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  • Linked List push()

    - by JKid314159
    The stack is initialized with a int MaxSize =3. Then I push one int onto the list. " Pushed:" is returned to the console. Program crashes here. I think my logic is flawed but unsure. Maybe an infinite loop or unmet condition? Thanks for your help. I'm trying to traverse the list to the last node in the second part of the full() method. I implemented this stack as array based so must implement this method full() as this method is inside of main class. while(!stacker.full()) { cout << "Enter number = "; cin >> intIn; stacker.push(intIn); cout << "Pushed: " << intIn << endl; }//while Call to LinkListStack.cpp to class LinkList full(). int LinkList::full() { if(head == NULL) { top = 0; } else { LinkNode * tmp1; LinkNode * tmp2; tmp1 = head; while(top != MaxSize) { if(tmp1->next != NULL){ tmp2 = tmp1->next; tmp1 = tmp2; ++top; }//if }//while }//else return (top + 1 == MaxSize); }

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  • Adding items to a generic list (novice)

    - by Crash893
    I'm some what embarrassed to even ask this but I know there is a better way to do this I just don't know how List<int> numbers = new List<int>(22); numbers.Add(3); numbers.Add(4); numbers.Add(9); numbers.Add(14); numbers.Add(15); numbers.Add(19); numbers.Add(28); numbers.Add(37); numbers.Add(47); numbers.Add(50); numbers.Add(54); numbers.Add(56); numbers.Add(59); numbers.Add(61); numbers.Add(70); numbers.Add(73); numbers.Add(78); numbers.Add(81); numbers.Add(92); numbers.Add(95); numbers.Add(97); numbers.Add(99);

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  • linked list sort function only loops once

    - by Tristan Pearce
    i have a singly linked list that i am trying to sort from least to greatest by price. here is what i have so far struct part { char* name; float price; int quantity; struct part *next; }; typedef struct part partType; partType *sort_price(partType **item) { partType *temp1 = *item; partType *temp2 = (*item)->next; if ( *item == NULL || (*item)->next == NULL ) return *item; else { while ( temp2 != NULL && temp2->next != NULL ){ if (temp2->price > temp2->next->price){ temp1->next = temp2->next; temp2->next = temp2->next->next; temp1->next->next = temp2; } temp1 = temp2; temp2 = temp2->next; } } return *item; } the list is already populated but when i call the sort function it only swaps the first two nodes that satisfy the condition in the if statement. I dont understand why it doesnt do the check again after the two temp pointers are incremented.

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  • Adding and sorting a linked list in C

    - by user1202963
    In my assignment, I have to write a function that takes as arguments a pointer to a "LNode" structure and an integer argument. Then, I have to not only add that integer into the linked list, but also put place it so that the list is in proper ascending order. I've tried several various attempts at this, and this is my code as of posting. LNode* AddItem(LNode *headPtr, int newItem) { auto LNode *ptr = headPtr; ptr = malloc(sizeof(LNode)); if (headPtr == NULL) { ptr->value = newItem; ptr->next = headPtr; return ptr; } else { while (headPtr->value > newItem || ptr->next != NULL) { printf("While\n"); // This is simply to let me know how many times the loop runs headPtr = headPtr->next; } ptr->value = newItem; ptr->next = headPtr; return ptr; } } // end of "AddItem" When I run it, and try to insert say a 5 and then a 3, the 5 gets inserted, but then the while loop runs once and I get a segmentation fault. Also I cannot change the arguments as it's part of a skeletal code for this project. Thanks to anyone who can help. If it helps this is what the structure looks like typedef struct LNode { int value; struct LNode *next; } LNode;

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  • What is a better, cleaner way of using List<T>

    - by Tim Meers
    I'm looking to implement a few nicer ways to use List in a couple of apps I'm working on. My current implementation looks like this. MyPage.aspx.cs protected void Page_Load(object sender, EventArgs e) { BLL.PostCollection oPost = new BLL.PostCollection(); oPost.OpenRecent(); rptPosts.DataSource = oArt; rptPosts.DataBind(); } BLL Class(s) public class Post { public int PostId { get; set; } public string PostTitle { get; set; } public string PostContent { get; set; } public string PostCreatedDate { get; set; } public void OpenRecentInitFromRow(DataRow row) { this.PostId = (int) row["id"]; this.PostTitle = (string) row["title"]; this.PostContent = (string) row["content"]; this.PostCreatedDate = (DateTime) row["createddate"]; } } public class PostCollection : List<Post> { public void OpenRecent() { DataSet ds = DbProvider.Instance().Post_ListRecent(); foreach (DataRow row in ds.Tables[0].Rows) { Post oPost = new Post(); oPost.OpenRecentInitFromRow(row); Add(oPost); } } } Now while this is working all well and good, I'm just wondering if there is any way to improve it, and just make it cleaner that having to use the two different classes do to something I think can happen in just one class or using an interface.

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  • C++ Bubble Sorting for Singly Linked List [closed]

    - by user1119900
    I have implemented a simple word frequency program in C++. Everything but the sorting is OK, but the sorting in the following script does not work. Any emergent help will be great.. #include <stdio.h> #include <string.h> #include <stdlib.h> #include <ctype.h> #include <iostream> #include <fstream> #include <cstdio> using namespace std; #include "ProcessLines.h" struct WordCounter { char *word; int word_count; struct WordCounter *pNext; // pointer to the next word counter in the list }; /* pointer to first word counter in the list */ struct WordCounter *pStart = NULL; /* pointer to a word counter */ struct WordCounter *pCounter = NULL; /* Print statistics and words */ void PrintWords() { ... pCounter = pStart; bubbleSort(pCounter); ... } //end-PrintWords void bubbleSort(struct WordCounter *ptr) { WordCounter *temp = ptr; WordCounter *curr; for (bool didSwap = true; didSwap;) { didSwap = false; for (curr = ptr; curr->pNext != NULL; curr = curr->pNext) { if (curr->word > curr->pNext->word) { temp->word = curr->word; curr->word = curr->pNext->word; curr->pNext->word = temp->word; didSwap = true; } } } }

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  • Java How to find a value in a linked list iteratively and recursively

    - by Roxy
    Hi I have a method that has a reference to a linked list and a int value. So, this method would count and return how often the value happens in the linked list. So, I decided to make a class, public class ListNode{ public ListNode (int v, ListNode n) {value = v; next = n;) public int value; public ListNode next; } Then, the method would start with a public static int findValue(ListNode x, int valueToCount){ // so would I do it like this?? I don't know how to find the value, // like do I check it? for (int i =0; i< x.length ;i++){ valueToCount += valueToCount; } So, I CHANGED this part, If I did this recursively, then I would have public static int findValue(ListNode x, int valueToCount) { if (x.next != null && x.value == valueToCount { return 1 + findValue(x, valueToCount);} else return new findvalue(x, valueToCount); SO, is the recursive part correct now?

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  • Rails how to return a list of answers with a specific question_id

    - by mytwocentsisworthtwocents
    Let's say I have two Models, Answers and Questions (there are others, but irrelevant to the question). The models are as follows: Answer.rb class Answer < ActiveRecord::Base attr_accessible :description, :question_id has_one :question, :through => :user, :dependent => :destroy validates :description, :presence => true end Question.rb class Question < ActiveRecord::Base attr_accessible :budget, :description, :headline, :user_id, :updated_at, :created_at belongs_to :user has_many :answers validates :headline, :description, :user_id, :presence => true end I'd like to display on a page a list of all answers associated with a question, and only those questions. I got this far. I believe this variable finds all the questions in the database by the question_id (foreign key): @findanswers = Answer.all(params[:question_id]) And this one grabs the the id of the current question (this code will reside as an ERB on the page where the current question is located): @questionshow = Question.find(params[:id]) And now I'm stuck. How do I put the two together so that I list all the answers with the current question id?

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  • Sorting a Singly Linked List With Pointers

    - by Mark Simson
    I am trying to sort a singly linked list using bubble sort by manipulating ONLY the pointers, no keys. The following gets stuck in the for loop and loops infinitely. I don't understand why this is. Can anybody explain to me why the end of the list is not being found? Node* sort_list(Node* head) { Node * temp; Node * curr; for(bool didSwap = true; didSwap; ) { didSwap = false; for(curr = head; curr->next != NULL; curr = curr->next) { if(curr->key > curr->next->key) { temp = curr; curr = curr->next; curr->next = temp; didSwap = true; } cout << curr->next->key << endl; } } return head; } If I change the code so that the keys (data) are swapped, then the function works properly but for some reason I am not able make it work by manipulating only pointers.

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  • Having trouble deleting a node from a linked list

    - by Requiem
    I've been working on this code for my shell that I'm creating and for some reason it isn't working. I'm implementing a watchuser function that watch's a user when an argument is given (args[1]). However, when a second argument (args[2]) of "off" is given, the user should be deleted from the linked list and should no longer be watched. struct userList * goList; goList = userInventory; do{ if (strcmp(userInventory->username, args[1]) == 0){ printf("%s\n", args[1]); printf("%s\n",userInventory->username); struct userList * temp2; temp2 = userInventory->next; if (userInventory->next != NULL){ userInventory->next = temp2->next; userInventory->next->prev = userInventory; } free(temp2); } goList = goList->next; }while (goList != userInventory); My global struct is also as follows: struct userList{ char * username; struct userList * prev; struct userList * next; } For reason, this code won't delete the user node from my linked list. The adding works, but this remove function won't and I'm not sure why. The print statements are there just to make sure it's executing the condition, which it is. If anyone could help me find the reasoning behind my error, I'd greatly appreciate it. Till then, I'll be trying to debug this. Thanks.

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  • Trouble with OpenLayers Styles.

    - by Jenny
    So, tired of always seeing the bright orange default regular polygons, I'm trying to learn to style OpenLayers. I've had some success with: var layer_style = OpenLayers.Util.extend({},OpenLayers.Feature.Vector.style['default']); layer_style.fillColor = "#000000"; layer_style.strokeColor = "#000000"; polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer"); polygonLayer.style = layer_style; But sine I am drawing my polygons with DrawFeature, my style only takes effect once I've finished drawing, and seeing it snap from bright orange to grey is sort of disconcerting. So, I learned about temporary styles, and tried: var layer_style = new OpenLayers.Style({"default": {fillColor: "#000000"}, "temporary": {fillColor: "#000000"}}) polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer"); polygonLayer.style = layer_style; This got me a still orange square--until I stopped drawing, when it snapped into completely opaque black. I figured maybe I had to explicitly set the fillOpacity...no dice. Even when I changed both fill colors to be pink and blue, respectively, I still saw only orange and opaque black. I've tried messing with StyleMaps, since I read that if you only add one style to a style map, it uses the default one for everything, including the temporary style. var layer_style = OpenLayers.Util.extend({}, OpenLayers.Feature.Vector.style['default']); var style_map = new OpenLayers.StyleMap(layer_style); polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer"); polygonLayer.style = style_map; That got me the black opaque square, too. (Even though that layer style works when not given to a map). Passing the map to the layer itself like so: polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer", style_map); Didn't get me anything at all. Orange all the way, even after drawn. polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer", {styleMap: style_map}); Is a lot more succesful: Orange while drawing, translucent black with black outline when drawn. Just like when I didn't use a map. Problem is, still no temporary... So, I tried initializing my map this way: var style_map = new OpenLayers.StyleMap({"default": layer_style, "temporary": layer_style}); No opaque square, but no dice for the temporary, either... Still orange snapping to black transparent. Even if I make a new Style (layer_style2), and set temporary to that, still no luck. And no luck with setting "select" style, either. What am I doing wrong? Temporary IS for styling things that are currently being sketched, correct? Is there some other way specific to the drawFeature Controller? Edit: setting extendDefault to be true doesn't seem to help, either... var style_map = new OpenLayers.StyleMap({"default": layer_style, "temporary": layer_style}, {"extendDefault": "true"});

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  • Trying to get these list items to display inline

    - by Joel
    I have several unordered lists that I want to display like this: <ul> <li><img></li> <li><p></li> //inline </ul> //linebreak <ul> <li><img></li> <li><p></li> //inline </ul> ...etc I'm not able to get the li items to be inline with eachother. They are stacking vertically. I have stripped away most styling but still can't figure out what I'm doing wrong: html: <ul class="instrument"> <li class="imagebox"><img src="/images/matepe.jpg" width="247" height="228" alt="Matepe" /></li> <li class="textbox"><p>The matepe is a 24 key instrument that is played by the Kore-Kore people in North-Eastern Zimbabwe and Mozambique. It utilizes four fingers-each playing an individual melody. These melodies also interwieve to create resultant melodies that can be manipulated thru accenting different fingers. The matepe is used in Rattletree as the bridge from the physical world to the spirit world. The matepe is used in the Kore-Kore culture to summon the Mhondoro spirits which are thought to be able to communicate directly with Mwari (God) without the need of an intermediary.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/soprano_little.jpg" border="0" width="247" height="170" alt="Soprano" /></li> <li class="textbox"><p>The highest voice of the Rattletree Marimba orchestra is the Soprano marimba. The soprano is used to whip up the energy on the dancefloor and help people reach ecstatic state with it's high and clear singing voice. The range of these sopranos goes much lower than 'typical' Zimbabwean style sopranos. The sopranos play the range of the right hand of the matepe and go two notes higher and five notes lower. Rattletree uses two sopranos.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/bari_little.jpg" border="0" width="247" height="170" alt="Baritone" /></li> <li class="textbox"><p>The Baritone is the next lower voice in the orchestra. The bari is where the funk is. Generally bubbling over the Bass line, the baritone creates the syncopations and polyrhythms that messes with the 'minds' of the dancers and helps seperate the listener from the physical realm of thought. The range of the baritone covers the full range of the left hand side of the matepe.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/darren_littlebass.jpg" border="0" width="247" height="195" alt="Bass"/><strong>Bass Marimba</strong></li> <li class="textbox"><p>The towering Bass Marimba is the foundation of the Rattletree Marimba sound. Putting out frequencies as low as 22hZ, the bass creates the drive that gets the dancefloor moving. It is 5.5' tall, 9' long, and 4' deep. It is played by standing on a platform and struck with mallets that have lacross-ball size heads (they are actually made with rubber dog balls). The Bass marimba's range covers the lowest five notes of the matepe and goes another five notes lower.</p></li> </ul> <ul class="instrument"> <li class="imagebox"><img src="/images/wayne_little.jpg" border="0" width="247" height="177" alt="Drums"/><strong>Drumset</strong></li> <li class="textbox"><p>All the intricate polyrhythms are held together tastefully with the drumset. The drums provides the consistancy and grounding that the dancers need to keep going all night. While the steady kick and high-hat provide that grounding function, the toms and snare and allowed to be another voice in the poylrhythmic texture-helping the dancers abandon the concept of a "one" within this cyclical music.</p></li> </ul> css: ul.instrument { text-align:left; display:inline; } ul.instrument li { list-style-type: none; } li.imagebox { } li.textbox { } li.textbox p{ width: 247px; }

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  • Apply function to one element of a list in Python

    - by user189637
    I'm looking for a concise and functional style way to apply a function to one element of a tuple and return the new tuple, in Python. For example, for the following input: inp = ("hello", "my", "friend") I would like to be able to get the following output: out = ("hello", "MY", "friend") I came up with two solutions which I'm not satisfied with. One uses a higher-order function. def apply_at(arr, func, i): return arr[0:i] + [func(arr[i])] + arr[i+1:] apply_at(inp, lambda x: x.upper(), 1) One uses list comprehensions (this one assumes the length of the tuple is known). [(a,b.upper(),c) for a,b,c in [inp]][0] Is there a better way? Thanks!

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Handwritten linked list is segfaulting and I don't understand why

    - by Born2Smile
    Hi I was working on a bit of fun, making an interface to run gnuplot from within c++, and for some reason the my linked list implementation fails. The code below fails on the line plots-append(&plot). Stepping through the code I discovered that for some reason the destructor ~John() is called immediately after the constructor John(), and I cannot seem to figure out why. The code included below is a stripped down version operating only on Plot*. Originally I made the linked list as a template class. And it worked fine as ll<int and ll<char* but for some reason it fails as ll<Plot*. Could youp please help me figure out why it fails? and perhaps help me understand how to make it work? In advance: Thanks a heap! //B2S #include <string.h class Plot{ char title[80]; public: Plot(){ } }; class Link{ Plot* element; Link* next; Link* prev; friend class ll; }; class ll{ Link* head; Link* tail; public: ll(){ head = tail = new Link(); head-prev = tail-prev = head-next = tail-next = head; } ~ll(){ while (head!=tail){ tail = tail-prev; delete tail-next; } delete head; } void append(Plot* element){ tail-element = element; tail-next = new Link(); tail-next-prev = tail; tail-next = tail; } }; class John{ ll* plots; public: John(){ plots= new ll(); } ~John(){ delete plots; } John(Plot* plot){ John(); plots-append(plot); } }; int main(){ Plot p; John k(&p); }

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  • convert a binary file in a list (python)

    - by beratch
    Hi all, I'd like to be able to open a binary file, and make a list (kind of array) with all the chars in, like : "\x21\x23\x22\x21\x22\x31" to ["\x21","\x23","\x22","\x21","\x22","\x31"] What would be the best solution to convert it ? Thanks !

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  • Move node in adjacency list

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    Hi everyone, I am working on an adjacency list with mySQL and can not (atleast by myself) do the thinking needed to make a decent enough query to be able to move a set of nodes (together with eventual children nodes) around. The table has following columns: id name left right Thanks a lot!

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  • Navbar List Items Not Showing in Internet Explorer 6

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    Hi everyone, I have a bit of a problem with a navbar not displaying correctly in IE6. http://classicpartsltd.com/ - this is the page, and if you hover over a nav item such as 'Goggles' in IE6 you will see that some of the list items are showing up, but that they will in IE7 and IE8... Does anyone know why this would be the case? Many thanks, Theo.

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  • Multiple group expressions in list (ssrs 2005)

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    Hi, I have a problem with group expressions in a list. I want to use two expressions: '=Ceiling(RowNumber(Nothing)/3)' and '=Cint(Fields!kpilevel.Value)' They work both individually, but when I insert them together only 1 works. I inserted them like this: http://img718.imageshack.us/img718/736/problemxq.png Does anyone know how to solve this? Thanks in advance, Kris

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  • Animating list items with jQuery

    - by Giles B
    Hi Guys, Im trying to find the best way of animating a list of items one by one. So for example I have a UL with 7 items in it and when my trigger element is clicked I want each item to fade in one below the other with a slight delay between each item. Any ideas would be most appreciated. Thanks

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  • Objective-C Array/List Question

    - by Dave C
    What is the best practice, even in general programming, when you have an undefined, possibly infinite, amount of items that you need in an array but don't have defined bounds. Can you define an endless array in objective c that you can keep pushing items onto, like other lanaguages have a list item. Thanks for any help.

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