBox(NULL, temp, "Test", 0); or whatever lpBuffer += lstrlen(lpBuffer)+1; printf("sizeof(lpBuffer) %d\n",lstrlen(lpBuffer)); } OutPut C sizeof(lpBuffer) 3 D sizeof(lpBuffer) 3 E sizeof(lpBuffer) 3 F sizeof(lpBuffer) 0

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