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  • Url Navigation

    - by russ.bishop
    One of the new features is URL-based navigation which is useful for creating intranet links or auto-generating email links (such as from workflow systems, etc). For IIS 6 and earlier, the format is as follows: http://machine/drm-client/Logon.aspx? app=<appname>&action=go&ver=<version name>&hier=<hier name>&node=<node name> Just replace the fields with their appropriate values (URL-encoded of course). <node name> is optional. If provided it will open the hierarchy and expand directly to the target node. Otherwise the hierarchy is opened to the top node. Note that if the specified version is not loaded it will be loaded automatically.

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  • SSMS Tools Pack now supports Denali CTP1

    - by AaronBertrand
    Earlier today, Mladen Prajdic ( blog | twitter ) released an updated version of his SSMS Tools Pack (v.1.9.4), a free add-in for Management Studio that provides a ton of helpful functionality that isn't available with the native tools. I'm really glad this happened, because I've installed Denali on all of my VMs and have been using it for most of my work, and I've been missing some of the little things the tool adds. In addition to adding Denali support, Mladen also fixed a handful of minor bugs...(read more)

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  • SQL Server 2012 : A couple of notes about installing RC0

    - by AaronBertrand
    If you're going to install Distributed Replay Controller I've posted about this on twitter a few times, but I thought I should put it down somewhere permanent as well. When you install RC0, and have selected the Distributed Replay Controller, you should be very careful about choosing the "Add Current User" button on the following dialog (I felt compelled to embellish with the skull and crossbones): If you click this button (it may also happen for the Add... button), you may experience a little delay...(read more)

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • Problem setting up HP PhotoSmart C4783

    - by ProfKaos
    I am trying to get several PC's on a network to connect to my client's new wireless printer, the C4783. I initially installed the whole HP 'tsumami of software' the comes with the printer onto my laptop, connected to the printer over USB, and corrected it's networking config. My laptop now also can connect to and print on the printer over the wireless network, as is intended for all PC's. However, when I try and install the HP software on my client's netbook, the HP software cannot find the printer. Firewall was turned off during this time, so doesn't play a role. I tried re-installing all software, but I initially only got a "Repair" or "Uninstall". Choosing Uninstall triggers a lengthy process that ends with a sudden and forceful restart, after which the same "Repair" or "Uninstall" choices are present. Looks like uninstall doesn't. Any suggestions as to how I can begin diagnosing why my laptop has no problem connecting to the printer, but two others do? Wireless is unsecured, and no, nobody has to know where I am right now. :-)

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  • How do you pronounce the '...' operator

    - by Uri
    Now, in c++ '...' became a first class operator. In speech, how do you pronounce it? So far I've heard: dot dot dot triple dot ellipsis related: Is it OK to replace ... with ellipsis in writing? e.g. "The ellipsis operator expands the pack" EDIT (clarification): We are all aware that '...' as a punctuation mark is indeed called ellipsis. But in the context of C++ we don't pronounce the names of the punctuation mark. For example, the '&' operator, depends on the context is pronounced as 'and', 'bitwise and', 'address of', 'logical and' (when && is used), or 'reference'. It is rarely pronounced as 'ampersand'. In speeches, I've a feeling that 'dot dot dot' is used more often. For example: http://channel9.msdn.com/Events/GoingNative/GoingNative-2012/Variadic-Templates-are-Funadic (an excellent presentation about variadic templates). On the other hand, 'dot dot dot' is awkward hard to pronouce ('d' and 't' are both pronounce with the tongue). Can we pronounce it 'unpack'?

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  • HP Pavillion DV6500 recovery disk failure

    - by Scott W
    I recently attempted to re-install Windows Vista on an HP Pavillion DV6500 using the factory recovery DVD's, but encountered a strange problem. When the recovery disk attempted to reformat the hard disk, it failed at 22%. The error message provided was not very informative, just the error code "0x400110020000 1005". A google search turned up some people with a similar problem who asserted that HP has been know to ship corrupted recovery DVDs. The recovery disk did manage to reformat the the recovery partition before failing though, so recovering from the partition is no longer an option. It would be possible to reinstall from an off-the-shelf retail copy of Vista and then pull the drivers from HP's website, but I don't have access to a copy of Vista, and it would really be outrageous to have to purchase a new OS when I have a perfectly valid license already. Thought about biting the bullet and upgrading to Windows 7, but my understanding is that without Vista installed I'd be unable to use the upgrade version, and be forced to purchase the more expensive non-upgrade retail copy (!). Can anyone suggest a possible solution to this Catch-22? I've run out of ideas.

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  • Webcast: New Features of Solaris 11.1 and Solaris Cluster 4.1

    - by Jeff Victor
    If you missed last week's webcast of the new features in Oracle Solaris 11.1 you can view the recording. The speakers discuss changes that improve performance and scalability, particularly for Oracle DB, and many other enhancements. New features include Optimized Shared Memory (improves DB startup time), accelerated kernel locks (improves Oracle RAC performance and scalability), virtual memory improvements, a DTrace data collecter in the DB, Zones installed on Shared Storage (simplifies migration), Data Center Bridging, and Edge Virtual Bridging. To view the archived webcast, you must register and use the URL that you receive in e-mail.

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  • hp proliant dl360 disk diagnostic issue

    - by user1039384
    We recently got two used drives (15000) and installed on our HP proliant dl360 G5 server. Created RAID1 and used HP SmartStart CD to perform diagnostics. Interestingly, the Diagnostic tab immidiately fails on Logical drive testing saying the Disk1 should be replaced, while the Test tab successfully runs all the complete tests on both disks and does not find any issue. At the meantime, when booting to esxi 5, vSphere periodically shows the Disk1 as Unknown and Logical drive in recovery process. This happens every 5-10 minutes. Here is the log from HP SmartScan diagnostic: 1 - Device, Test: Logical Drive 1, Storage Controller in Slot 0 1 - Description: The controller has reported a critical error in the drive error log. 1 - Recommended Repair: This drive should be replaced. 1 - Failed Count: 44 1 - Error code: F157 There is also another error log record (see below): 2 - Device, Test: test_components/libstorage.so ID 2 - Description: An unexpected exception occurred while performing an operation. Exception message: CISS_StatusHandler::evaluate: commandStatus = 4 (INVALID); hexdump of CISS_ErrorInfo: 00000000: __ __ 04 __ 20 __ __ __ __ __ __ __ __ __ __ __ .... ... ........ 00000010: __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ ........ ........ 00000020: __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ ........ ........ Device: Hard Drive 2, Storage Controller in Slot 0 Property name: Bad Target Count 2 - Recommended Repair: Reboot or restart Insight Diagnostics. Retry the test. If the problem persists, upgrade to the latest version of Insight Diagnostics. 2 - Failed Count: 48 2 - Error Code: F62 Note that rebooting didn't help and I was running the latest diagnostic software version. Anyone has a clue? Is this a real disk issue? BTW, the controller is Smart Array E200i Thanks in advance

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

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  • HP DL185 - very slow disk read speed

    - by fistameeny
    Hi, I have a HP DL185 G6 Server (12 disk model) with the following spec: Quad Core Xeon 2.27GHz 6GB RAM HP P212 RAID controller with battery backup 2 x 128GB 15K SAS 3.5" (RAID-1 for the operating system) 4 x 750GB 7.5K SAS 3.5" (RAID-5 for the data, 2TB usable space) The operating system is Ubuntu Server 9.10. Both drives have been formatted as EXT4. We are finding that read speed of the RAID-5 array is poor. Disk test results below: sudo hdparm -tT /dev/cciss/c0d1p1 /dev/cciss/c0d1p1: Timing cached reads: 15284 MB in 2.00 seconds = 7650.18 MB/sec Timing buffered disk reads: 74 MB in 3.02 seconds = 24.53 MB/sec For info, the RAID-1 array performs as follows: sudo hdparm -tT /dev/cciss/c0d0p1 /dev/cciss/c0d0p1: Timing cached reads: 15652 MB in 2.00 seconds = 7834.26 MB/sec Timing buffered disk reads: 492 MB in 3.01 seconds = 163.46 MB/sec We thought this was because with no battery, read/write cache is disabled. We have bought and installed the battery backup and have used the HP bootable CD to change the cache settings to 50% read / 50% write and check cache is enabled on the drives and the controller. Is there something I'm missing?

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  • HP Pavillion DV6500 recovery disk failure

    - by Scott W
    I recently attempted to re-install Windows Vista on an HP Pavillion DV6500 using the factory recovery DVD's, but encountered a strange problem. When the recovery disk attempted to reformat the hard disk, it failed at 22%. The error message provided was not very informative, just the error code "0x400110020000 1005". A google search turned up some people with a similar problem who asserted that HP has been know to ship corrupted recovery DVDs. The recovery disk did manage to reformat the the recovery partition before failing though, so recovering from the partition is no longer an option. It would be possible to reinstall from an off-the-shelf retail copy of Vista and then pull the drivers from HP's website, but I don't have access to a copy of Vista, and it would really be outrageous to have to purchase a new OS when I have a perfectly valid license already. Thought about biting the bullet and upgrading to Windows 7, but my understanding is that without Vista installed I'd be unable to use the upgrade version, and be forced to purchase the more expensive non-upgrade retail copy (!). Can anyone suggest a possible solution to this Catch-22? I've run out of ideas.

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  • What is use of universal character names in identifiers in C++

    - by Jan Hudec
    The C++ standard (I noticed it in the new one, but it did already exist in C++03) specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it? Edit: Since it actually existed in C++03 already, additional question would be whether you actually saw a code that used it?

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

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  • How to specialize a c++ variadic template?

    - by Serge
    I'm trying to understand c++ variadic templates. I'm not much aware of the correct language to use to explain what I'd like to achieve, so it might be simpler if I provide a bit of code which illustrate what I'd like to achieve. #include <iostream> #include <string> using namespace std; template<int ...A> class TestTemplate1 { public: string getString() { return "Normal"; } }; template<int T, int ...A> string TestTemplate1<2, A...>::getString() { return "Specialized"; } template<typename ...A> class TestTemplate2 { }; int main() { TestTemplate1<1, 2, 3, 4> t1_1; TestTemplate1<1, 2> t1_2; TestTemplate1<> t1_3; TestTemplate1<2> t1_4; TestTemplate2<> t2_1; TestTemplate2<int, double> t2_2; cout << t1_1.getString() << endl; cout << t1_2.getString() << endl; cout << t1_3.getString() << endl; cout << t1_4.getString() << endl; } This throws several errors. error C2333: 'TestTemplate1<::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2,3,4::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<1,2::getString' : error in function declaration; skipping function body error C2333: 'TestTemplate1<2::getString' : error in function declaration; skipping function body error C2977: 'TestTemplate1' : too many template arguments error C2995: 'std::string TestTemplate1::getString(void)' : function template has already been defined error C3860: template argument list following class template name must list parameters in the order used in template parameter list How can I have a specialized behavior for every TestTemplate1<2, ...> instances like t1_4?

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  • How to handle a Tile Map Scrolling [duplicate]

    - by DGomez
    This question already has an answer here: Implementing a camera / viewport to a 2D game 1 answer i'm making a video game, and i'm having, i think, a concept problem. The game will be a platformer which will use tile maps, so to start i will create a mask matrix indicating the tiles to be loaded, and etc..., so my problem is, how to handle the scrolling? should i create a giant mask matrix indicating in each position of the whole level what is supposed to be loaded, and according to the position of the player, change the section to be drawed?? Is this a correct approach to this situation??

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • Implementing a list with unique_ptr<>? [migrated]

    - by Alexander Duchene
    As I understand it, a unique_ptr signifies exclusive ownership. A singly linked list seems to fit this, with each node owning the next, like (pseduocode alert) class node{ public: unique_ptr<node> next; int value; }; but I don't understand how to perform operations like traversing the list, where I'm used to doing here=here->next; How do you implement data structures using unique_ptr's? Are they the right tool for the job?

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  • Oracle Solaris 11.1

    - by user12616590
    Oracle Solaris 11.1 was announced at Oracle OpenWorld recently. This release added 300 new performance and feature enhancements. My favorite new features: Solaris Zones on Shared Storage Support for 32 TB (!) of RAM Improved Oracle RAC lock latency Dynamically resize the Oracle DB SGA Industry-first support for FedFS You can learn more from the press release or by attending the Solaris 11.1 webcast on November 7.

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  • HP LaserJet 1515: Disable "refill" warning

    - by Pekka
    I have a HP LaserJet 1515 connected to a Windows 7 PC. The Magenta cartridge is empty; the printer shows a warning to that effect, and won't let me print even black-and-white documents any more. I can't turn the warning off manually using the printer's small console: When I try to enter any menu, the display says "Menu access disabled". I have no idea why. There is a setting to override the warning, but it can't be changed using the Network interface in the browser (Although it is there on the status page) According to the manual,the HP printing tool is supposed to offer a switch for this, but it won't install on my Windows 7. It just rumbles about for half an hour, to magnificently exit with an "unknown error" requiring a reboot. On second look, the problem seems to be that Windows 7 just isn't supported. There is no download link for the tool when you specify Windows 7 as your OS. I just want to print a black-and-white-document on a printer whose black cartridge is still 65% full. Is this indeed impossible? On second thought, I'm cross-posting this on the HP support forum. I'll update here if anything comes up.

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  • In what way I can implement packet filtering function in C++/C#?

    - by Network study
    Background: I am going to design a firewall-like application (with GUI) which will include several functions such as Packet sniffing and packet filtering. Both of the functions should be implemented to support different protocol levels including application, transport, network and link layer. I only know a little in C#.Net programming to perform the IP packet sniffing. It is also known that packet filtering requires the techniques in WFP or LSP and packet sniffing in application requires dll hooking. Questions: I am not sure which programming language(either C++ or C#) would be suitable for designing such an application described above. If I want to implement the packet filtering function, any libraries will be needed? edit01: Someone suggest that winDivert would be helpful, is it true?

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • game programming career, vc++ reference and future of it [closed]

    - by Pappu Bacha
    1) I have quite a lot of interest in game programming and I (to my thought) am quite good at programming skills, I have developed some console based animations and text based animation games (like copter-it, snake, and a music visualization), should I invest in game programming? I have 2 years at college left. 2) If I am to pursue a career in game programming, and I select to go only with c++ and DirectX, is it enough? is assembly language necessary? 3) is Visual C++ or MFC dead? should I invest in it or not? 4) I am unable to find any reference book for Visual C++ 2008 or later (just like C++ the complete reference book) I need a book that covers the basic fundamentals and covers the most of the libraries etc.

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