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  • Unusual heap size limitations in VS2003 C++

    - by Shane MacLaughlin
    I have a C++ app that uses large arrays of data, and have noticed while testing that it is running out of memory, while there is still plenty of memory available. I have reduced the code to a sample test case as follows; void MemTest() { size_t Size = 500*1024*1024; // 512mb if (Size > _HEAP_MAXREQ) TRACE("Invalid Size"); void * mem = malloc(Size); if (mem == NULL) TRACE("allocation failed"); } If I create a new MFC project, include this function, and run it from InitInstance, it works fine in debug mode (memory allocated as expected), yet fails in release mode (malloc returns NULL). Single stepping through release into the C run times, my function gets inlined I get the following // malloc.c void * __cdecl _malloc_base (size_t size) { void *res = _nh_malloc_base(size, _newmode); RTCCALLBACK(_RTC_Allocate_hook, (res, size, 0)); return res; } Calling _nh_malloc_base void * __cdecl _nh_malloc_base (size_t size, int nhFlag) { void * pvReturn; // validate size if (size > _HEAP_MAXREQ) return NULL; ' ' And (size _HEAP_MAXREQ) returns true and hence my memory doesn't get allocated. Putting a watch on size comes back with the exptected 512MB, which suggests the program is linking into a different run-time library with a much smaller _HEAP_MAXREQ. Grepping the VC++ folders for _HEAP_MAXREQ shows the expected 0xFFFFFFE0, so I can't figure out what is happening here. Anyone know of any CRT changes or versions that would cause this problem, or am I missing something way more obvious?

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  • Problems applying texture to a triangle strip using glTexCoordPointer

    - by Alexey
    Hi, I'm writing a pretty simple piece of code which should draw a plane. The plane must have two different textures on its sides, like if it was a book page. I'm trying to achieve this by doing this: glFrontFace(GL_CCW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); glFrontFace(GL_CW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideRight]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); textures[] array contains 2 GLuint textures which specify appropriate textures. vertexCoordinates and textureCoordinates contain vertexes and texture coordinates respectively ((2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount) equals 15 and that's exactly how many elements I have in the arrays I set up opengl like this: glEnable(GL_DEPTH_TEST); glClearDepthf(1.0f); glDepthFunc(GL_LEQUAL); glClearColor(0.0, 1.0, 1.0, 1.0); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); What happens is when I run it front side of the plane looks Ok, but it appears like if texture coordinates weren't applied to the back side. It appears like texture on the back side is just tiled and not connected to vertexes by any means. Any idea what am I doing wrong? Or any idea about what can I do to debug this problem? Thanks.

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  • How to speed-up python nested loop?

    - by erich
    I'm performing a nested loop in python that is included below. This serves as a basic way of searching through existing financial time series and looking for periods in the time series that match certain characteristics. In this case there are two separate, equally sized, arrays representing the 'close' (i.e. the price of an asset) and the 'volume' (i.e. the amount of the asset that was exchanged over the period). For each period in time I would like to look forward at all future intervals with lengths between 1 and INTERVAL_LENGTH and see if any of those intervals have characteristics that match my search (in this case the ratio of the close values is greater than 1.0001 and less than 1.5 and the summed volume is greater than 100). My understanding is that one of the major reasons for the speedup when using NumPy is that the interpreter doesn't need to type-check the operands each time it evaluates something so long as you're operating on the array as a whole (e.g. numpy_array * 2), but obviously the code below is not taking advantage of that. Is there a way to replace the internal loop with some kind of window function which could result in a speedup, or any other way using numpy/scipy to speed this up substantially in native python? Alternatively, is there a better way to do this in general (e.g. will it be much faster to write this loop in C++ and use weave)? ARRAY_LENGTH = 500000 INTERVAL_LENGTH = 15 close = np.array( xrange(ARRAY_LENGTH) ) volume = np.array( xrange(ARRAY_LENGTH) ) close, volume = close.astype('float64'), volume.astype('float64') results = [] for i in xrange(len(close) - INTERVAL_LENGTH): for j in xrange(i+1, i+INTERVAL_LENGTH): ret = close[j] / close[i] vol = sum( volume[i+1:j+1] ) if ret > 1.0001 and ret < 1.5 and vol > 100: results.append( [i, j, ret, vol] ) print results

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  • CodeIgniter: problem using foreach in view

    - by krike
    I have a model and controller who gets some data from my database and returns the following array Array ( [2010] => Array ( [year] => 2010 [months] => Array ( [0] => stdClass Object ( [sales] => 2 [month] => Apr ) [1] => stdClass Object ( [sales] => 1 [month] => Nov ) ) ) [2011] => Array ( [year] => 2011 [months] => Array ( [0] => stdClass Object ( [sales] => 1 [month] => Nov ) ) ) ) It shows exactly what it should show but the key's have different names so I have no idea on how to loop through the years using foreach in my view. Arrays is something I'm not that good at yet :( this is the controller if you need to know: function analytics() { $this->load->model('admin_model'); $analytics = $this->admin_model->Analytics(); foreach ($analytics as $a): $data[$a->year]['year'] = $a->year; $data[$a->year]['months'] = $this->admin_model->AnalyticsMonth($a->year); endforeach; echo"<pre style='text-align:left;'>"; print_r($data); echo"</pre>"; $data['main_content'] = 'analytics'; $this->load->view('template_admin', $data); }//end of function categories()

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  • finding common prefix of array of strings

    - by bumperbox
    I have an array like this $sports = array( 'Softball - Counties', 'Softball - Eastern', 'Softball - North Harbour', 'Softball - South', 'Softball - Western' ); and i would like to find the longest common part of the string so in this instance, it would be 'Softball - '; I am thinking that I would follow the this process $i = 1; // loop to the length of the first string while ($i < strlen($sports[0]) { // grab the left most part up to i in length $match = substr($sports[0], 0, $i); // loop through all the values in array, and compare if they match foreach ($sports as $sport) { if ($match != substr($sport, 0, $i) { // didn't match, return the part that did match return substr($sport, 0, $i-1); } } // foreach // increase string length $i++; } // while // if you got to here, then all of them must be identical Questions is there a built in function or much simpler way of doing this ? for my 5 line array that is probably fine, but if i were to do several thousand line arrays, there would be a lot of overhead, so i would have to be move calculated with my starting values of $i, eg $i = halfway of string, if it fails, then $i/2 until it works, then increment $i by 1 until we succeed. so that we are doing the least number of comparisons to get a result If there a formula/algorithm out already out there for this kind of problem ? thanks alex

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  • JTree TreePath casting problem

    - by newbie123
    I got this casting problem java.lang.String cannot be cast to java.io.File, when I trying to do this TreePath p = new TreePath(new Object[] {"src","file","My Diary" }); This is my jtree file model class FileTreeModel implements TreeModel { private FileNode root; public FileTreeModel(String directory) { root = new FileNode(directory); } public Object getRoot() { return root; } public Object getChild(Object parent, int index) { FileNode parentNode = (FileNode) parent; return new FileNode(parentNode, parentNode.listFiles()[index].getName()); } public int getChildCount(Object parent) { FileNode parentNode = (FileNode) parent; if (parent == null || !parentNode.isDirectory() || parentNode.listFiles() == null) { return 0; } return parentNode.listFiles().length; } public boolean isLeaf(Object node) { return (getChildCount(node) == 0); } public int getIndexOfChild(Object parent, Object child) { FileNode parentNode = (FileNode) parent; FileNode childNode = (FileNode) child; return Arrays.asList(parentNode.list()).indexOf(childNode.getName()); } public void valueForPathChanged(TreePath path, Object newValue) { } public void addTreeModelListener(TreeModelListener l) { } public void removeTreeModelListener(TreeModelListener l) { } } class FileNode extends java.io.File { public FileNode(String directory) { super(directory); } public FileNode(FileNode parent, String child) { super(parent, child); } @Override public String toString() { return getName(); } }

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  • How do I get C# to garbage collect aggressively?

    - by mmr
    I have an application that is used in image processing, and I find myself typically allocating arrays in the 4000x4000 ushort size, as well as the occasional float and the like. Currently, the .NET framework tends to crash in this app apparently randomly, almost always with an out of memory error. 32mb is not a huge declaration, but if .NET is fragmenting memory, then it's very possible that such large continuous allocations aren't behaving as expected. Is there a way to tell the garbage collector to be more aggressive, or to defrag memory (if that's the problem)? I realize that there's the GC.Collect and GC.WaitForPendingFinalizers calls, and I've sprinkled them pretty liberally through my code, but I'm still getting the errors. It may be because I'm calling dll routines that use native code a lot, but I'm not sure. I've gone over that C++ code, and make sure that any memory I declare I delete, but still I get these C# crashes, so I'm pretty sure it's not there. I wonder if the C++ calls could be interfering with the GC, making it leave behind memory because it once interacted with a native call-- is that possible? If so, can I turn that functionality off?

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  • php how to serialize array of objects?

    - by hequ
    Hello, I have small class called 'Call' and I need to store these calls into a flat file. I've made another class called 'CallStorage' which contains an array where I put these calls into. My problem is that I would like to store this array to disk so I could later read it back and get the calls from that array. I've tried to achieve this using serialize() and unserialize() but these seems to act somehow strange and part of the information gets lost. This is what I'm doing: //write array to disk $filename = $path . 'calls-' . $today; $serialized = serialize($this->array); $fp = fopen($filename, 'a'); fwrite($fp, $serialized); fclose($fp); //read array from serialized file $filename = $path . 'calls-' . $today; if (file_exists($filename)) { $handle = fopen($filename, 'r'); $contents = fread($handle, filesize($filename)); fclose($handle); $unserialized = unserialize($contents); $this->setArray($unserialized); } Can someone see what I'm doing wrong, or what. I've also tried to serialize and write arrays that contains plain strings. I didn't manage to get that working either.. I have a Java background so I just can't see why I couldn't just write an array to disk if it's serialized. :)

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  • android opengl es texture mapping into polygons

    - by kamil
    I wrote opengl es code for android to map textures on a square but i want to draw texture on polygons. When user moved the image, texture will be mapped on polygons have more vertexes. I tried the arrays combination below for pentagon but i could not find the correct triangle combination in indices array. public float vertices[] = { // -1.0f, 1.0f, 0.0f, //Top Left // -1.0f, -1.0f, 0.0f, //Bottom Left // 1.0f, -1.0f, 0.0f, //Bottom Right // 1.0f, 1.0f, 0.0f //Top Right -1.0f, 1.0f, 0.0f, //Top Left -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right 1.0f, 1.0f, 0.0f, //Top Right 0.4f, 1.4f, 0.0f }; /** Our texture pointer */ private int[] textures = new int[1]; /** The initial texture coordinates (u, v) */ private float texture[] = { //Mapping coordinates for the vertices // 1.0f, 0.0f, // 1.0f, 1.0f, // 0.0f, 1.0f, // 0.0f, 0.0f, // 0.0f, 1.0f, // 0.0f, 0.0f, // 1.0f, 0.0f, // 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.7f, }; /** The initial indices definition */ private byte indices[] = { //2 triangles // 0,1,2, 2,3,0, 0,1,2, 2,3,4, 3,4,0, //triangles for five vertexes }; i draw with the code below gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);

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  • how do I best create a set of list classes to match my business objects

    - by ken-forslund
    I'm a bit fuzzy on the best way to solve the problem of needing a list for each of my business objects that implements some overridden functions. Here's the setup: I have a baseObject that sets up database, and has its proper Dispose() method All my other business objects inherit from it, and if necessary, override Dispose() Some of these classes also contain arrays (lists) of other objects. So I create a class that holds a List of these. I'm aware I could just use the generic List, but that doesn't let me add extra features like Dispose() so it will loop through and clean up. So if I had objects called User, Project and Schedule, I would create UserList, ProjectList, ScheduleList. In the past, I have simply had these inherit from List< with the appropriate class named and then written the pile of common functions I wanted it to have, like Dispose(). this meant I would verify by hand, that each of these List classes had the same set of methods. Some of these classes had pretty simple versions of these methods that could have been inherited from a base list class. I could write an interface, to force me to ensure that each of my List classes has the same functions, but interfaces don't let me write common base functions that SOME of the lists might override. I had tried to write a baseObjectList that inherited from List, and then make my other Lists inherit from that, but there are issues with that (which is really why I came here). One of which was trying to use the Find() method with a predicate. I've simplified the problem down to just a discussion of Dispose() method on the list that loops through and disposes its contents, but in reality, I have several other common functions that I want all my lists to have. What's the best practice to solve this organizational matter?

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  • [FIXED] Scan file contents into an array of a structure.

    - by ZaZu
    Hello, I have a structure in my program that contains a particular array. I want to scan a random file with numbers and put the contents into that array. This is my code : ( NOTE : This is a sample from a bigger program, so I need the structure and arrays as declared ) The contents of the file are basically : 5 4 3 2 5 3 4 2 #include<stdio.h> #define first 500 #define sec 500 struct trial{ int f; int r; float what[first][sec]; }; int trialtest(trial *test); main(){ trial test; trialtest(&test); } int trialtest(trial *test){ int z,x,i; FILE *fin; fin=fopen("randomfile.txt","r"); for(i=0;i<5;i++){ fscanf(fin,"%5.2f\t",(*test).what[z][x]); } fclose(fin); return 0; } But the problem is, whenever this I run this code, I get this error : (25) : warning 508 - Data of type 'double' supplied where a pointer is required I tried adding do{ for(i=0;i<5;i++){ q=fscanf(fin,"%5.2f\t",(*test).what[z][x]); } }while(q!=EOF); But that didnt work either, it gives the same error. Does anyone have a solution to this problem ?

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  • Is this 2D array initialization a bad idea?

    - by Brendan Long
    I have something I need a 2D array for, but for better cache performance, I'd rather have it actually be a normal array. Here's the idea I had but I don't know if it's a terrible idea: const int XWIDTH = 10, YWIDTH = 10; int main(){ int * tempInts = new int[XWIDTH * YWIDTH]; int ** ints = new int*[XWIDTH]; for(int i=0; i<XWIDTH; i++){ ints[i] = &tempInts[i*YWIDTH]; } // do things with ints delete[] ints[0]; delete[] ints; return 0; } So the idea is that instead of newing a bunch of arrays (and having them placed in different places in memory), I just point to an array I made all at once. The reason for the delete[] (int*) ints; is because I'm actually doing this in a class and it would save [trivial amounts of] memory to not save the original pointer. Just wondering if there's any reasons this is a horrible idea. Or if there's an easier/better way. The goal is to be able to access the array as ints[x][y] rather than ints[x*YWIDTH+y].

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  • Binding Listbox item source to a collection of collections in windows phone 7

    - by Tee
    Hi there, I am trying to bind a Listbox ItemSource to a collection of multiple Lists. i.e. List PersonCollection List Person List Collection Now I need to show items from both of these list. In wpf you could use HierarchicalDataTemplate i believe, but not sure how I can do it in windows phone 7. Tried with Blend and it generates the following data template. <DataTemplate x:Key="PersonDataTemplate"> <Grid> <StackPanel Margin="0,0,1,0" Orientation="Vertical" VerticalAlignment="Top"> <TextBlock Margin="0,0,1,0" TextWrapping="Wrap" Text="{Binding Person[0].Name}" d:LayoutOverrides="Width"/> <TextBlock Margin="0,0,1,0" TextWrapping="Wrap" Text="{Binding Collection[0].Total}" d:LayoutOverrides="Width"/> </StackPanel> </Grid> </DataTemplate> Is there another way I can do this? I have tried to set the DataContext of Textbox in DataTemplate to individual arrays but did not seem to work. Cant find anything similar on the net apart from the confirmation that HierarchicalDataTemplate is not supported in Windows Phone 7. I have other ways to do but none elegant.. Thanks in advance. Regards

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  • How to customize Bootstrap typeahead layout/function for more than just text?

    - by Loolooii
    I'm working on a search functionality for my website and I'm using Bootstrap's typeahead to show the results. So far so good. But what I want is to extend the function so that I could add an image and some other item, say description, etc. According to this post, that is possible: custom typeahead. Basically I need something like this as each result item: <div class="resultContainer"> <div class="resultImage"><img /></div> <div class="resultDesc"></div> <div class="resultLabel"></div> </div> Now it's: <li><a href="#"></a></li> And this doesn't even work with a longer text than the width of the typeahead. So the text doesn't go to the next line and hence doesn't fit the <li>. How can I use the the custom layout I want? (btw I have an array of arrays of results. Each sub-array contains img, desc, etc.). This is what I have right now: Thanks in advance.

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  • Javascript cloned object looses its prototype functions

    - by Jake M
    I am attempting to clone an object in Javascript. I have made my own 'class' that has prototype functions. My Problem: When I clone an object, the clone cant access/call any prototype functions. I get an error when I go to access a prototype function of the clone: clone.render is not a function Can you tell me how I can clone an object and keep its prototype functions This simple JSFiddle demonstrates the error I get: http://jsfiddle.net/VHEFb/1/ function cloneObject(obj) { // Handle the 3 simple types, and null or undefined if (null == obj || "object" != typeof obj) return obj; // Handle Date if (obj instanceof Date) { var copy = new Date(); copy.setTime(obj.getTime()); return copy; } // Handle Array if (obj instanceof Array) { var copy = []; for (var i = 0, len = obj.length; i < len; ++i) { copy[i] = cloneObject(obj[i]); } return copy; } // Handle Object if (obj instanceof Object) { var copy = {}; for (var attr in obj) { if (obj.hasOwnProperty(attr)) copy[attr] = cloneObject(obj[attr]); } return copy; } throw new Error("Unable to copy obj! Its type isn't supported."); } function MyObject(name) { this.name = name; // I have arrays stored in this object also so a simple cloneNode(true) call wont copy those // thus the need for the function cloneObject(); } MyObject.prototype.render = function() { alert("Render executing: "+this.name); } var base = new MyObject("base"); var clone = cloneObject(base); clone.name = "clone"; base.render(); clone.render(); // Error here: "clone.render is not a function"

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  • How should I manage/declare dependencies between open source C# projects?

    - by munificent
    I've got a game (a roguelike to be specific) in C# that I'm in the process of cleaning up to open source. One step I'd like to take is splitting it into three distinct pieces: A simple package of utility classes, things like 2D arrays, vectors, etc. A terminal UI package that gives you a curses-like display. It depends on 1. The actual game, which uses 1 and 2. Right now, these are all separate projects in the same solution, but I'd kind of like to make them completely separate projects (in the "open source project" sense, not the "visual studio project" use of the term) with their own names and repos. I think, at the very least, #1 is generally useful even if you aren't building game, and I don't want someone to have to build an entire game just to get some handy functions. What I'm not sure about is how to handle the dependencies if I split up the solution. If someone decides they want to sync the game, how should I ensure they also get 1 and 2? Include the built dependent .dlls in the games repo? Just document, "you need these other projects and they must be in a path relative to the game like this". Just leave it all one giant solution and a single repo. Something I'm not thinking of?

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  • Should I learn to code?

    - by saltcod
    Hi All, This is more of a philosophical question than a technical one, but I’d like some opinions on it, and I think that there are many others in my position that would benefit. My issue is that I don’t really have time to learn how to code. I know, I know… no one has time anymore, but please hear me out. Since learning to use Drupal about 2 years ago I’ve been involved with several projects wherein I’ve become the default quasi-developer, front-end designer, site manager, and system administrator. What I’ve found is that I can produce fairly nice, feature rich Drupal sites with the wealth of contrib. modules out there (Views, CCK, image handling, etc….). BUT! I can’t code. I know enough PHP to insert something into a block, or re-word a string, but that’s about it. I still don’t really even know how arrays work. My question Succinctly, my question is: Given the time that I have available for all of this stuff – in addition to a full-time job and regular life – am I better off trying to become more expert at the front-end stuff, or should I just learn PHP already? Pros 1. If a project doesn’t use Drupal, I’ll know enough PHP to be able to participate. 2. Learning PHP would help my Drupal development too 3. Learning PHP would make front-end theming easier 4. Learning PHP should give me that missing background in programming – and should allow me to learn other languages in the future Cons 1. At 28, I know I’m not too old to learn anything. But am I too old to become ‘good’? 2. Am I better off getting better and better at front-end UX work? 3. Am I better off farming out the PHP work? Suggestions from coders welcome! Thanks Terry

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  • Void* array casting to float, int32, int16, etc.

    - by Griffin
    Hey guys, I've got an array of PCM data, it could be 16 bit, 24 bit packed, 32 bit, etc.. It could be signed, or unsigned, and it could be 32 or 64 bit floating point. It is currently stored as a "void**" matrix, indexed by channel, then by frame. The goal is to allow my library to take in any PCM format and buffer it, without requiring manipulation of the data to fit a designated structure. If the A/D converter spits out 24 bit packed arrays of interleaved PCM, I need to accept it gracefully. I also need to support 16 bit non interleaved, as well as any permutation of the above formats. I know the bit depth and other information at runtime, and I'm trying to code efficiently while not duplicating code. What I need is an effective way to cast the matrix, put PCM data into the matrix, and then pull it out later. I can cast the matrix to int32_t, or int16_t for the 32 and 16 bit signed PCM respectively, I'll probably have to store the 24 bit PCM in an int32_t for 32 bit, 8 bit byte systems as well. Can anyone recommend a good way to put data into this array, and pull it out later? I'd like to avoid large sections of code which look like: switch( mFormat ) { case 1: // unsigned 8 bit for( int i = 0; i < mChannels; i++ ) framesArray = (uint8_t*)pcm[i]; break; case 2: // signed 8 bit for( int i = 0; i < mChannels; i++ ) framesArray = (int8_t*)pcm[i]; break; case 3: // unsigned 16 bit ... Limitations: I'm working in C/C++, no templates, no RTTI, no STL. Think embedded. Things get trickier when I have to port this to a DSP with 16 bit bytes. Does anybody have any useful macros they might be willing to share? Thanks, -Griff

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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • Identical files from different servers. Why might IE 8 display them differently?

    - by jasongetsdown
    I'm working on a site that will go on my company's intranet. I developed it locally on my computer, checking it in different browsers and on colleague's computers, and when it was done I handed it off to IT. They put identical copies on a staging server, and on the production server. This is a site built only with html, javascript, and css. No server side scripting. It also uses a DWF viewer plugin from Autodesk. It is a single standalone page (not part of a CMS) that allows users to load drawings into the viewer and then click to see info from a database of space info saved in a series of js arrays (the space DB software spits out a js file with all the info listed in array literals, creating a crap ton of global variables - ugh, but I digress). When I followed their links (using IE 8) the version on the staging server looked as expected, but the layout is hosed on the version from the production server. Specifically, it seems like a div that is supposed to flow to the right of a div that is float: left is displaying below the floated div at full width, as though it was clear: left (which it is not). It also has the wrong height. I downloaded the files from each and they are identical to my local version. Frustrated, I cleared my browser's cache, restarted my computer, checked it on a colleague's computer who also has IE 8. All the same issue. Staging server good. Production server bad. Finally I uninstalled IE 8 and looked at it in IE 6. Both versions looked fine. So, to recap. Two different servers. No server side scripting. Identical files. One browser agrees they are identical, the other does not. What could cause this?

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  • C# Multidimensional Array Definition

    - by Blaenk
    Can someone help me convert this to C#. I've already spent more time than I would have liked trying to do it myself and it's preventing me from actually getting any work done. I guess it seems like C# has a limitation regarding how one can define arrays. I think somewhere inside I have to keep doing new int[] but I'm not sure exactly where. You don't have to convert the whole thing, just enough so I can understand how to do it. I would really appreciate it. I would like to use integers instead of characters, by the way. Thanks again // Pieces definition char mArray [7][4][5][5] = { // Square { { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 2, 1, 0}, {0, 0, 1, 1, 0}, {0, 0, 0, 0, 0} }, { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 2, 1, 0}, {0, 0, 1, 1, 0}, {0, 0, 0, 0, 0} }, { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 2, 1, 0}, {0, 0, 1, 1, 0}, {0, 0, 0, 0, 0} }, { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 2, 1, 0}, {0, 0, 1, 1, 0}, {0, 0, 0, 0, 0} } }, // and so on and so forth, for 6 more };

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  • What's the most trivial function that would benfit from being computed on a GPU?

    - by hanDerPeder
    Hi. I'm just starting out learning OpenCL. I'm trying to get a feel for what performance gains to expect when moving functions/algorithms to the GPU. The most basic kernel given in most tutorials is a kernel that takes two arrays of numbers and sums the value at the corresponding indexes and adds them to a third array, like so: __kernel void add(__global float *a, __global float *b, __global float *answer) { int gid = get_global_id(0); answer[gid] = a[gid] + b[gid]; } __kernel void sub(__global float* n, __global float* answer) { int gid = get_global_id(0); answer[gid] = n[gid] - 2; } __kernel void ranksort(__global const float *a, __global float *answer) { int gid = get_global_id(0); int gSize = get_global_size(0); int x = 0; for(int i = 0; i < gSize; i++){ if(a[gid] > a[i]) x++; } answer[x] = a[gid]; } I am assuming that you could never justify computing this on the GPU, the memory transfer would out weight the time it would take computing this on the CPU by magnitudes (I might be wrong about this, hence this question). What I am wondering is what would be the most trivial example where you would expect significant speedup when using a OpenCL kernel instead of the CPU?

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  • Looking for an email template engine for end-users ...

    - by RizwanK
    We have a number of customers that we have to send monthly invoices too. Right now, I'm managing a codebase that does SQL queries against our customer database and billing database and places that data into emails - and sends it. I grow weary of maintaining this every time we want to include a new promotion or change our customer service phone numbers. So, I'm looking for a replacement to move more of this into the hands of those requesting the changes. In my ideal world, I need : A WYSIWYG (man, does anyone even say that anymore?) email editor that generates templates based upon the output from a Database Query. The ability to drag and drop various fields from the database query into the email template. Display of sample email results with the database query. Web application, preferably not requiring IIS. Involve as little code as possible for the end-user, but allow basic functionality (i.e. arrays/for loops) Either comes with it's own email delivery engine, or writes output in a way that I can easily write a Python script to deliver the email. Support for generic Database Connectors. (I need MSSQL and MySQL) F/OSS So ... can anyone suggest a project like this, or some tools that'd be useful for rolling my own? (My current alternative idea is using something like ERB or Tenjin, having them write the code, but not having live-preview for the editor would suck...)

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  • "end()" iterator for back inserters?

    - by Thanatos
    For iterators such as those returned from std::back_inserter(), is there something that can be used as an "end" iterator? This seems a little nonsensical at first, but I have an API which is: template<typename InputIterator, typename OutputIterator> void foo( InputIterator input_begin, InputIterator input_end, OutputIterator output_begin, OutputIterator output_end ); foo performs some operation on the input sequence, generating an output sequence. (Who's length is known to foo but may or may not be equal to the input sequence's length.) The taking of the output_end parameter is the odd part: std::copy doesn't do this, for example, and assumes you're not going to pass it garbage. foo does it to provide range checking: if you pass a range too small, it throws an exception, in the name of defensive programming. (Instead of potentially overwriting random bits in memory.) Now, say I want to pass foo a back inserter, specifically one from a std::vector which has no limit outside of memory constraints. I still need a "end" iterator - in this case, something that will never compare equal. (Or, if I had a std::vector but with a restriction on length, perhaps it might sometimes compare equal?) How do I go about doing this? I do have the ability to change foo's API - is it better to not check the range, and instead provide an alternate means to get the required output range? (Which would be needed anyways for raw arrays, but not required for back inserters into a vector.) This would seem less robust, but I'm struggling to make the "robust" (above) work.

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  • MediaWiki: how to hide users from the user list?

    - by Dave Everitt
    I've set up Mediawiki 1.15.1 for a client who has added two users by mistake. They now want to hide these users from the user list. It seems this is done via the $wgGroupPermissions array with $wgGroupPermissions['suppress']['hideuser'] = true;, but it isn't at all clear what entry this needs for the hiding to work, or whether a new group ('hidden' or whatever) has to be created first with $wgAddGroups['bureaucrat'] = true;. For now, I've added the two users to be hidden to the 'Oversight' group which explains 'Block a username, hiding it from the public (hideuser)', but they still appear on the Special:ListUsers page. At a loss as to how the MediWiki arrays alter options displayed in the interface, so far I've added this to LocalSettings.php: $wgGroupPermissions['suppress']['hideuser'] = true; $wgAddGroups['supress'] = true; Or - since they haven't actually added anything to the wiki - could they simply be removed from the MySQL users table - although MediaWiki warns against this? Has anyone else done this successfully? Update - this is a hole in MediaWiki admin (although there are workarounds). See this thread on MediaWIki Users and the note to the reply below.

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