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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

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  • WPF: How to specify units in Dialog Units?

    - by Ian Boyd
    i'm trying to figure out how to layout a simple dialog in WPF using the proper dialog units (DLUs). i spent about two hours dimensioning this sample dialog box from Windows Vista with the various dlu measurements. Can someone please give the corresponding XAML markup that generates this dialog box? (Image Link) Now admittedly i know almost nothing about WPF XAML. Every time i start, i get stymied because i cannot figure out how to place any control. It seems that everything in WPF must be contained on a panel of some kind. There's StackPanels, FlowPanels, DockPanel, Grid, etc. If you don't have one of these then it won't compile. The only XAML i've been able to come up with (uing XAMLPad) so far: <DockPanel xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> <Image Width="23" /> <Label>Are you sure you want to move this file to the Recycle Bin?</Label> <Image Width="60" /> <Label>117__6.jpg</Label> <Label>Type: ACDSee JPG Image</Label> <Label>Rating: Unrated</Label> <Label>Dimensions: 1072 × 712</Label> <Button Content="Yes" Width="50" Height="14"/> <Button Content="Cancel" Width="50" Height="14"/> </DockPanel> Which renders as a gaudy monstrosity. None of the controls are placed or sized right. i cannot figure out how to position controls in a window, nor size them properly. Can someone turn that screenshot into XAML? Note: You're not allowed to measure the screenshot. All the Dialog Unit (dlu) widths and heights are specified. Note: 1 horizontal DLU != 1 vertical DLU. Horizontal and vertical DLUs are different sizes. Links Microsoft User Experience Guidelines: Recommended sizing and spacing Microsoft User Experience Guidelines: Layout Metrics Bump: 2011/05/14 (15 months later)

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  • UITableViewCells appear behind backgroundView

    - by Khanzor
    I am having a problem setting the background of UITableView to a UIImageView (see below for why I am doing this), once the view is set, it works fine, and scrolls with the UITableView, but it hides the elements of the Table View. I need to have a UIImageView as the background for a UITableView. I know this has been answered before, but the answers are to use: [UIColor colorWithPatternImage:[UIImage imageNamed:@"myImage.png"]]; Or something like (which I need to use): UIImageView *background = [MainWindow generateBackgroundWithFrame:tableView.bounds]; [tableView addSubview:background]; [tableView sendSubviewToBack:background]; The reason I need to use the latter is because of my generateBackgroundWithFrame method, which takes a large image, and draws a border around that image to the dimensions specified, and clips the remainder of the image: + (UIImageView *) generateBackgroundWithFrame: (CGRect)frame { UIImageView *background = [[[UIImageView alloc] initWithFrame:frame] autorelease]; background.image = [UIImage imageNamed:@"globalBackground.png"]; [background.layer setMasksToBounds:YES]; [background.layer setCornerRadius:10.0]; [background.layer setBorderColor:[[UIColor grayColor] CGColor]]; [background.layer setBorderWidth:3.0]; return background; } Please note: I understand that this might poorly effect performance, but I don't have the resources to go through and make those images for each potential screen in the app. Please do not answer this question with a mindless "you shouldn't do this" response. I am aware that it is possibly the wrong thing to do. How do I show my UITableView control elements? Is there something that I am doing wrong in my delegate? Here is a simplified version: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectMake(20, 20, 261, 45) reuseIdentifier:CellIdentifier] autorelease]; cell.accessoryType = UITableViewCellAccessoryDetailDisclosureButton; UIImage *rowBackground; NSString *imageName = @"standAloneTVButton.png"; rowBackground = [UIImage imageNamed:imageName]; UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(0, 5, 300, 200)]; textView.backgroundColor = [UIColor clearColor]; textView.textColor = [UIColor blackColor]; textView.font = [UIFont fontWithName:@"Helvetica" size:18.0f]; Purchase *purchase = [[PurchaseModel productsPurchased] objectAtIndex:indexPath.row]; textView.text = [purchase Title]; selectedTextView.text = textView.text; UIImageView *normalBackground = [[[UIImageView alloc] init] autorelease]; normalBackground.image = rowBackground; [normalBackground insertSubview:textView atIndex:0]; cell.backgroundView = normalBackground; [textView release]; } return cell; }

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  • AutoScaleMode problems with changed default font

    - by Doc Brown
    Hi, I have some problems with the Form.AutoScaleMode property together with fixed size controls, when using a non-default font. I boiled it down to a simple test application (WinForms 2.0) with only one form, some fixed size controls and the following properties: class Form1 : Form { // ... private void InitializeComponent() { // ... this.AutoScaleDimensions = new System.Drawing.SizeF(96F, 96F); this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Dpi; this.Font = new System.Drawing.Font("Tahoma", 9.25F); // ... } } Under 96dpi, Windows XP, the form looks correctly like this 96 dpi example. Under 120 dpi, Windows XP, the the Windows Forms autoscaling feature produces this 120 dpi example. As you can see, groupboxes, buttons, list or tree views are scaled correctly, multiline text boxes get too big in the vertical axis, and a fixed size label does not scale correctly in both vertical and horizontal direction. Seems to be bug in the .NET framework? Using the default font (Microsoft Sans Serif 8.25pt), this problem does not occur. Using AutoScaleMode=Font (with adequate AutoScaleDimensions, of course) either does not scale at all or scales exactly like seen above, depending on when the Font is set (before or after the change of AutoScaleMode). The problem is not specific to the "Tahoma" Font, it occurs also with Microsoft Sans Serif, 9.25pt. And yes, i already read this SO post http://stackoverflow.com/questions/2114857/high-dpi-problems but it does not really help me. Any suggestions how to come around this? EDIT: I changed my image hoster, hope this one works better. EDIT2: Some additional information about my intention: I have about 50 already working fixed size dialogs with several hundreds of properly placed, fixed size controls. They were migrated from an older C++ GUI framework to C#/Winforms, that's why they are all fixed-size. All of them look fine with 96 dpi using a 9.25pt font. Under the old framework, scaling to 120 dpi worked fine - all fixed size controls scaled equal in both dimensions. Last week, we detected this strange scaling behaviour under WinForms when switching to 120 dpi. You can imagine that most of our dialogs now look very bad under 120 dpi. We are looking for a solution that avoids a complete redesign all those dialogs.

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  • Rails + AMcharts (with export image php script) - PHP script converted to controller?

    - by Elliot
    Hey Guys, This one might be a little confusing. I'm using AMCharts with rails. Amcharts comes with a PHP script to export images called "export.php" I'm trying to figure out how to take the code in export.php and put it into a controller. Here is the code: <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?>

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  • CodeGolf: Brothers

    - by John McClane
    Hi guys, I just finished participating in the 2009 ACM ICPC Programming Conest in the Latinamerican Finals. These questions were for Brazil, Bolivia, Chile, etc. My team and I could only finish two questions out of the eleven (not bad I think for the first try). Here's one we could finish. I'm curious to seeing any variations to the code. The question in full: ps: These questions can also be found on the official ICPC website available to everyone. In the land of ACM ruled a greeat king who became obsessed with order. The kingdom had a rectangular form, and the king divided the territory into a grid of small rectangular counties. Before dying the king distributed the counties among his sons. The king was unaware of the rivalries between his sons: The first heir hated the second but not the rest, the second hated the third but not the rest, and so on...Finally, the last heir hated the first heir, but not the other heirs. As soon as the king died, the strange rivaly among the King's sons sparked off a generalized war in the kingdom. Attacks only took place between pairs of adjacent counties (adjacent counties are those that share one vertical or horizontal border). A county X attacked an adjacent county Y whenever X hated Y. The attacked county was always conquered. All attacks where carried out simultanously and a set of simultanous attacks was called a battle. After a certain number of battles, the surviving sons made a truce and never battled again. For example if the king had three sons, named 0, 1 and 2, the figure below shows what happens in the first battle for a given initial land distribution: INPUT The input contains several test cases. The first line of a test case contains four integers, N, R, C and K. N - The number of heirs (2 <= N <= 100) R and C - The dimensions of the land. (2 <= R,C <= 100) K - Number of battles that are going to take place. (1 <= K <= 100) Heirs are identified by sequential integers starting from zero. Each of the next R lines contains C integers HeirIdentificationNumber (saying what heir owns this land) separated by single spaces. This is to layout the initial land. The last test case is a line separated by four zeroes separated by single spaces. (To exit the program so to speak) Output For each test case your program must print R lines with C integers each, separated by single spaces in the same format as the input, representing the land distribution after all battles. Sample Input: Sample Output: 3 4 4 3 2 2 2 0 0 1 2 0 2 1 0 1 1 0 2 0 2 2 2 0 0 1 2 0 0 2 0 0 0 1 2 2 Another example: Sample Input: Sample Output: 4 2 3 4 1 0 3 1 0 3 2 1 2 2 1 2

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  • Rotation Matrix calculates by column not by row

    - by pinnacler
    I have a class called forest and a property called fixedPositions that stores 100 points (x,y) and they are stored 250x2 (rows x columns) in MatLab. When I select 'fixedPositions', I can click scatter and it will plot the points. Now, I want to rotate the plotted points and I have a rotation matrix that will allow me to do that. The below code should work: theta = obj.heading * pi/180; apparent = [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; But it wont. I get this error. ??? Error using == mtimes Inner matrix dimensions must agree. Error in == landmarkslandmarks.get.apparentPositions at 22 apparent = [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; When I alter forest.fixedPositions to store the variables 2x250 instead of 250x2, the above code will work, but it wont plot. I'm going to be plotting fixedPositions constantly in a simulation, so I'd prefer to leave it as it, and make the rotation work instead. Any ideas? Also, fixed positions, is the position of the xy points as if you were looking straight ahead. i.e. heading = 0. heading is set to 45, meaning I want to rotate points clockwise 45 degrees. Here is my code: classdef landmarks properties fixedPositions %# positions in a fixed coordinate system. [x, y] heading = 45; %# direction in which the robot is facing end properties (Dependent) apparentPositions end methods function obj = landmarks(numberOfTrees) %# randomly generates numberOfTrees amount of x,y coordinates and set %the array or matrix (not sure which) to fixedPositions obj.fixedPositions = 100 * rand([numberOfTrees,2]) .* sign(rand([numberOfTrees,2]) - 0.5); end function obj = set.apparentPositions(obj,~) theta = obj.heading * pi/180; [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; end function apparent = get.apparentPositions(obj) %# rotate obj.positions using obj.facing to generate the output theta = obj.heading * pi/180; apparent = [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; end end end P.S. If you change one line to this: obj.fixedPositions = 100 * rand([2,numberOfTrees]) .* sign(rand([2,numberOfTrees]) - 0.5); Everything will work fine... it just wont plot.

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  • Symfony 1.4 Layout footer glitch: Footer div is echoed out with $sf_content

    - by Parijat Kalia
    I have a very simple Layout for my application. A header, the main content, and a footer. Semantically, they are rendered like this: <body> <div id = "header"> </div> <div id = "content"> </div> <div id = "footer"> </div> </body> The corresponding CSS is very basic as well: #header{ width:100%; min-height:10%; } #center{ width:100%; min-height:80%; } #footer{ width:100%; min-height:10%: } As you would know in the layout page, here is how the content is rendered: <div id= "content"> <?php echo $sf_content; ?> </div> All of the above is very fine and it renders itself as it is supposed to. But there is a glitch with this, the moment i put in <?php echo $sf_content; ?> the footer is included as part of the content and not as a div that is after the #content markup. Essentially, I get this: <div id = "header"></div> <div id = "content> <div id ="symfony_template_to_be_rendered"> <!-- all web application related content like forms etc. --> </div> <div id = "footer">Footer material </div> </div> As you can see, for some weird reason, the footer moved up along with the symfony content. Clearly this is a glitch because if I remove the php hash $sf_content part from the div tags in my layouts, then the footer renders itself as and where it should be and everything takes up the required dimensions. What's going on here?

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  • Most efficient method to query a Young Tableau

    - by Matthieu M.
    A Young Tableau is a 2D matrix A of dimensions M*N such that: i,j in [0,M)x[0,N): for each p in (i,M), A[i,j] <= A[p,j] for each q in (j,N), A[i,j] <= A[i,q] That is, it's sorted row-wise and column-wise. Since it may contain less than M*N numbers, the bottom-right values might be represented either as missing or using (in algorithm theory) infinity to denote their absence. Now the (elementary) question: how to check if a given number is contained in the Young Tableau ? Well, it's trivial to produce an algorithm in O(M*N) time of course, but what's interesting is that it is very easy to provide an algorithm in O(M+N) time: Bottom-Left search: Let x be the number we look for, initialize i,j as M-1, 0 (bottom left corner) If x == A[i,j], return true If x < A[i,j], then if i is 0, return false else decrement i and go to 2. Else, if j is N-1, return false else increment j This algorithm does not make more than M+N moves. The correctness is left as an exercise. It is possible though to obtain a better asymptotic runtime. Pivot Search: Let x be the number we look for, initialize i,j as floor(M/2), floor(N/2) If x == A[i,j], return true If x < A[i,j], search (recursively) in A[0:i-1, 0:j-1], A[i:M-1, 0:j-1] and A[0:i-1, j:N-1] Else search (recursively) in A[i+1:M-1, 0:j], A[i+1:M-1, j+1:N-1] and A[0:i, j+1:N-1] This algorithm proceed by discarding one of the 4 quadrants at each iteration and running recursively on the 3 left (divide and conquer), the master theorem yields a complexity of O((N+M)**(log 3 / log 4)) which is better asymptotically. However, this is only a big-O estimation... So, here are the questions: Do you know (or can think of) an algorithm with a better asymptotical runtime ? Like introsort prove, sometimes it's worth switching algorithms depending on the input size or input topology... do you think it would be possible here ? For 2., I am notably thinking that for small size inputs, the bottom-left search should be faster because of its O(1) space requirement / lower constant term.

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  • OpenGL 2D Texture Mapping problem.

    - by gutsblow
    Hi there, I am relatively new to OpenGL and I am having some issues when I am rendering an image as a texture for a QUAD which is as the same size of the image. Here is my code. I would be very grateful if someone helps me to solve this problem. The image appears way smaller and is squished. (BTW, the image dimensions are 500x375). glGenTextures( 1, &S_GLator_InputFrameTextureIDSu ); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); 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, 4, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataP); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, GL_RGBA, GL_UNSIGNED_BYTE, bufferP); //set the matrix modes glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //gluPerspective( 45.0, (GLdouble)widthL / heightL, 0.1, 100.0 ); glOrtho (0, 1, 0, 1, -1, 1); // Set up the frame-buffer object just like a window. glViewport( 0, 0, widthL, heightL ); glDisable(GL_DEPTH_TEST); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glBindTexture( GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu ); //Render the geometry to the frame-buffer object glBegin(GL_QUADS); //input frame glColor4f(1.f,1.f,1.f,1.f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.f ,0.f ,0.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(1.f ,0.f,0.0f); glTexCoord2f(1.0f,1.f); glVertex3f(1.f ,1.f,0.0f); glTexCoord2f(0.0f,1.f); glVertex3f(0.f ,1.f,0.0f); glEnd();

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  • Optimizing spacing of mesh containing a given set of points

    - by Feynman
    I tried to summarize the this as best as possible in the title. I am writing an initial value problem solver in the most general way possible. I start with an arbitrary number of initial values at arbitrary locations (inside a boundary.) The first part of my program creates a mesh/grid (I am not sure which is the correct nuance), with N points total, that contains all the initial values. My goal is to optimize the mesh such that the spacing is as uniform as possible. My solver seems to work half decently (it needs some more obscure debugging that is not relevant here.) I am starting with one dimension. I intend to generalize the algorithm to an arbitrary number of dimensions once I get it working consistently. I am writing my code in fortran, but feel free to reply with pseudocode or the language of your choice. Allow me to elaborate with an example: Say I am working on a closed interval [1,10] xmin=1 xmax=10 Say I have 3 initial points: xmin, 5 and xmax num_ivc=3 known(num_ivc)=[xmin,5,xmax] //my arrays start at 1. Assume "known" starts sorted I store my mesh/grid points in an array called coord. Say I want 10 points total in my mesh/grid. N=10 coord(10) Remember, all this is arbitrary--except the variable names of course. The algorithm should set coord to {1,2,3,4,5,6,7,8,9,10} Now for a less trivial example: num_ivc=3 known(num_ivc)=[xmin,5.5,xmax or just num_ivc=1 known(num_ivc)=[5.5] Now, would you have 5 evenly spaced points on the interval [1, 5.5] and 5 evenly spaced points on the interval (5.5, 10]? But there is more space between 1 and 5.5 than between 5.5 and 10. So would you have 6 points on [1, 5.5] followed by 4 on (5.5 to 10]. The key is to minimize the difference in spacing. I have been working on this for 2 days straight and I can assure you it is a lot trickier than it sounds. I have written code that only works if N is large only works if N is small only works if it the known points are close together only works if it the known points are far apart only works if at least one of the known points is near a boundary only works if none of the known points are near a boundary So as you can see, I have coded the gamut of almost-solutions. I cannot figure out a way to get it to perform equally well in all possible scenarios (that is, create the optimum spacing.)

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  • Error processing Spree sample images - file not recognized by identify command in paperclip geometry.rb:29

    - by purpletonic
    I'm getting an error when I run the Spree sample data. It occurs when Spree tries to load in the product data, specifically the product images. Here's the error I'm getting: * Execute db:load_file loading ruby <GEM DIR>/sample/lib/tasks/../../db/sample/spree/products.rb -- Processing image: ror_tote.jpeg rake aborted! /var/folders/91/63kgbtds2czgp0skw3f8190r0000gn/T/ror_tote.jpeg20121007-21549-2rktq1 is not recognized by the 'identify' command. <GEM DIR>/paperclip-2.7.1/lib/paperclip/geometry.rb:31:in `from_file' <GEM DIR>/spree/core/app/models/spree/image.rb:35:in `find_dimensions' I've made sure ImageMagick is installed correctly, as previously I was having problems with it. Here's the output I'm getting when running the identify command directly. $ identify Version: ImageMagick 6.7.7-6 2012-10-06 Q16 http://www.imagemagick.org Copyright: Copyright (C) 1999-2012 ImageMagick Studio LLC Features: OpenCL ... other usage info omitted ... I also used pry with the pry-debugger and put a breakpoint in geometry.rb inside of Paperclip. Here's what that section of geometry.rb looks like: # Uses ImageMagick to determing the dimensions of a file, passed in as either a # File or path. # NOTE: (race cond) Do not reassign the 'file' variable inside this method as it is likely to be # a Tempfile object, which would be eligible for file deletion when no longer referenced. def self.from_file file file_path = file.respond_to?(:path) ? file.path : file raise(Errors::NotIdentifiedByImageMagickError.new("Cannot find the geometry of a file with a blank name")) if file_path.blank? geometry = begin silence_stream(STDERR) do binding.pry Paperclip.run("identify", "-format %wx%h :file", :file => "#{file_path}[0]") end rescue Cocaine::ExitStatusError "" rescue Cocaine::CommandNotFoundError => e raise Errors::CommandNotFoundError.new("Could not run the `identify` command. Please install ImageMagick.") end parse(geometry) || raise(Errors::NotIdentifiedByImageMagickError.new("#{file_path} is not recognized by the 'identify' command.")) end At the point of my binding.pry statement, the file_path variable is set to the following: file_path => "/var/folders/91/63kgbtds2czgp0skw3f8190r0000gn/T/ror_tote.jpeg20121007-22732-1ctl1g1" I've also double checked that this exists, by opening my finder in this directory, and opened it with preview app; and also that the program can run identify by running %x{identify} in pry, and I receive the same version Version: ImageMagick 6.7.7-6 2012-10-06 Q16 as before. Removing the additional digits (is this a timestamp?) after the file extension and running the Paperclip.run command manually in Pry gives me a different error: Cocaine::ExitStatusError: Command 'identify -format %wx%h :file' returned 1. Expected 0 I've also tried manually updating the Paperclip gem in Spree to 3.0.2 and still get the same error. So, I'm not really sure what else to try. Is there still something incorrect with my ImageMagick setup?

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  • cannot retrieve effect.fx file

    - by numerical25
    I am having issues loading my effect.fx from directx. When I step into my application, my ID3D10Effect *m_pDefaultEffect; pointer remains empty. the address remains at 0x000000 below is my code #pragma once #include "stdafx.h" #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs D3DXMATRIX g_mtxWorld; D3DXMATRIX g_mtxView; D3DXMATRIX g_mtxProj; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; } }; below is the implementation bool RenderEngine::LoadEffects() { HRESULT hr; ID3D10Blob *pErrors = 0; // Create the default rendering effect hr = D3DX10CreateEffectFromFile(L"effect.fx", NULL, NULL, "fx_4_0", D3D10_SHADER_DEBUG, 0, m_pDevice, NULL, NULL, &m_pDefaultEffect, &pErrors, NULL); if(pErrors)// at this point, m_pDefaultEffect is still empty but pErrors returns data which means there is {//errors return false; //ends here } //m_pDefaultTechnique = m_pDefaultEffect->GetTechniqueByName("DefaultTechnique"); return true; } My directx Device does work. My effect.fx file is in the same folder as my solution files (.cpp and header files)

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  • Android - Transforming widgets within transformed widgets and the resulting usability issues.

    - by Ben Rose
    Hello. I'm new to Android application development and I'm currently experimenting with various UI ideas. In the image below, you can see a vertically scrolling list of horizontally scrolling galleries (and also textviews as you can see). I'm also doing some matrix and camera transformations which I will come to in a minute. For the background of the list elements, I use green. Blue is the background of the galleries, and red is the background for the images. These are just for my benefit of learning. The galleries being used are extended classes where I overrode the drawChild method to perform a canvas scale operation in order for the image closest to the center (width) to be larger than the others. The list view going vertically, I overrode the drawChild method and used the camera rotations from lack of depth dimension in the canvas functionality. The items in the list are scaled down and rotated relative to their position's proximity to the center (height). I understood that scrolling and clicking would not necessarily follow along with the image transforms, but it appears as though the parent Gallery class's drawing is constrained to the original coordinates as well (see photo below). I would love to hear any insight any of you have regarding how I can change the coordinates of the galleries in what is rendered via gallery scroll and the touch responsiveness of said gallery. Images in the gallery are not same dimensions, so don't let that throw you in looking at the image below Thanks in advance! Ben link to image (could not embed) -- Update: I was using my test application UI and noticed that when I got the UI to the point of the linked image and then I touched the top portion of the next row in the list, the gallery updated to display the proper representation. So, I added a call to clearFocus() in the drawChild method and that resulted in more accurate drawing. It does seem a tad slower, and since I'm on the Incredible, I'm worried it is a bloated solution. In any event, I would still appreciate any thoughts you have regarding the best way to have the views display properly and how to translate the touch events in the gallery's new displayed area to its touchable coordinates so that scrolling on the actual images works when the gallery has moved. Thanks!

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  • jQuery: Can't get tooltip plugin to work

    - by Rosarch
    I'm trying to use this tooltip plugin: http://bassistance.de/jquery-plugins/jquery-plugin-tooltip/. I can't seem to get it to work. <head> <script type="text/javascript" src="/static/JQuery.js"></script> <script type="text/javascript" src="/static/jquery-ui-1.8.1.custom.min.js"></script> <script type="text/javascript" src="/static/jquery.json-2.2.min.js"></script> <script type="text/javascript" src="/static/jquery.form.js"></script> <script type="text/javascript" src="/static/js-lib/jquery.bgiframe.js"></script> <script type="text/javascript" src="/static/js-lib/jquery.delegate.js"></script> <script type="text/javascript" src="/static/js-lib/jquery.dimensions.js"></script> <script type="text/javascript" src="/static/jquery.tooltip.js"></script> <script type="text/javascript" src="/static/sprintf.js"></script> <script type="text/javascript" src="/static/clientside.js"></script> </head> I try it out in a simple example: clientside.js: $(document).ready(function () { $("#set1 *").tooltip(); }); The target html: <div id="set1"> <p id="welcome">Welcome. What is your email?</p> <form id="form-username-form" action="api/user_of_email" method="get"> <p> <label for="form-username">Email:</label> <input type="text" name="email" id="form-username" /> <input type="submit" value="Submit" id="form-submit" /> </p> </form> <p id="msg-user-accepted"></p> </div> Unfortunately, nothing happens. What am I doing wrong?

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  • PHP image resize and rounded image corners dynamically

    - by Dan
    I'm working of a script that dynamically ads rounded edges to an image then crops it down to a certain size. At the moment the script ads the rounded edges to the picture but i cannot get it so the original image is resized to fit within the dimensons of the final outputted image (140px x 120px) The problem is that the orginal uploaded image depending on it's orginal dimensions change the size it is in the final PNG { $image_file = $_FILES['image']['tmp_name']; $corner_radius = isset($_GET['radius']) ? $_GET['radius'] : 20; // The default corner radius is set to 20px $topleft = (isset($_GET['topleft']) and $_GET['topleft'] == "no") ? false : true; // Top-left rounded corner is shown by default $bottomleft = (isset($_GET['bottomleft']) and $_GET['bottomleft'] == "no") ? false : true; // Bottom-left rounded corner is shown by default $bottomright = (isset($_GET['bottomright']) and $_GET['bottomright'] == "no") ? false : true; // Bottom-right rounded corner is shown by default $topright = (isset($_GET['topright']) and $_GET['topright'] == "no") ? false : true; // Top-right rounded corner is shown by default $imagetype=$_FILES['image']['type']; $endsize=$corner_radius; $startsize=$endsize*3-1; $arcsize=$startsize*2+1; if (($imagetype=='image/jpeg') or ($imagetype=='jpg')) { $image = imagecreatefromjpeg($image_file); } else { if (($imagetype=='GIF') or ($imagetype=='gif')) { $image = imagecreatefromgif($image_file); } else { $image = imagecreatefrompng($image_file); } } $forecolor ='#ffffff'; $size = getimagesize($image_file); // Top-left corner $background = imagecreatetruecolor($size[0],$size[1]); imagecopymerge($background, $image, 0, 0, 0, 0, $size[0], $size[1], 100); $startx=$size[0]*2-1; $starty=$size[1]*2-1; $im_temp = imagecreatetruecolor($startx,$starty); imagecopyresampled($im_temp, $background, 0, 0, 0, 0, $startx, $starty, $size[0], $size[1]); $bg = imagecolorallocate($im_temp, 255,255,255); $fg = imagecolorallocate($im_temp, 255,255,255); if ($topleft == true) { if(!imagearc($im_temp, $startsize, $startsize, $arcsize, $arcsize, 180,270,$bg))echo "nope"; imagefilltoborder($im_temp,0,0,$bg,$bg); } // Bottom-left corner // Top-right corner if ($topright == true) { imagearc($im_temp, $startx-$startsize, $startsize,$arcsize, $arcsize, 270,360,$bg); imagefilltoborder($im_temp,$startx,0,$bg,$bg); } $image = imagecreatetruecolor(140,120); imagecopyresampled($image, $im_temp, 0, 0, 0, 0, $size[0],$size[1],$starty+1310,$startx+1500); // Output final image if(!imagepng($image,'hello.png')) echo "boo"; if(!imagedestroy($image)) echo "2"; if(!imagedestroy($background)) echo "3"; if(!imagedestroy($im_temp)) echo "4"; } EDIT: My question is how to get the orginal image reized so it fits into the 140 x 120 image that is processed with the rounded edges?

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  • Sorting a list of colors in one dimension?

    - by Ptah- Opener of the Mouth
    I would like to sort a one-dimensional list of colors so that colors that a typical human would perceive as "like" each other are near each other. Obviously this is a difficult or perhaps impossible problem to get "perfectly", since colors are typically described with three dimensions, but that doesn't mean that there aren't some sorting methods that look obviously more natural than others. For example, sorting by RGB doesn't work very well, as it will sort in the following order, for example: (1) R=254 G=0 B=0 (2) R=254 G=255 B=0 (3) R=255 G=0 B=0 (4) R=255 G=255 B=0 That is, it will alternate those colors red, yellow, red, yellow, with the two "reds" being essentially imperceivably different than each other, and the two yellows also being imperceivably different from each other. But sorting by HLS works much better, generally speaking, and I think HSL even better than that; with either, the reds will be next to each other, and the yellows will be next to each other. But HLS/HSL has some problems, too; things that people would perceive as "black" could be split far apart from each other, as could things that people would perceive as "white". Again, I understand that I pretty much have to accept that there will be some splits like this; I'm just wondering if anyone has found a better way than HLS/HSL. And I'm aware that "better" is somewhat arbitrary; I mean "more natural to a typical human". For example, a vague thought I've had, but have not yet tried, is perhaps "L is the most important thing if it is very high or very low", but otherwise it is the least important. Has anyone tried this? Has it worked well? What specifically did you decide "very low" and "very high" meant? And so on. Or has anyone found anything else that would improve upon HSL? I should also note that I am aware that I can define a space-filling curve through the cube of colors, and order them one-dimensionally as they would be encountered while travelling along that curve. That would eliminate perceived discontinuities. However, it's not really what I want; I want decent overall large-scale groupings more than I want perfect small-scale groupings. Thanks in advance for any help.

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  • Measure width() with jQuery after DOM refresh

    - by o_O Tync
    My script dynamically creates a <ul> width left-floating <li>s inside: it's a paginator. Afterwards, the script measures width of all <li>s and summs them up. The problem is that after the nodes are injected into the document — the browser refreshed DOM and applies CSS styles which takes a while. It has a negative effect on my script: when these operations are not complete before I measure the width — my script gets a wrong value. If I perform the measure in a second — everything is ok. The thing I'm looking for is a way to detect the moment when the <ul> is fully drawn, styles applied and the width has stabilizes. Or at least a way to detect every dimensions changes. Of course I can use setTimeout(..., 100) but it's ugly and I guess — not a solution at all. If there's a way to detect width stabilization — I would do the measuring right after it to get the correct values. HTML code generated by the DOM <div> <ul> <li><a href="...">1</a></li> <li><a href="...">2</a></li> .... </ul> </div> P.S. Why I need this. My paginator's left-floating <li> items tend to move to the next line when the <ul> tries to become wider than the page itself. Even though most of <li>s are invisible because of parent <div>'s width restriction: div { width: 500px; overflow: hidden; } div ul { width: 100%; white-space: nowrap; } div ul li { display: block; float: left; } they still go down unless I specify the actual summed width of the <ul> with the script.

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  • Initialization of components with interdependencies - possible antipattern?

    - by Rosarch
    I'm writing a game that has many components. Many of these are dependent upon one another. When creating them, I often get into catch-22 situations like "WorldState's constructor requires a PathPlanner, but PathPlanner's constructor requires WorldState." Originally, this was less of a problem, because references to everything needed were kept around in GameEngine, and GameEngine was passed around to everything. But I didn't like the feel of that, because it felt like we were giving too much access to different components, making it harder to enforce boundaries. Here is the problematic code: /// <summary> /// Constructor to create a new instance of our game. /// </summary> public GameEngine() { graphics = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); //Sets dimensions of the game window graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); IsMouseVisible = true; screenManager = new ScreenManager(this); //Adds ScreenManager as a component, making all of its calls done automatically Components.Add(screenManager); // Tell the program to load all files relative to the "Content" directory. Assets = new CachedContentLoader(this, "Content"); inputReader = new UserInputReader(Constants.DEFAULT_KEY_MAPPING); collisionRecorder = new CollisionRecorder(); WorldState = new WorldState(new ReadWriteXML(), Constants.CONFIG_URI, this, contactReporter); worldQueryUtils = new WorldQueryUtils(worldQuery, WorldState.PhysicsWorld); ContactReporter contactReporter = new ContactReporter(collisionRecorder, worldQuery, worldQueryUtils); gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; pathPlanner = new PathPlanner(this, worldQueryUtils, WorldQuery); gameObjectManager.PathPlanner = pathPlanner; combatEngine = new CombatEngine(worldQuery, new Random()); } Here is an excerpt of the above that's problematic: gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; I hope that no one ever forgets that setting of gameObjectManager.WorldQueryEngine, or else it will fail. Here is the problem: gameObjectManager needs a WorldQuery, and WorldQuery needs a property of gameObjectManager. What can I do about this? Have I found an anti-pattern?

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  • Resize image on upload php

    - by blasteralfred
    Hi, I have a php script for image upload as below <?php $LibID = $_POST[name]; define ("MAX_SIZE","10000"); function getExtension($str) { $i = strrpos($str,"."); if (!$i) { return ""; } $l = strlen($str) - $i; $ext = substr($str,$i+1,$l); return $ext; } $errors=0; $image=$_FILES['image']['name']; if ($image) { $filename = stripslashes($_FILES['image']['name']); $extension = getExtension($filename); $extension = strtolower($extension); if (($extension != "jpg") && ($extension != "jpeg")) { echo '<h1>Unknown extension!</h1>'; $errors=1; exit(); } else { $size=filesize($_FILES['image']['tmp_name']); if ($size > MAX_SIZE*1024) { echo '<h1>You have exceeded the size limit!</h1>'; $errors=1; exit(); } $image_name=$LibID.'.'.$extension; $newname="uimages/".$image_name; $copied = copy($_FILES['image']['tmp_name'], $newname); if (!$copied) { echo '<h1>image upload unsuccessfull!</h1>'; $errors=1; exit(); }}} ?> which uploads the image file to a folder "uimages" in the root. I have made changes in the html file for the compact display of the image by defining "max-height" and "max-width". But i want to resize the image file on upload. The image file may have a maximum width of 100px and maximum height of 150px. The image proportions must be constrained. That is, the image may be smaller than the above dimensions, but, it should not exceed the limit. How can I make this possible?? Thanks in advance :) blasteralfred..

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  • Derived template override return type of member function C++

    - by Ruud v A
    I am writing matrix classes. Take a look at this definition: template <typename T, unsigned int dimension_x, unsigned int dimension_y> class generic_matrix { ... generic_matrix<T, dimension_x - 1, dimension_y - 1> minor(unsigned int x, unsigned int y) const { ... } ... } template <typename T, unsigned int dimension> class generic_square_matrix : public generic_matrix<T, dimension, dimension> { ... generic_square_matrix(const generic_matrix<T, dimension, dimension>& other) { ... } ... void foo(); } The generic_square_matrix class provides additional functions like matrix multiplication. Doing this is no problem: generic_square_matrix<T, 4> m = generic_matrix<T, 4, 4>(); It is possible to assign any square matrix to M, even though the type is not generic_square_matrix, due to the constructor. This is possible because the data does not change across children, only the supported functions. This is also possible: generic_square_matrix<T, 4> m = generic_square_matrix<T, 5>().minor(1,1); Same conversion applies here. But now comes the problem: generic_square_matrix<T, 4>().minor(1,1).foo(); //problem, foo is not in generic_matrix<T, 3, 3> To solve this I would like generic_square_matrix::minor to return a generic_square_matrix instead of a generic_matrix. The only possible way to do this, I think is to use template specialisation. But since a specialisation is basically treated like a separate class, I have to redefine all functions. I cannot call the function of the non-specialised class as you would do with a derived class, so I have to copy the entire function. This is not a very nice generic-programming solution, and a lot of work. C++ almost has a solution for my problem: a virtual function of a derived class, can return a pointer or reference to a different class than the base class returns, if this class is derived from the class that the base class returns. generic_square_matrix is derived from generic_matrix, but the function does not return a pointer nor reference, so this doesn't apply here. Is there a solution to this problem (possibly involving an entirely other structure; my only requirements are that the dimensions are a template parameter and that square matrices can have additional functionality). Thanks in advance, Ruud

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  • How can I link axes of imshow plots for zooming and panning?

    - by Adam Fraser
    Suppose I have a figure canvas with 3 plots... 2 are images of the same dimensions plotted with imshow, and the other is some other kind of subplot. I'd like to be able to link the x and y axes of the imshow plots so that when I zoom in one (using the zoom tool provided by the NavigationToolbar), the other zooms to the same coordinates, and when I pan in one, the other pans as well. Subplot methods such as scatter and histogram can be passed kwargs specifying an axes for sharex and sharey, but imshow has no such configuration. I started hacking my way around this by subclassing NavigationToolbar2WxAgg (shown below)... but there are several problems here. 1) This will link the axes of all plots in a canvas since all I've done is get rid of the checks for a.in_axes() 2) This worked well for panning, but zooming caused all subplots to zoom from the same global point, rather than from the same point in each of their respective axes. Can anyone suggest a workaround? Much thanks! -Adam from matplotlib.backends.backend_wxagg import NavigationToolbar2WxAgg class MyNavToolbar(NavigationToolbar2WxAgg): def __init__(self, canvas, cpfig): NavigationToolbar2WxAgg.__init__(self, canvas) # overrided # As mentioned in the code below, the only difference here from overridden # method is that this one doesn't check a.in_axes(event) when deciding which # axes to start the pan in... def press_pan(self, event): 'the press mouse button in pan/zoom mode callback' if event.button == 1: self._button_pressed=1 elif event.button == 3: self._button_pressed=3 else: self._button_pressed=None return x, y = event.x, event.y # push the current view to define home if stack is empty if self._views.empty(): self.push_current() self._xypress=[] for i, a in enumerate(self.canvas.figure.get_axes()): # only difference from overridden method is that this one doesn't # check a.in_axes(event) if x is not None and y is not None and a.get_navigate(): a.start_pan(x, y, event.button) self._xypress.append((a, i)) self.canvas.mpl_disconnect(self._idDrag) self._idDrag=self.canvas.mpl_connect('motion_notify_event', self.drag_pan) # overrided def press_zoom(self, event): 'the press mouse button in zoom to rect mode callback' if event.button == 1: self._button_pressed=1 elif event.button == 3: self._button_pressed=3 else: self._button_pressed=None return x, y = event.x, event.y # push the current view to define home if stack is empty if self._views.empty(): self.push_current() self._xypress=[] for i, a in enumerate(self.canvas.figure.get_axes()): # only difference from overridden method is that this one doesn't # check a.in_axes(event) if x is not None and y is not None and a.get_navigate() and a.can_zoom(): self._xypress.append(( x, y, a, i, a.viewLim.frozen(), a.transData.frozen())) self.press(event)

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  • Stretching DIV to 100% height and width of window but not less than 800x600px

    - by El Eme
    I have a page that needs to stretch and resize with with window and I've managed to do that but I need that the "inner div" (#pgContent) stretch if the window is resized to higher dimensions but that it doesn't shrink more than, let's say for example 800 x 600 px. As I have it now it stretches well but it also shrinks more than I want! It's working as I want in width but not in height!? Here's a visual example: My CSS: * { margin: 0; padding: 0; outline: 0; } /*| PAGE LAYOUT |*/ html, body { height: 100%; width: 100%; /*text-align: center;*/ /*IE doesn't ~like this*/ cursor: default; } #pgWrapper { z-index: 1; min-height: 100%; height: auto !important; /*min-height: 600px;*/ /* THIS SHOULD WORK BUT IT DOESN'T */ height: 100%; min-width: 1000px; width: 100%; position: absolute; overflow: hidden; text-align: center; background: #000; } #pgContent { position: absolute; top: 30px; left: 30px; right: 30px; bottom: 50px; overflow: hidden; background: #CCC; } #footWrapper { z-index: 2; height: 50px; min-width: 940px; position: absolute; left: 30px; right: 30px; bottom: 0px; background: #C00; } /*| END PAGE LAYOUT |*/ And the HTML: <body> <div id="pgWrapper"> <div id="pgContent"> This DIV should stretch with window but never lower than for example 800px x 600px!<br /> If window size is lower then scrollbars should appear. </div> </div> <div id="footWrapper"> <div id="footLft"></div> <div id="footRgt"></div> </div> </body> If someone could give me a help on this I would appreciate. Thanks in advance.

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  • What libraries provide cross-platform 3D and P2P support?

    - by uckelman
    I'm trying to find a constellation of libraries which, taken together, meet the following requirements: Smooth scaling, rotation, panning (in two dimensions). I'll have a large bitmap (or SVG, in some cases), maybe up to 10000x10000 pixels, which serves as map, with some middling number of small bitmaps (or, again, possibly SVG) that can be dragged around over it. I need to be able to zoom, rotate, and pan this scene; however, the view will always be normal to (i.e., looking head-on at) the large bitmap, so I'm not really using the depth dimension. Peer-to-peer. I'd like for multiple users to be able to connect in order to share one of the scenes mentioned above, preferably peer-to-peer, without much configuration by the user. I'm intending to have a server running for cases where users are unable to connect P2P; I'd like to have the failover happen automatically, or possibly have some way of promoting clients who are capable to be servers themselves. Synchronization. Once a user has started dragging one of the small bitmaps (a piece), no other user should be able to drag that piece until the drag stops. I haven't thought of exactly how to do this---there might be a simple solution, or this kind of synchronization might be something that a library provides. Cross(ish)-platform. I need to be able to run on Linux, Windows, and Mac OS. It would be nice to also be able to run on tablets. Having mostly the same code for all platforms is a plus, but not absolutely necessary. (L)GPL compatible. I'm planning to release under the LGPL or GPL, preferably the latter, so I need libraries which have compatible licenses. I'm not set on any particular language, I'd like to use the library or libraries which make the work easiest, though my preference is to work in at most two languages for the project. (The Model could potentially be in one language and the View in another, so they could talk to each other via some protocol I define, if that would get me a better selection of libraries to use.) Can anyone offer suggestions for what to use?

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  • template; Point<2, double>; Point<3, double>

    - by Oops
    Hi, I want to create my own Point struct it is only for purposes of learning C++. I have the following code: template <int dims, typename T> struct Point { T X[dims]; Point(){} Point( T X0, T X1 ) { X[0] = X0; X[1] = X1; } Point( T X0, T X1, T X2 ) { X[0] = X0; X[1] = X1; X[2] = X2; } Point<dims, int> toint() { //how to distinguish between 2D and 3D ??? Point<dims, int> ret = Point<dims, int>( (int)X[0], (int)X[1]); return ret; } std::string str(){ //how to distinguish between 2D and 3D ??? std::stringstream s; s << "{ X0: " << X[0] << " | X1: " << X[1] << " }"; return s.str(); } }; int main(void) { Point<2, double> p2d = Point<2, double>( 12.3, 45.6 ); Point<3, double> p3d = Point<3, double>( 12.3, 45.6, 78.9 ); Point<2, int> p2i = p2d.toint(); //OK Point<3, int> p3i = p3d.toint(); //m??? std::cout << p2d.str() << std::endl; //OK std::cout << p3d.str() << std::endl; //m??? std::cout << p2i.str() << std::endl; //m??? std::cout << p3i.str() << std::endl; //m??? char c; std::cin >> c; return 0; } of couse until now the output is not what I want. my questions is: how to take care of the dimensions of the Point (2D or 3D) in member functions of the Point? many thanks in advance Oops

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