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  • insufficient buffer when call DocumentProperties, also, global unlock wouldn't unlock...

    - by Quincy
    please see comments inline bool res = false; DWORD dwNeeded = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), NULL, NULL, 0); if (m_devmode_buf) { GlobalFree(m_devmode_buf); } m_devmode_buf = GlobalAlloc(GPTR, dwNeeded); GetLastError(); // = 0; if (m_devmode_buf) { LPDEVMODEW devmode_buf = (LPDEVMODEW) GlobalLock(m_devmode_buf); GetLastError(); // = 0 if (devmode_buf) { if (devmode_buf) { lala = DocumentPropertiesW(NULL, m_currPrinterHandle, (LPWSTR) m_currPrinterName.c_str(), devmode_buf, NULL, DM_OUT_BUFFER); if (lala == IDOK) { res = true; } GetLastError(); // = 122. insufficient buffer here. why???? } UInt32 res1 = GlobalUnlock(m_devmode_buf); // res1 is 1. should be 0 res2 = GetLastError(); // = 0 if (!(res1 == 0 && (res2 == ERROR_NOT_LOCKED || res2 == NO_ERROR))) { //res = false; } } }

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  • How do I run a vim script that alters the current buffer?

    - by Dan
    I'm trying to write a beautify.vim script that makes C-like code adhere to a standard that I can easily read. My file contains only substitution commands that all begin with %s/... However, when I try to run the script with my file open, in the manner :source beautify.vim, or :runtime beautify.vim, it runs but all the substitute commands state that their pattern wasn't found (patterns were tested by entering them manually and should work). Is there some way to make vim run the commands in the context of the current buffer? beautify.vim: " add spaces before open braces sil! :%s/\%>1c>\s\@<!{/ {/g " beautify for sil! :%s/for *( *\([^;]*\) *; *\([^;]*\) *; *\([^;]*\) *)/for (\1; \2; \3)/ " add spaces after commas sil! :%s/,\s\@!/, /g In my tests the first :s command should match (it matches when applied manually).

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  • How can I access the copy buffer on the web?

    - by Ólafur Waage
    Wild question here. Is it possible to access the copy buffer on the web. What I mean is. Can I go into Photoshop. Select a piece of a photo. Copy that piece and paste it into some element. That something would be like a Java applet or Flash or Silverlight or anything. I am just wondering if it is possible and if someone could point me in a direction. Since a few google searches have only found where you can copy files and paste via a Java applet.

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  • Restoring a saved opengl ES buffer (i.e. writing it back to screen)

    - by Adam
    I'm writing an iPhone app where I need to save and load the screen contents. I was able to save the screen using glReadPixels(), but since there's no glDrawPixels() in openGL ES, I'm having a lot of trouble restoring that buffer to the screen. I gather that I need to save the screen as a texture: http://stackoverflow.com/questions/708760/what-is-the-equivalent-of-gldrawpixels-in-opengl-es-1-1 But I'm not sure how to implement this. Does anyone have or know of any code samples that do this? I'm an openGL noob, so any help would be greatly appreciated :)

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  • How do I prevent buffer overflow converting a double to char?

    - by Tommy
    I'm converting a double to a char string: char txt[10]; double num; num = 45.344322345 sprintf(txt, "%.1f", num); and using ".1f" to truncate the decimal places, to the tenths digit. i.e. - txt contains 45.3 I usually use precision in sprintf to ensure the char buffer is not overflowed. How can I do that here also truncating the decimal, without using snprintf? (i.e. if num = 345694876345.3 for some reason) Thanks

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  • SQL SERVER – PAGEIOLATCH_DT, PAGEIOLATCH_EX, PAGEIOLATCH_KP, PAGEIOLATCH_SH, PAGEIOLATCH_UP – Wait Type – Day 9 of 28

    - by pinaldave
    It is very easy to say that you replace your hardware as that is not up to the mark. In reality, it is very difficult to implement. It is really hard to convince an infrastructure team to change any hardware because they are not performing at their best. I had a nightmare related to this issue in a deal with an infrastructure team as I suggested that they replace their faulty hardware. This is because they were initially not accepting the fact that it is the fault of their hardware. But it is really easy to say “Trust me, I am correct”, while it is equally important that you put some logical reasoning along with this statement. PAGEIOLATCH_XX is such a kind of those wait stats that we would directly like to blame on the underlying subsystem. Of course, most of the time, it is correct – the underlying subsystem is usually the problem. From Book On-Line: PAGEIOLATCH_DT Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Destroy mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_EX Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Exclusive mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_KP Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Keep mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_SH Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Shared mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_UP Occurs when a task is waiting on a latch for a buffer that is in an I/O request. The latch request is in Update mode. Long waits may indicate problems with the disk subsystem. PAGEIOLATCH_XX Explanation: Simply put, this particular wait type occurs when any of the tasks is waiting for data from the disk to move to the buffer cache. ReducingPAGEIOLATCH_XX wait: Just like any other wait type, this is again a very challenging and interesting subject to resolve. Here are a few things you can experiment on: Improve your IO subsystem speed (read the first paragraph of this article, if you have not read it, I repeat that it is easy to say a step like this than to actually implement or do it). This type of wait stats can also happen due to memory pressure or any other memory issues. Putting aside the issue of a faulty IO subsystem, this wait type warrants proper analysis of the memory counters. If due to any reasons, the memory is not optimal and unable to receive the IO data. This situation can create this kind of wait type. Proper placing of files is very important. We should check file system for the proper placement of files – LDF and MDF on separate drive, TempDB on separate drive, hot spot tables on separate filegroup (and on separate disk), etc. Check the File Statistics and see if there is higher IO Read and IO Write Stall SQL SERVER – Get File Statistics Using fn_virtualfilestats. It is very possible that there are no proper indexes on the system and there are lots of table scans and heap scans. Creating proper index can reduce the IO bandwidth considerably. If SQL Server can use appropriate cover index instead of clustered index, it can significantly reduce lots of CPU, Memory and IO (considering cover index has much lesser columns than cluster table and all other it depends conditions). You can refer to the two articles’ links below previously written by me that talk about how to optimize indexes. Create Missing Indexes Drop Unused Indexes Updating statistics can help the Query Optimizer to render optimal plan, which can only be either directly or indirectly. I have seen that updating statistics with full scan (again, if your database is huge and you cannot do this – never mind!) can provide optimal information to SQL Server optimizer leading to efficient plan. Checking Memory Related Perfmon Counters SQLServer: Memory Manager\Memory Grants Pending (Consistent higher value than 0-2) SQLServer: Memory Manager\Memory Grants Outstanding (Consistent higher value, Benchmark) SQLServer: Buffer Manager\Buffer Hit Cache Ratio (Higher is better, greater than 90% for usually smooth running system) SQLServer: Buffer Manager\Page Life Expectancy (Consistent lower value than 300 seconds) Memory: Available Mbytes (Information only) Memory: Page Faults/sec (Benchmark only) Memory: Pages/sec (Benchmark only) Checking Disk Related Perfmon Counters Average Disk sec/Read (Consistent higher value than 4-8 millisecond is not good) Average Disk sec/Write (Consistent higher value than 4-8 millisecond is not good) Average Disk Read/Write Queue Length (Consistent higher value than benchmark is not good) Note: The information presented here is from my experience and there is no way that I claim it to be accurate. I suggest reading Book OnLine for further clarification. All of the discussions of Wait Stats in this blog is generic and varies from system to system. It is recommended that you test this on a development server before implementing it to a production server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • How to detect when video is buffering?

    - by Leon
    Hi guys, my question today deals with Flash AS3 video buffering. (Streaming or Progressive) I want to be able to detect when the video is being buffered, so I can display some sort of animation letting the user know to wait just a little longer. Currently my video will start up, hold on frame 1 for 3-4 secs then play. Kinda giving the impression that the video is paused or broken :( Update Thanks to iandisme I believe I'm faced in the right direction now. NetStatusEvent from livedocs. It seems to me that the key status to be working in is "NetStream.Buffer.Empty" so I added some code in there to see if this would trigger my animation or a trace statement. No luck yet, however when the Buffer is full it will trigger my code :/ Maybe my video is always somewhere between Buffer.Empty and Buffer.Full that's why it won't trigger any code when I test case for Buffer.Empty? Current Code public function netStatusHandler(event:NetStatusEvent):void { // handles net status events switch (event.info.code) { case "NetStream.Buffer.Empty": trace("¤¤¤ Buffering!"); //<- never traces addChild(bufferLoop); //<- doesn't execute break; case "NetStream.Buffer.Full": trace("¤¤¤ FULL!"); //<- trace works here removeChild(bufferLoop); //<- so does any other code break; case "NetStream.Buffer.Flush": trace("¤¤¤ FLUSH!"); //Not sure if this is important break } }

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  • Ruby Design Problem for SQL Bulk Inserter

    - by crunchyt
    This is a Ruby design problem. How can I make a reusable flat file parser that can perform different data scrubbing operations per call, return the emitted results from each scrubbing operation to the caller and perform bulk SQL insertions? Now, before anyone gets narky/concerned, I have written this code already in a very unDRY fashion. Which is why I am asking any Ruby rockstars our there for some assitance. Basically, everytime I want to perform this logic, I create two nested loops, with custom processing in between, buffer each processed line to an array, and output to the DB as a bulk insert when the buffer size limit is reached. Although I have written lots of helpers, the main pattern is being copy pasted everytime. Not very DRY! Here is a Ruby/Pseudo code example of what I am repeating. lines_from_file.each do |line| line.match(/some regex/).each do |sub_str| # Process substring into useful format # EG1: Simple gsub() call # EG2: Custom function call to do complex scrubbing # and matching, emitting results to array # EG3: Loop to match opening/closing/nested brackets # or other delimiters and emit results to array end # Add processed lines to a buffer as SQL insert statement @buffer << PREPARED INSERT STATEMENT # Flush buffer when "buffer size limit reached" or "end of file" if sql_buffer_full || last_line_reached @dbc.insert(SQL INSERTS FROM BUFFER) @buffer = nil end end I am familiar with Proc/Lambda functions. However, because I want to pass two separate procs to the one function, I am not sure how to proceed. I have some idea about how to solve this, but I would really like to see what the real Rubyists suggest? Over to you. Thanks in advance :D

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  • What's the best way to resolve this scope problem?

    - by Peter Stewart
    I'm writing a program in python that uses genetic techniques to optimize expressions. Constructing and evaluating the expression tree is the time consumer as it can happen billions of times per run. So I thought I'd learn enough c++ to write it and then incorporate it in python using cython or ctypes. I've done some searching on stackoverflow and learned a lot. This code compiles, but leaves the pointers dangling. I tried 'this_node = new Node(...' . It didn't seem to work. And I'm not at all sure how I'd delete all the references as there would be hundreds. I'd like to use variables that stay in scope, but maybe that's not the c++ way. What is the c++ way? class Node { public: char *cargo; int depth; Node *left; Node *right; } Node make_tree(int depth) { depth--; if(depth <= 0) { Node tthis_node("value",depth,NULL,NULL); return tthis_node; } else { Node this_node("operator" depth, &make_tree(depth), &make_tree(depth)); return this_node; } };

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  • Is There a Better Way to Feed Different Parameters into Functions with If-Statements?

    - by FlowofSoul
    I've been teaching myself Python for a little while now, and I've never programmed before. I just wrote a basic backup program that writes out the progress of each individual file while it is copying. I wrote a function that determines buffer size so that smaller files are copied with a smaller buffer, and bigger files are copied with a bigger buffer. The way I have the code set up now doesn't seem very efficient, as there is an if loop that then leads to another if loops, creating four options, and they all just call the same function with different parameters. import os import sys def smartcopy(filestocopy, dest_path, show_progress = False): """Determines what buffer size to use with copy() Setting show_progress to True calls back display_progress()""" #filestocopy is a list of dictionaries for the files needed to be copied #dictionaries are used as the fullpath, st_mtime, and size are needed if len(filestocopy.keys()) == 0: return None #Determines average file size for which buffer to use average_size = 0 for key in filestocopy.keys(): average_size += int(filestocopy[key]['size']) average_size = average_size/len(filestocopy.keys()) #Smaller buffer for smaller files if average_size < 1024*10000: #Buffer sizes determined by informal tests on my laptop if show_progress: for key in filestocopy.keys(): #dest_path+key is the destination path, as the key is the relative path #and the dest_path is the top level folder copy(filestocopy[key]['fullpath'], dest_path+key, callback = lambda pos, total: display_progress(pos, total, key)) else: for key in filestocopy.keys(): copy(filestocopy[key]['fullpath'], dest_path+key, callback = None) #Bigger buffer for bigger files else: if show_progress: for key in filestocopy.keys(): copy(filestocopy[key]['fullpath'], dest_path+key, 1024*2600, callback = lambda pos, total: display_progress(pos, total, key)) else: for key in filestocopy.keys(): copy(filestocopy[key]['fullpath'], dest_path+key, 1024*2600) def display_progress(pos, total, filename): percent = round(float(pos)/float(total)*100,2) if percent <= 100: sys.stdout.write(filename + ' - ' + str(percent)+'% \r') else: percent = 100 sys.stdout.write(filename + ' - Completed \n') Is there a better way to accomplish what I'm doing? Sorry if the code is commented poorly or hard to follow. I didn't want to ask someone to read through all 120 lines of my poorly written code, so I just isolated the two functions. Thanks for any help.

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  • How to implement a collection (list, map?) of complicated strings in Java?

    - by Alex Cheng
    Hi all. I'm new here. Problem -- I have something like the following entries, 1000 of them: args1=msg args2=flow args3=content args4=depth args6=within ==> args5=content args1=msg args2=flow args3=content args4=depth args6=within args7=distance ==> args5=content args1=msg args2=flow args3=content args6=within ==> args5=content args1=msg args2=flow args3=content args6=within args7=distance ==> args5=content args1=msg args2=flow args3=flow ==> args4=flowbits args1=msg args2=flow args3=flow args5=content ==> args4=flowbits args1=msg args2=flow args3=flow args6=depth ==> args4=flowbits args1=msg args2=flow args3=flow args6=depth ==> args5=content args1=msg args2=flow args4=depth ==> args3=content args1=msg args2=flow args4=depth args5=content ==> args3=content args1=msg args2=flow args4=depth args5=content args6=within ==> args3=content args1=msg args2=flow args4=depth args5=content args6=within args7=distance ==> args3=content I'm doing some sort of suggestion method. Say, args1=msg args2=flow args3=flow == args4=flowbits If the sentence contains msg, flow, and another flow, then I should return the suggestion of flowbits. How can I go around doing it? I know I should scan (whenever a character is pressed on the textarea) a list or array for a match and return the result, but, 1000 entries, how should I implement it? I'm thinking of HashMap, but can I do something like this? <"msg,flow,flow","flowbits" Also, in a sentence the arguments might not be in order, so assuming that it's flow,flow,msg then I can't match anything in the HashMap as the key is "msg,flow,flow". What should I do in this case? Please help. Thanks a million!

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  • Connecting grouped dots/points on a scatter plot based on distance

    - by ToNoY
    I have 2 sets of depth point measurements, for example: > a depth value 1 2 2 2 4 3 3 6 4 4 8 5 5 16 40 6 18 45 7 20 58 > b depth value 1 10 10 2 12 20 3 14 35 I want to show both groups in one figure plotted with depth and with different symbols as you can see here plot(a$value, a$depth, type='b', col='green', pch=15) points(b$value, b$depth, type='b', col='red', pch=14) The plot seems okay, but the annoying part is that the green symbols are all connected (though I want connected lines also). I want connection only when one group has a continued data points at 2 m interval i.e. the symbols should be connected with a line from 2 to 8 m (green) and then group B symbols should be connected from 10-14 m (red) and again group A symbols should be connected (green), which means I do NOT want to see the connection between 8 m sample with the 16 m for group A. An easy solution may be dividing the group A into two parts (say, A-shallow and A-deep) and then plotting A-shallow, B, and A-deep separately. But this is completely impractical because I have thousands of data points with hundreds of groups i.e. I have to produce many depth profiles. Therefore, there has to be a way to program so that dots are NOT connected beyond a prescribed frequency/depth interval (e.g. 2 m in this case) for a particular group of samples. Any idea?

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  • What used the linux memory? Low cache, low buffer, not a VM

    - by Jason
    First of all, yes, I have read LinuxAteMyRAM, which doesn't explain my situation. # free -tm total used free shared buffers cached Mem: 48149 43948 4200 0 4 75 -/+ buffers/cache: 43868 4280 Swap: 38287 0 38287 Total: 86436 43948 42488 # As shown above, the -/+ buffers/cache: line shows indicates the used memory rate is very high. However, from output of top, I don't see any process used more than 100MB of memory. So, what used the memory? PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 28078 root 18 0 327m 92m 10m S 0 0.2 0:25.06 java 31416 root 16 0 250m 28m 20m S 0 0.1 25:54.59 ResourceMonitor 21598 root -98 0 26552 25m 8316 S 0 0.1 80:49.54 had 24580 root 16 0 24152 10m 760 S 0 0.0 1:25.87 rsyncd 4956 root 16 0 62588 10m 3132 S 0 0.0 12:36.54 vxconfigd 26703 root 16 0 139m 7120 2900 S 1 0.0 4359:39 hrmonitor 21873 root 15 0 18764 4684 2152 S 0 0.0 30:07.56 MountAgent 21883 root 15 0 13736 4280 2172 S 0 0.0 25:25.09 SybaseAgent 21878 root 15 0 18548 4172 2000 S 0 0.0 52:33.46 NICAgent 21887 root 15 0 12660 4056 2168 S 0 0.0 25:07.80 SybaseBkAgent 17798 root 25 0 10652 4048 1160 S 0 0.0 0:00.04 vxconfigbackupd This is an x86_64 machine (not a common-brand server) running x84_64 Linux, not a container in a virtual machine. Kernel (uname -a): Linux 2.6.16.60-0.99.1-smp #1 SMP Fri Oct 12 14:24:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux Content of /proc/meminfo: MemTotal: 49304856 kB MemFree: 4066708 kB Buffers: 35688 kB Cached: 132588 kB SwapCached: 0 kB Active: 26536644 kB Inactive: 17296272 kB HighTotal: 0 kB HighFree: 0 kB LowTotal: 49304856 kB LowFree: 4066708 kB SwapTotal: 39206624 kB SwapFree: 39206528 kB Dirty: 200 kB Writeback: 0 kB AnonPages: 249592 kB Mapped: 52712 kB Slab: 1049464 kB CommitLimit: 63859052 kB Committed_AS: 659384 kB PageTables: 3412 kB VmallocTotal: 34359738367 kB VmallocUsed: 478420 kB VmallocChunk: 34359259695 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 Hugepagesize: 2048 kB df reports no large consumption of memory from tmpfs filesystems.

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  • Why does async BeginReceiveFrom never time out on a raw socket?

    - by James Hugard
    Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request. Am also interested in using F# async workflows. The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one... Any ideas? (note: the process must run as Admin to allow Raw Socket access) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.AsyncPing ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let AsyncPing (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

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  • How to detect a timeout when using asynchronous Socket.BeginReceive?

    - by James Hugard
    Writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible. Not using "System.Net.NetworkInformation.Ping", because it appears to allocate one thread per request. Am also interested in using F# async workflows. The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond. Not sure if this is a .NET issue, or an F# one... Any ideas? (note: the process must run as Admin to allow Raw Socket access) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.AsyncPing ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let AsyncPing (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

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  • Why does BeginReceiveFrom never time out?

    - by James Hugard
    I am writing an asynchronous Ping using Raw Sockets in F#, to enable parallel requests using as few threads as possible ("System.Net.NetworkInformation.Ping" appears to use one thread per request, but have not tested this... also am interested in using F# async workflows). The synchronous version below correctly times out when the target host does not exist/respond, but the asynchronous version hangs. Both work when the host does respond... Any ideas? (note: the process must run as Admin for this code to work) This throws a timeout: let result = Ping.Ping ( IPAddress.Parse( "192.168.33.22" ), 1000 ) However, this hangs: let result = Ping.PingAsync ( IPAddress.Parse( "192.168.33.22" ), 1000 ) |> Async.RunSynchronously Here's the code... module Ping open System open System.Net open System.Net.Sockets open System.Threading //---- ICMP Packet Classes type IcmpMessage (t : byte) = let mutable m_type = t let mutable m_code = 0uy let mutable m_checksum = 0us member this.Type with get() = m_type member this.Code with get() = m_code member this.Checksum = m_checksum abstract Bytes : byte array default this.Bytes with get() = [| m_type m_code byte(m_checksum) byte(m_checksum >>> 8) |] member this.GetChecksum() = let mutable sum = 0ul let bytes = this.Bytes let mutable i = 0 // Sum up uint16s while i < bytes.Length - 1 do sum <- sum + uint32(BitConverter.ToUInt16( bytes, i )) i <- i + 2 // Add in last byte, if an odd size buffer if i <> bytes.Length then sum <- sum + uint32(bytes.[i]) // Shuffle the bits sum <- (sum >>> 16) + (sum &&& 0xFFFFul) sum <- sum + (sum >>> 16) sum <- ~~~sum uint16(sum) member this.UpdateChecksum() = m_checksum <- this.GetChecksum() type InformationMessage (t : byte) = inherit IcmpMessage(t) let mutable m_identifier = 0us let mutable m_sequenceNumber = 0us member this.Identifier = m_identifier member this.SequenceNumber = m_sequenceNumber override this.Bytes with get() = Array.append (base.Bytes) [| byte(m_identifier) byte(m_identifier >>> 8) byte(m_sequenceNumber) byte(m_sequenceNumber >>> 8) |] type EchoMessage() = inherit InformationMessage( 8uy ) let mutable m_data = Array.create 32 32uy do base.UpdateChecksum() member this.Data with get() = m_data and set(d) = m_data <- d this.UpdateChecksum() override this.Bytes with get() = Array.append (base.Bytes) (this.Data) //---- Synchronous Ping let Ping (host : IPAddress, timeout : int ) = let mutable ep = new IPEndPoint( host, 0 ) let socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let mutable buffer = packet.Bytes try if socket.SendTo( buffer, ep ) <= 0 then raise (SocketException()) buffer <- Array.create (buffer.Length + 20) 0uy let mutable epr = ep :> EndPoint if socket.ReceiveFrom( buffer, &epr ) <= 0 then raise (SocketException()) finally socket.Close() buffer //---- Entensions to the F# Async class to allow up to 5 paramters (not just 3) type Async with static member FromBeginEnd(arg1,arg2,arg3,arg4,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,iar,state)), endAction, ?cancelAction=cancelAction) static member FromBeginEnd(arg1,arg2,arg3,arg4,arg5,beginAction,endAction,?cancelAction): Async<'T> = Async.FromBeginEnd((fun (iar,state) -> beginAction(arg1,arg2,arg3,arg4,arg5,iar,state)), endAction, ?cancelAction=cancelAction) //---- Extensions to the Socket class to provide async SendTo and ReceiveFrom type System.Net.Sockets.Socket with member this.AsyncSendTo( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginSendTo, this.EndSendTo ) member this.AsyncReceiveFrom( buffer, offset, size, socketFlags, remoteEP ) = Async.FromBeginEnd( buffer, offset, size, socketFlags, remoteEP, this.BeginReceiveFrom, (fun asyncResult -> this.EndReceiveFrom(asyncResult, remoteEP) ) ) //---- Asynchronous Ping let PingAsync (host : IPAddress, timeout : int ) = async { let ep = IPEndPoint( host, 0 ) use socket = new Socket( AddressFamily.InterNetwork, SocketType.Raw, ProtocolType.Icmp ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.SendTimeout, timeout ) socket.SetSocketOption( SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, timeout ) let packet = EchoMessage() let outbuffer = packet.Bytes try let! result = socket.AsyncSendTo( outbuffer, 0, outbuffer.Length, SocketFlags.None, ep ) if result <= 0 then raise (SocketException()) let epr = ref (ep :> EndPoint) let inbuffer = Array.create (outbuffer.Length + 256) 0uy let! result = socket.AsyncReceiveFrom( inbuffer, 0, inbuffer.Length, SocketFlags.None, epr ) if result <= 0 then raise (SocketException()) return inbuffer finally socket.Close() }

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  • Counting leaf nodes in hierarchical tree

    - by timn
    This code fills a tree with values based their depths. But when traversing the tree, I cannot manage to determine the actual number of children. node-cnt is always 0. I've already tried node-parent-cnt but that gives me lots of warnings in Valgrind. Anyway, is the tree type I've chosen even appropriate for my purpose? #include <string.h> #include <stdio.h> #include <stdlib.h> #ifndef NULL #define NULL ((void *) 0) #endif // ---- typedef struct _Tree_Node { // data ptr void *p; // number of nodes int cnt; struct _Tree_Node *nodes; // parent nodes struct _Tree_Node *parent; } Tree_Node; typedef struct { Tree_Node root; } Tree; void Tree_Init(Tree *this) { this->root.p = NULL; this->root.cnt = 0; this->root.nodes = NULL; this->root.parent = NULL; } Tree_Node* Tree_AddNode(Tree_Node *node) { if (node->cnt == 0) { node->nodes = malloc(sizeof(Tree_Node)); } else { node->nodes = realloc( node->nodes, (node->cnt + 1) * sizeof(Tree_Node) ); } Tree_Node *res = &node->nodes[node->cnt]; res->p = NULL; res->cnt = 0; res->nodes = NULL; res->parent = node; node->cnt++; return res; } // ---- void handleNode(Tree_Node *node, int depth) { int j = depth; printf("\n"); while (j--) { printf(" "); } printf("depth=%d ", depth); if (node->p == NULL) { goto out; } printf("value=%s cnt=%d", node->p, node->cnt); out: for (int i = 0; i < node->cnt; i++) { handleNode(&node->nodes[i], depth + 1); } } Tree tree; int curdepth; Tree_Node *curnode; void add(int depth, char *s) { printf("%s: depth (%d) > curdepth (%d): %d\n", s, depth, curdepth, depth > curdepth); if (depth > curdepth) { curnode = Tree_AddNode(curnode); Tree_Node *node = Tree_AddNode(curnode); node->p = malloc(strlen(s)); memcpy(node->p, s, strlen(s)); curdepth++; } else { while (curdepth - depth > 0) { if (curnode->parent == NULL) { printf("Illegal nesting\n"); return; } curnode = curnode->parent; curdepth--; } Tree_Node *node = Tree_AddNode(curnode); node->p = malloc(strlen(s)); memcpy(node->p, s, strlen(s)); } } void main(void) { Tree_Init(&tree); curnode = &tree.root; curdepth = 0; add(0, "1"); add(1, "1.1"); add(2, "1.1.1"); add(3, "1.1.1.1"); add(4, "1.1.1.1.1"); add(2, "1.1.2"); add(0, "2"); handleNode(&tree.root, 0); }

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  • Overloading operator>> to a char buffer in C++ - can I tell the stream length?

    - by exscape
    I'm on a custom C++ crash course. I've known the basics for many years, but I'm currently trying to refresh my memory and learn more. To that end, as my second task (after writing a stack class based on linked lists), I'm writing my own string class. It's gone pretty smoothly until now; I want to overload operator that I can do stuff like cin my_string;. The problem is that I don't know how to read the istream properly (or perhaps the problem is that I don't know streams...). I tried a while (!stream.eof()) loop that .read()s 128 bytes at a time, but as one might expect, it stops only on EOF. I want it to read to a newline, like you get with cin to a std::string. My string class has an alloc(size_t new_size) function that (re)allocates memory, and an append(const char *) function that does that part, but I obviously need to know the amount of memory to allocate before I can write to the buffer. Any advice on how to implement this? I tried getting the istream length with seekg() and tellg(), to no avail (it returns -1), and as I said looping until EOF (doesn't stop reading at a newline) reading one chunk at a time.

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  • No Buffer Space available(maximum connection reached?) Form Postgres EDB Driver

    - by Listening.Platform
    We are facing an exception while connecting to database through our java application. The stack trace is as follows com.edb.util.PSQLException: The connection attempt failed. at com.edb.core.v3.ConnectionFactoryImpl.openConnectionImpl(ConnectionFactoryImpl.java:189) at com.edb.core.ConnectionFactory.openConnection(ConnectionFactory.java:64) at com.edb.jdbc2.AbstractJdbc2Connection.<init>(AbstractJdbc2Connection.java:161) at com.edb.jdbc3.AbstractJdbc3Connection.<init>(AbstractJdbc3Connection.java:30) at com.edb.jdbc3.Jdbc3Connection.<init>(Jdbc3Connection.java:24) at com.edb.Driver.makeConnection(Driver.java:391) at com.edb.Driver.connect(Driver.java:266) at java.sql.DriverManager.getConnection(Unknown Source) at java.sql.DriverManager.getConnection(Unknown Source) ... 12 more Caused by: java.net.SocketException: No buffer space available (maximum connections reached?): connect at java.net.PlainSocketImpl.socketConnect(Native Method) at java.net.PlainSocketImpl.doConnect(Unknown Source) at java.net.PlainSocketImpl.connectToAddress(Unknown Source) at java.net.PlainSocketImpl.connect(Unknown Source) at java.net.SocksSocketImpl.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.<init>(Unknown Source) at java.net.Socket.<init>(Unknown Source) at com.edb.core.PGStream.<init>(PGStream.java:70) at com.edb.core.v3.ConnectionFactoryImpl.openConnectionImpl(ConnectionFactoryImpl.java:115) ... 20 more When the error occured we were not able to connect to internet and DB and had to reboot the system. But the error occured again after 3 days at same code i.e while connecting to DB. We checked TCP connections using netstat. But there were not many TCP connections i.e it has not reached the max limit. Our application has multiple long running Java processes that pools the DB connections (not more than 60) and keeps it alive for firing the next query (as it has to poll the DB every 2 seconds). Some of the queries in our application are joining large tables (10 million records) to get the related data. We are using following System and applications Windows 2003 server SP2 Java 1.6 Postgres Plus Advanced server 8.4 Database edb-jdbc14.jar driver for connection DB from Java We have used the default configuration of Postgres DB except increasing the connection to 120 from 100. Has anybody encountred the same error with postgres edb driver? Can anybody help us finding the solution?

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  • Write to memory buffer instead of file with libjpeg?

    - by Richard Knop
    I have found this function which uses libjpeg to write to a file: int write_jpeg_file( char *filename ) { struct jpeg_compress_struct cinfo; struct jpeg_error_mgr jerr; /* this is a pointer to one row of image data */ JSAMPROW row_pointer[1]; FILE *outfile = fopen( filename, "wb" ); if ( !outfile ) { printf("Error opening output jpeg file %s\n!", filename ); return -1; } cinfo.err = jpeg_std_error( &jerr ); jpeg_create_compress(&cinfo); jpeg_stdio_dest(&cinfo, outfile); /* Setting the parameters of the output file here */ cinfo.image_width = width; cinfo.image_height = height; cinfo.input_components = bytes_per_pixel; cinfo.in_color_space = color_space; /* default compression parameters, we shouldn't be worried about these */ jpeg_set_defaults( &cinfo ); /* Now do the compression .. */ jpeg_start_compress( &cinfo, TRUE ); /* like reading a file, this time write one row at a time */ while( cinfo.next_scanline < cinfo.image_height ) { row_pointer[0] = &raw_image[ cinfo.next_scanline * cinfo.image_width * cinfo.input_components]; jpeg_write_scanlines( &cinfo, row_pointer, 1 ); } /* similar to read file, clean up after we're done compressing */ jpeg_finish_compress( &cinfo ); jpeg_destroy_compress( &cinfo ); fclose( outfile ); /* success code is 1! */ return 1; } I would actually need to write the jpeg compressed image just to memory buffer, without saving it to a file, to save time. Could somebody give me an example how to do it? I have been searching the web for a while but the documentation is very rare if any and examples are also difficult to come by.

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  • Java algorithm for normalizing audio

    - by Marty Pitt
    I'm trying to normalize an audio file of speech. Specifically, where an audio file contains peaks in volume, I'm trying to level it out, so the quiet sections are louder, and the peaks are quieter. I know very little about audio manipulation, beyond what I've learnt from working on this task. Also, my math is embarrassingly weak. I've done some research, and the Xuggle site provides a sample which shows reducing the volume using the following code: (full version here) @Override public void onAudioSamples(IAudioSamplesEvent event) { // get the raw audio byes and adjust it's value ShortBuffer buffer = event.getAudioSamples().getByteBuffer().asShortBuffer(); for (int i = 0; i < buffer.limit(); ++i) buffer.put(i, (short)(buffer.get(i) * mVolume)); super.onAudioSamples(event); } Here, they modify the bytes in getAudioSamples() by a constant of mVolume. Building on this approach, I've attempted a normalisation modifies the bytes in getAudioSamples() to a normalised value, considering the max/min in the file. (See below for details). I have a simple filter to leave "silence" alone (ie., anything below a value). I'm finding that the output file is very noisy (ie., the quality is seriously degraded). I assume that the error is either in my normalisation algorithim, or the way I manipulate the bytes. However, I'm unsure of where to go next. Here's an abridged version of what I'm currently doing. Step 1: Find peaks in file: Reads the full audio file, and finds this highest and lowest values of buffer.get() for all AudioSamples @Override public void onAudioSamples(IAudioSamplesEvent event) { IAudioSamples audioSamples = event.getAudioSamples(); ShortBuffer buffer = audioSamples.getByteBuffer().asShortBuffer(); short min = Short.MAX_VALUE; short max = Short.MIN_VALUE; for (int i = 0; i < buffer.limit(); ++i) { short value = buffer.get(i); min = (short) Math.min(min, value); max = (short) Math.max(max, value); } // assign of min/max ommitted for brevity. super.onAudioSamples(event); } Step 2: Normalize all values: In a loop similar to step1, replace the buffer with normalized values, calling: buffer.put(i, normalize(buffer.get(i)); public short normalize(short value) { if (isBackgroundNoise(value)) return value; short rawMin = // min from step1 short rawMax = // max from step1 short targetRangeMin = 1000; short targetRangeMax = 8000; int abs = Math.abs(value); double a = (abs - rawMin) * (targetRangeMax - targetRangeMin); double b = (rawMax - rawMin); double result = targetRangeMin + ( a/b ); // Copy the sign of value to result. result = Math.copySign(result,value); return (short) result; } Questions: Is this a valid approach for attempting to normalize an audio file? Is my math in normalize() valid? Why would this cause the file to become noisy, where a similar approach in the demo code doesn't?

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  • How to set buffer size in client-server app using sockets?

    - by nelly
    First of all i am new to networking so i may say dumb thing in here. Considering a client-server application using sockets(.net with c# if that matters). The client sends some data, the server process it and sends back a string. The client sends some other data, the serve process it, queries the db and sends back several hundreds of items from the database The client sends some other type of data and the server notifies some other clients . My question is how to set the buffer size correctly for reading/writing operation. Should i do something like this: byte[] buff = new byte[client.ReceiveBufferSize] ? I am thinking of something like this: Client sends data to the server(and the server will follow the same pattern) byte[] bytesToSend=new byte[2048] //2048 to be standard for any command send by the client bytes 0..1 ->command type bytes 1..2047 ->command parameters byte[] bytesToReceive=new byte[8]/byte[64]/byte[8192] //switch(command type) But..what is happening when a client is notified by the server without sending data? What is the correct way to accomplish what i am trying to do? Thanks for reading.

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  • Implementation of ZipCrypto / Zip 2.0 encryption in java

    - by gomesla
    I'm trying o implement the zipcrypto / zip 2.0 encryption algoritm to deal with encrypted zip files as discussed in http://www.pkware.com/documents/casestudies/APPNOTE.TXT I believe I've followed the specs but just can't seem to get it working. I'm fairly sure the issue has to do with my interpretation of the crc algorithm. The documentation states CRC-32: (4 bytes) The CRC-32 algorithm was generously contributed by David Schwaderer and can be found in his excellent book "C Programmers Guide to NetBIOS" published by Howard W. Sams & Co. Inc. The 'magic number' for the CRC is 0xdebb20e3. The proper CRC pre and post conditioning is used, meaning that the CRC register is pre-conditioned with all ones (a starting value of 0xffffffff) and the value is post-conditioned by taking the one's complement of the CRC residual. Here is the snippet that I'm using for the crc32 public class PKZIPCRC32 { private static final int CRC32_POLYNOMIAL = 0xdebb20e3; private int crc = 0xffffffff; private int CRCTable[]; public PKZIPCRC32() { buildCRCTable(); } private void buildCRCTable() { int i, j; CRCTable = new int[256]; for (i = 0; i <= 255; i++) { crc = i; for (j = 8; j > 0; j--) if ((crc & 1) == 1) crc = (crc >>> 1) ^ CRC32_POLYNOMIAL; else crc >>>= 1; CRCTable[i] = crc; } } private int crc32(byte buffer[], int start, int count, int lastcrc) { int temp1, temp2; int i = start; crc = lastcrc; while (count-- != 0) { temp1 = crc >>> 8; temp2 = CRCTable[(crc ^ buffer[i++]) & 0xFF]; crc = temp1 ^ temp2; } return crc; } public int crc32(int crc, byte buffer) { return crc32(new byte[] { buffer }, 0, 1, crc); } } Below is my complete code. Can anyone see what I'm doing wrong. package org.apache.commons.compress.archivers.zip; import java.io.IOException; import java.io.InputStream; public class ZipCryptoInputStream extends InputStream { public class PKZIPCRC32 { private static final int CRC32_POLYNOMIAL = 0xdebb20e3; private int crc = 0xffffffff; private int CRCTable[]; public PKZIPCRC32() { buildCRCTable(); } private void buildCRCTable() { int i, j; CRCTable = new int[256]; for (i = 0; i <= 255; i++) { crc = i; for (j = 8; j > 0; j--) if ((crc & 1) == 1) crc = (crc >>> 1) ^ CRC32_POLYNOMIAL; else crc >>>= 1; CRCTable[i] = crc; } } private int crc32(byte buffer[], int start, int count, int lastcrc) { int temp1, temp2; int i = start; crc = lastcrc; while (count-- != 0) { temp1 = crc >>> 8; temp2 = CRCTable[(crc ^ buffer[i++]) & 0xFF]; crc = temp1 ^ temp2; } return crc; } public int crc32(int crc, byte buffer) { return crc32(new byte[] { buffer }, 0, 1, crc); } } private static final long ENCRYPTION_KEY_1 = 0x12345678; private static final long ENCRYPTION_KEY_2 = 0x23456789; private static final long ENCRYPTION_KEY_3 = 0x34567890; private InputStream baseInputStream = null; private final PKZIPCRC32 checksumEngine = new PKZIPCRC32(); private long[] keys = null; public ZipCryptoInputStream(ZipArchiveEntry zipEntry, InputStream inputStream, String passwd) throws Exception { baseInputStream = inputStream; // Decryption // ---------- // PKZIP encrypts the compressed data stream. Encrypted files must // be decrypted before they can be extracted. // // Each encrypted file has an extra 12 bytes stored at the start of // the data area defining the encryption header for that file. The // encryption header is originally set to random values, and then // itself encrypted, using three, 32-bit keys. The key values are // initialized using the supplied encryption password. After each byte // is encrypted, the keys are then updated using pseudo-random number // generation techniques in combination with the same CRC-32 algorithm // used in PKZIP and described elsewhere in this document. // // The following is the basic steps required to decrypt a file: // // 1) Initialize the three 32-bit keys with the password. // 2) Read and decrypt the 12-byte encryption header, further // initializing the encryption keys. // 3) Read and decrypt the compressed data stream using the // encryption keys. // Step 1 - Initializing the encryption keys // ----------------------------------------- // // Key(0) <- 305419896 // Key(1) <- 591751049 // Key(2) <- 878082192 // // loop for i <- 0 to length(password)-1 // update_keys(password(i)) // end loop // // Where update_keys() is defined as: // // update_keys(char): // Key(0) <- crc32(key(0),char) // Key(1) <- Key(1) + (Key(0) & 000000ffH) // Key(1) <- Key(1) * 134775813 + 1 // Key(2) <- crc32(key(2),key(1) >> 24) // end update_keys // // Where crc32(old_crc,char) is a routine that given a CRC value and a // character, returns an updated CRC value after applying the CRC-32 // algorithm described elsewhere in this document. keys = new long[] { ENCRYPTION_KEY_1, ENCRYPTION_KEY_2, ENCRYPTION_KEY_3 }; for (int i = 0; i < passwd.length(); ++i) { update_keys((byte) passwd.charAt(i)); } // Step 2 - Decrypting the encryption header // ----------------------------------------- // // The purpose of this step is to further initialize the encryption // keys, based on random data, to render a plaintext attack on the // data ineffective. // // Read the 12-byte encryption header into Buffer, in locations // Buffer(0) thru Buffer(11). // // loop for i <- 0 to 11 // C <- buffer(i) ^ decrypt_byte() // update_keys(C) // buffer(i) <- C // end loop // // Where decrypt_byte() is defined as: // // unsigned char decrypt_byte() // local unsigned short temp // temp <- Key(2) | 2 // decrypt_byte <- (temp * (temp ^ 1)) >> 8 // end decrypt_byte // // After the header is decrypted, the last 1 or 2 bytes in Buffer // should be the high-order word/byte of the CRC for the file being // decrypted, stored in Intel low-byte/high-byte order. Versions of // PKZIP prior to 2.0 used a 2 byte CRC check; a 1 byte CRC check is // used on versions after 2.0. This can be used to test if the password // supplied is correct or not. byte[] encryptionHeader = new byte[12]; baseInputStream.read(encryptionHeader); for (int i = 0; i < encryptionHeader.length; i++) { encryptionHeader[i] ^= decrypt_byte(); update_keys(encryptionHeader[i]); } } protected byte decrypt_byte() { byte temp = (byte) (keys[2] | 2); return (byte) ((temp * (temp ^ 1)) >> 8); } @Override public int read() throws IOException { // // Step 3 - Decrypting the compressed data stream // ---------------------------------------------- // // The compressed data stream can be decrypted as follows: // // loop until done // read a character into C // Temp <- C ^ decrypt_byte() // update_keys(temp) // output Temp // end loop int read = baseInputStream.read(); read ^= decrypt_byte(); update_keys((byte) read); return read; } private final void update_keys(byte ch) { keys[0] = checksumEngine.crc32((int) keys[0], ch); keys[1] = keys[1] + (byte) keys[0]; keys[1] = keys[1] * 134775813 + 1; keys[2] = checksumEngine.crc32((int) keys[2], (byte) (keys[1] >> 24)); } }

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