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  • Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased

    - by XD_dued
    I've been trying to make a pretty simple space shooter game with C++, and I have been having a lot of trouble trying to use lists to store enemies and bullets. Basically I followed the post here almost exactly to store my bullets: SDL Bullet Movement I've done something similar to store my enemies. However, when I call bullets.erase(it++), for some reason the bullet is not erased. When the bullet movement is run for the next frame, it tries to re delete the bullet and segfaults the program. When I comment out the erase line, it runs fine, but the bullets are then never erased from the list... Is there any reason why the elements of the list aren't being deleted? I also set it up to print the number of elements in the list for every iteration, and it does not go down after deleting. Thanks! EDIT: Here's the specific code I'm using to store my enemies and having them act: std::list<Grunt*> doGrunts(std::list<Grunt*> grunts) { for(std::list<Grunt*>::iterator it = grunts.begin(); it != grunts.end();) { if((*it)->getHull() == 0) { delete * it; grunts.erase(it++); } else { (**it).doUnit(grunts, it); ++it; } } } Grunt is my enemy class, and the list grunts is a global variable. Is that my problem? When I pass the global into the function it becomes local? I assumed lists would be a reference type so thought this wouldn't be a problem. Sorry if this was a dumb question, I'm very new to C++, this is the first major thing I'm working on.

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  • Macbook OSX applications crashing on startup

    - by Ryan Doom
    Closed my computer last night, went home. Opened it and it had restarted. Now when I open a couple programs such as Adobe Fireworks or Appcelerator Titanium they throw up a nasty error like below. Other programs (Chrome, Firefox, Textmate, Versions) works fine. Any thoughts on this? I haven't owned my Macbook long so I'm not even aware of the right tools or places to look to track this down. Any help would be most appreciated. It's making it hard to get my work done :] If it helps at all both those programs were probably open when it restarted. From the look of it I'm not sure if it's a permissions error or something? I completely re-installed on of the applications Titanium. Didn't seem to help. Process: Adobe Fireworks CS5 [1044] Path: /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/MacOS/Adobe Fireworks CS5 Identifier: com.macromedia.fireworks Version: Adobe Fireworks CS5 version 11.0.0.484 (11.0.0) Code Type: X86 (Native) Parent Process: launchd [87] Date/Time: 2011-02-18 09:45:47.689 -0500 OS Version: Mac OS X 10.6.6 (10J567) Report Version: 6 Interval Since Last Report: 12983 sec Crashes Since Last Report: 6 Per-App Interval Since Last Report: 325365 sec Per-App Crashes Since Last Report: 4 Anonymous UUID: D16EAFE7-2F04-44D4-A984-5902A6EF8943 Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000b0327ff8 Crashed Thread: 7 Thread 0: Dispatch queue: com.apple.main-thread 0 libSystem.B.dylib 0x97dd0142 semaphore_wait_signal_trap + 10 1 libSystem.B.dylib 0x97dd5c46 pthread_mutex_lock + 490 2 libstdc++.6.dylib 0x91887559 __gnu_cxx::__recursive_mutex::lock() + 17 3 libstdc++.6.dylib 0x918874e6 __cxa_guard_acquire + 68 4 libTrueTypeScaler.dylib 0x91c92ab3 TTScalerInfo() + 50 5 libFontParser.dylib 0x9979a5f1 TTrueTypeScaler::CreateTrueTypeScaler() + 43 6 libSystem.B.dylib 0x97dee900 pthread_once + 82 7 libFontParser.dylib 0x9979a575 TTrueTypeScaler::GetTrueTypeScaler() + 47 8 libFontParser.dylib 0x9979a520 TTrueTypeScaler::TTrueTypeScaler(TScalerStrike const&) + 26 9 libFontParser.dylib 0x9979a4be TFontScaler::CreateFontScaler(TScalerStrike const&) + 52 10 libFontParser.dylib 0x9979bd93 FPFontGetGlyphsForUnichars + 344 11 com.apple.CoreText 0x98255cfe TBaseFont::CalculateFontMetrics(bool) const + 342 12 com.apple.CoreText 0x98255b55 TBaseFont::InitFontMetrics() const + 51 13 com.apple.CoreText 0x98255959 TBaseFont::GetStrikeMetrics(float, CGAffineTransform const*, bool) const + 81 14 com.apple.CoreText 0x982558cd TFont::InitStrikeMetrics() const + 55 15 com.apple.CoreText 0x982592cf CTFontGetAscent + 49 16 com.apple.AppKit 0x989f5d08 _NSFontInstanceInfoInitializeMetricsInfo + 48 17 com.apple.AppKit 0x989f5cbc -[_NSSharedFontInstanceInfo _defaultLineHeight:] + 40 18 com.apple.AppKit 0x98f3c5e8 +[NSStringDrawingTextStorage _fastDrawString:attributes:length:inRect:graphicsContext:baselineRendering:usesFontLeading:usesScreenFont:typesetterBehavior:paragraphStyle:lineBreakMode:boundingRect:padding:scrollable:] + 2041 19 com.apple.AppKit 0x98abd2d9 _NSStringDrawingCore + 1555 20 com.apple.AppKit 0x98abca8b _NSDrawTextCell + 3465 21 com.apple.AppKit 0x98ac6185 -[NSTextFieldCell drawInteriorWithFrame:inView:] + 764 22 com.apple.AppKit 0x98ac5d26 -[NSTextFieldCell drawWithFrame:inView:] + 816 23 com.apple.AppKit 0x98ac03de -[NSControl drawRect:] + 589 24 com.apple.AppKit 0x98ab882a -[NSView _drawRect:clip:] + 3510 25 com.apple.AppKit 0x98ab74c8 -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 1600 26 com.apple.AppKit 0x98ab77fd -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 2421 27 com.apple.AppKit 0x98ab77fd -[NSView _recursiveDisplayAllDirtyWithLockFocus:visRect:] + 2421 28 com.apple.AppKit 0x98ab59e7 -[NSView _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 711 29 com.apple.AppKit 0x98b54aa3 -[NSNextStepFrame _recursiveDisplayRectIfNeededIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:topView:] + 311 30 com.apple.AppKit 0x98ab1ea2 -[NSView _displayRectIgnoringOpacity:isVisibleRect:rectIsVisibleRectForView:] + 3309 31 com.apple.AppKit 0x98a12a57 -[NSView displayIfNeeded] + 818 32 com.apple.AppKit 0x989c6661 -[NSNextStepFrame displayIfNeeded] + 98 33 com.apple.AppKit 0x98b55390 -[NSWindow display] + 75 34 com.macromedia.fireworks 0x00bade98 0x1000 + 12242584 35 com.macromedia.fireworks 0x0089f778 0x1000 + 9037688 36 libPowerPlant2.dylib 0x08109722 FW_PowerPlant::LCarbonApp::Run() + 54 37 com.macromedia.fireworks 0x008a138c 0x1000 + 9044876 38 com.macromedia.fireworks 0x00003596 0x1000 + 9622 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x97df6982 kevent + 10 1 libSystem.B.dylib 0x97df709c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x97df6559 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x97df62fe _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x97df5d81 _pthread_wqthread + 390 5 libSystem.B.dylib 0x97df5bc6 start_wqthread + 30 Thread 2: 0 libSystem.B.dylib 0x97df5a12 __workq_kernreturn + 10 1 libSystem.B.dylib 0x97df5fa8 _pthread_wqthread + 941 2 libSystem.B.dylib 0x97df5bc6 start_wqthread + 30 Thread 3: 0 libSystem.B.dylib 0x97dd015a semaphore_timedwait_signal_trap + 10 1 libSystem.B.dylib 0x97dfdce5 _pthread_cond_wait + 1066 2 libSystem.B.dylib 0x97e2cac8 pthread_cond_timedwait_relative_np + 47 3 ...ple.CoreServices.CarbonCore 0x97af4ecd TSWaitOnConditionTimedRelative + 242 4 ...ple.CoreServices.CarbonCore 0x97af4c0b TSWaitOnSemaphoreCommon + 511 5 ...ple.CoreServices.CarbonCore 0x97b18e33 TimerThread + 97 6 libSystem.B.dylib 0x97dfd85d _pthread_start + 345 7 libSystem.B.dylib 0x97dfd6e2 thread_start + 34 Thread 4: 0 libSystem.B.dylib 0x97dd00fa mach_msg_trap + 10 1 libSystem.B.dylib 0x97dd0867 mach_msg + 68 2 ...ple.CoreServices.CarbonCore 0x97b9e0d0 YieldToThread + 446 3 ...ple.CoreServices.CarbonCore 0x97b9e1d3 SetThreadState + 134 4 ...ple.CoreServices.CarbonCore 0x97b9e28e SetThreadStateEndCritical + 111 5 libPowerPlant2.dylib 0x0811ab51 FW_PowerPlant::LThread::SemWait(FW_PowerPlant::LSemaphore*, long, QHdr&, unsigned char&) + 119 6 libPowerPlant2.dylib 0x08119b07 FW_PowerPlant::LSemaphore::BlockThread(long) + 61 7 libPowerPlant2.dylib 0x08119b6d FW_PowerPlant::LSemaphore::Wait(long) + 71 8 libPowerPlant2.dylib 0x0811af70 FW_PowerPlant::LThread::Cleanup::Run() + 32 9 libPowerPlant2.dylib 0x0811b94e FW_PowerPlant::LThread::DoEntry(void*) + 30 10 ...ple.CoreServices.CarbonCore 0x97b9e85f CooperativeThread + 309 11 libSystem.B.dylib 0x97dfd85d _pthread_start + 345 12 libSystem.B.dylib 0x97dfd6e2 thread_start + 34 Thread 5: 0 libSystem.B.dylib 0x97dd0142 semaphore_wait_signal_trap + 10 1 libSystem.B.dylib 0x97dfdcfc _pthread_cond_wait + 1089 2 libSystem.B.dylib 0x97e4646f pthread_cond_wait + 48 3 com.adobe.amt.services 0x1dd73126 AMTConditionLock::LockWhenCondition(int) + 46 4 com.adobe.amt.services 0x1dd6bdb0 _AMTThreadedPCDService::PCDThreadWorker(_AMTThreadedPCDService*) + 116 5 com.adobe.amt.services 0x1dd7318c AMTThread::Worker(void*) + 24 6 libSystem.B.dylib 0x97dfd85d _pthread_start + 345 7 libSystem.B.dylib 0x97dfd6e2 thread_start + 34 Thread 6: 0 libSystem.B.dylib 0x97dfe0a6 __semwait_signal + 10 1 libSystem.B.dylib 0x97dfdd62 _pthread_cond_wait + 1191 2 libSystem.B.dylib 0x97dff9f8 pthread_cond_wait$UNIX2003 + 73 3 ...ple.CoreServices.CarbonCore 0x97b0951e TSWaitOnCondition + 126 4 ...ple.CoreServices.CarbonCore 0x97af4ea5 TSWaitOnConditionTimedRelative + 202 5 ...ple.CoreServices.CarbonCore 0x97af0873 MPWaitOnQueue + 250 6 com.macromedia.fireworks 0x00ae43cf 0x1000 + 11416527 7 ...ple.CoreServices.CarbonCore 0x97ad485a PrivateMPEntryPoint + 68 8 libSystem.B.dylib 0x97dfd85d _pthread_start + 345 9 libSystem.B.dylib 0x97dfd6e2 thread_start + 34 Thread 7 Crashed: 0 libstdc++.6.dylib 0x9184e00c std::basic_ofstream ::open(char const*, std::_Ios_Openmode) + 16 1 libstdc++.6.dylib 0x9184fe9b std::basic_ifstream ::basic_ifstream(char const*, std::_Ios_Openmode) + 211 2 ...pdaterNotificationFramework 0x1e824779 ESDifstream::ESDifstream(std::string const&, char const*, std::_Ios_Openmode) + 73 3 ...pdaterNotificationFramework 0x1e821b6a esd::ExpatDOMBuilder::ParseFile(std::string const&, bool) + 96 4 ...pdaterNotificationFramework 0x1e822da4 esd::PrefsWriter::SetPrefsPath(std::string const&) + 206 5 ...pdaterNotificationFramework 0x1e8449b3 AdobeUpdaterPrefs::AdobeUpdaterPrefs() + 8609 6 ...pdaterNotificationFramework 0x1e8459f4 AdobeUpdaterPrefs::GetAdobeUpdaterPrefs() + 68 7 ...pdaterNotificationFramework 0x1e820728 UpdaterNotificationsImpl::InitLogFile() + 48 8 ...pdaterNotificationFramework 0x1e820d49 UpdaterNotificationsImpl::Instance() + 53 9 ...pdaterNotificationFramework 0x1e823638 UpdaterNotificationsIsUpdaterEnabled + 22 10 com.adobe.amt.services 0x1dd69d15 _AMTAUMService::IsUpdaterEnabled(T_CSUStatusMajor*, int*) + 359 11 com.adobe.amtlib 0x01f5501c AMTAUMServiceIsUpdaterEnabled + 290 12 com.adobe.amtlib 0x01f1f789 AMTImpl::CallMenuEnablers() + 71 13 com.adobe.amtlib 0x01f260fa AMTImpl::DoLaunchWorkflow(AMTImpl::LaunchSequence) + 1664 14 com.adobe.amtlib 0x01f26a5d AMTImpl::DoValidateWorkflow(AMTImpl::LaunchSequence) + 293 15 com.adobe.amtlib 0x01f26cf5 AMTImpl::DoPreValidateWorkflow() + 119 16 com.adobe.amtlib 0x01f26e71 AMTImpl::ServiceLoaderThread(void*) + 45 17 com.adobe.amtlib 0x01f54c48 AMTThread::Worker(void*) + 24 18 libSystem.B.dylib 0x97dfd85d _pthread_start + 345 19 libSystem.B.dylib 0x97dfd6e2 thread_start + 34 Thread 7 crashed with X86 Thread State (32-bit): eax: 0x00000016 ebx: 0x098c9a00 ecx: 0xa013dfc0 edx: 0x00000003 edi: 0x098c9a08 esi: 0x098c9c0c ebp: 0xb03a7448 esp: 0xb0327ff0 ss: 0x0000001f efl: 0x00010202 eip: 0x9184e00c cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x0000001f gs: 0x00000037 cr2: 0xb0327ff8 Binary Images: 0x1000 - 0x1448ff1 +com.macromedia.fireworks Adobe Fireworks CS5 version 11.0.0.484 (11.0.0) <38213EBD-FDB0-FC20-40E8-87935A5386BB /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/MacOS/Adobe Fireworks CS5 0x1e76000 - 0x1ec9ffb +com.adobe.headlights.LogSessionFramework ??? (2.0.1.011) <4F2BFF03-01D2-A07D-E5E2-7F88D4C2DEC4 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/LogSession.framework/Versions/A/LogSession 0x1f11000 - 0x1f77ffb +com.adobe.amtlib amtlib 3.0.0.64 (3.0.0.64) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/amtlib.framework/Versions/A/amtlib 0x1fa7000 - 0x2146fe7 +com.adobe.owl AdobeOwl version 3.0.81 (3.0.81) <9C261D9E-9BD7-5DE6-5676-AEEF4828D17B /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeOwl.framework/Versions/A/AdobeOwl 0x21af000 - 0x22e7fe7 +WRServices ??? (???) <52CE5B97-1E6A-92A2-EA70-93511AB7EA2E /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/WRServices.framework/Versions/A/WRServices 0x232d000 - 0x239afef +FileInfo ??? (???) <4A4C74F9-CA83-B174-F56D-F7671DC61389 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/FileInfo.framework/Versions/A/FileInfo 0x23b5000 - 0x23dbff6 +AdobeAXE8SharedExpat ??? (???) <5848BBCE-3A3E-66EE-5527-97A96F0CA4CC /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeAXE8SharedExpat.framework/Versions/A/AdobeAXE8SharedExpat 0x23ec000 - 0x2407fff +AdobeBIB ??? (???) <3B3092DC-A296-9D1C-1922-D20E6A5A7D7E /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeBIB.framework/Versions/A/AdobeBIB 0x2411000 - 0x2469ff7 +AdobeXMP ??? (???) <73329999-C364-2451-6574-4D0277057D19 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeXMP.framework/Versions/A/AdobeXMP 0x2478000 - 0x2aa6fe7 +AdobeAGM ??? (???) <91D37E54-E985-47E1-2696-0BD7E4183132 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeAGM.framework/Versions/A/AdobeAGM 0x2c04000 - 0x2d18fff +AdobeACE ??? (???) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeACE.framework/Versions/A/AdobeACE 0x2d3b000 - 0x302dff7 +AdobeCoolType ??? (???) <9FDD596D-9824-2BB9-5DA2-25DACAB6A324 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeCoolType.framework/Versions/A/AdobeCoolType 0x30b5000 - 0x30d6ff7 +AdobeBIBUtils ??? (???) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeBIBUtils.framework/Versions/A/AdobeBIBUtils 0x30e2000 - 0x311efff +AdobeARE ??? (???) <76851E91-2381-5D05-742C-BB24E4BAD276 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeARE.framework/Versions/A/AdobeARE 0x3127000 - 0x34ffff7 +AdobeMPS ??? (???) <13614867-4D80-EB74-FA7F-6136492478BA /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeMPS.framework/Versions/A/AdobeMPS 0x362e000 - 0x3c62feb +AdobePDFL ??? (???) <49D6D58A-1EBB-424A-4CB0-8F9691E0991D /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobePDFL.framework/Versions/A/AdobePDFL 0x3d8e000 - 0x4ad1fff +com.adobe.psl AdobePSL 12.0.0.7524 (12.0.0.7524) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobePSL.framework/Versions/A/AdobePSL 0x4e10000 - 0x4e9aff7 +com.adobe.AdobeScCore ScCore 4.1.7 (4.1.7.5522) <053A109E-3E3E-D3EE-7186-4920D927D2AD /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeScCore.framework/Versions/A/AdobeScCore 0x4edd000 - 0x4fc0fef +AdobePDFPort ??? (???) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobePDFPort.framework/Versions/A/AdobePDFPort 0x4ff5000 - 0x4ff8ff8 +com.adobe.ape.shim adbeape version 3.1.65.7508 (3.1.65.7508) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/adbeape.framework/Versions/A/adbeape 0x4ffe000 - 0x508fff7 +libicucnv.dylib.36.0 36.0.0 (compatibility 36.0.0) <581475CC-C039-1B42-49BA-71811D8B4E15 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ICUConverter.framework/Versions/3.6/libicucnv.dylib.36.0 0x50ae000 - 0x5a5efff +libicudata.dylib.36.0 36.0.0 (compatibility 36.0.0) <02108DEA-3DD2-14BE-DAEB-BE522B619C1D /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ICUData.framework/Versions/3.6/libicudata.dylib.36.0 0x5a61000 - 0x5b2eff3 +libicui18n.dylib.36.0 36.0.0 (compatibility 36.0.0) <08F15219-7F35-574E-7725-1ACAA1B18A00 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ICUInternationalization.framework/Versions/3.6/libicui18n.dylib.36.0 0x5b91000 - 0x5c6bfef +libicuuc.dylib.36.0 36.0.0 (compatibility 36.0.0) <5EE72009-40B3-7FB7-3A49-576AEDE0D400 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ICUUnicode.framework/Versions/3.6/libicuuc.dylib.36.0 0x5cab000 - 0x6a36fe7 +com.adobe.illustrator 382 (15.0.0) <64F68532-0311-6BBA-1F50-246CAF917549 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AILib.framework/Versions/A/AILib 0x781b000 - 0x785ffff +com.adobe.illustrator.aiport AIPort version 1.0 (1.0) <69EDC44E-D7BB-A259-282D-C42725AE0E26 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AIPort.framework/Versions/A/AIPort 0x78c2000 - 0x7908fff +FilterPort ??? (???) <23FAE9D1-9376-1E71-21F7-D3EB2BFD50EE /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/FilterPort.framework/Versions/A/FilterPort 0x797d000 - 0x797dfff +SPBasic ??? (???) <5D1760D8-C910-C641-0BC9-CF74A1A5190D /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/SPBasic.framework/Versions/A/SPBasic 0x7981000 - 0x7b67ff7 +com.adobe.linguistic.LinguisticManager 5.0.0 (11309) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeLinguistic.framework/Versions/3/AdobeLinguistic 0x7bf5000 - 0x7cc2fe7 +AdobeAXEDOMCore ??? (???) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeAXEDOMCore.framework/Versions/A/AdobeAXEDOMCore 0x7d31000 - 0x7ea9ffb +com.adobe.PlugPlug 2.0.0.746 (2.0.0.746) <08AD22E3-34C0-6749-E497-616C66A246AD /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/PlugPlug.framework/Versions/A/PlugPlug 0x7f4d000 - 0x7f6afef +libCurl.dylib ??? (???) <1BA6E2DE-EF14-D50A-4697-035AE07875D7 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/MacOS/libCurl.dylib 0x7f72000 - 0x7f88ff4 +libChar16.dylib ??? (???) <19B0479C-72B1-EE14-6385-7F655DEC0F02 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/MacOS/libChar16.dylib 0x7f90000 - 0x7fb3fe0 +libCoreTypes.dylib ??? (???) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/MacOS/libCoreTypes.dylib 0x7fc3000 - 0x7fcaffc com.apple.carbonframeworktemplate 1.0 (1.0) <0D270CC7-B715-943E-2B4F-5C9B5775505A /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/NetIO.framework/Versions/A/NetIO 0x7fd6000 - 0x7fd9fff +Dioxide.dylib ??? (???) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/Dioxide.dylib 0x7fe1000 - 0x7fe7ffc +libfwutility.dylib ??? (???) <6A723D9E-A60B-56EE-2B8D-B91991793749 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/libfwutility.dylib 0x7fee000 - 0x803efff +com.macromedia.javascript Javascript version 1.0 (1.0) <540CB029-3946-8E41-BD91-AED6F73C86B7 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/Javascript.framework/Versions/A/Javascript 0x8053000 - 0x8060fff +com.macromedia.moa Moa version 1.0 (1.0) <3C4B7F42-5A5D-78E7-B1DC-DAA06A99CCB2 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/Moa.framework/Versions/A/Moa 0x8069000 - 0x8070fff +com.macromedia.morefiles MoreFiles version 1.0 (1.0) <36115C66-79A3-5DB9-B36B-8D655B46FC76 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/MoreFiles.framework/Versions/A/MoreFiles 0x8077000 - 0x815bfe3 +libPowerPlant2.dylib ??? (???) <964FB3D7-B7EE-94EB-FD95-4AE90C657A4A /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/libPowerPlant2.dylib 0x828e000 - 0x8294ffb +com.macromedia.testframework 1.0 (1.0) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/uwchar.framework/Versions/A/uwchar 0x8298000 - 0x829cffc +com.adobe.AdobeCrashReporter 3.0 (3.0.20100302) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeCrashReporter.framework/Versions/A/AdobeCrashReporter 0x82a3000 - 0x82bbfef +libgiff.dylib ??? (???) <8F90552B-3D11-2B1E-D1BA-A109FEB99969 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/libgiff.dylib 0x82c3000 - 0x82e1fe7 +com.macromedia.png LibPNG version 1.0 (1.0) <2DBA0A3F-4F01-7474-0FED-3021382D635F /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/LibPNG.framework/Versions/A/LibPNG 0x82e9000 - 0x82f7feb +com.macromedia.zlib ZLib version 1.0 (1.0) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ZLib.framework/Versions/A/ZLib 0x82fc000 - 0x8300ffd +com.yourcompany.yourcocoaframework ??? (1.0) <7EF7A82E-0AAE-0022-3B15-7C50F1C550C1 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ASEFramework.framework/Versions/A/ASEFramework 0x8305000 - 0x830cff2 +com.adobe.boost_threads.framework boost_threads version 5.0.0 (5.0.0.0) /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/boost_threads.framework/Versions/A/boost_threads 0x831c000 - 0x8322fef +com.adobe.boost_date_time.framework boost_date_time version 5.0.0 (5.0.0.0) <8837A972-1EBE-CAA9-473A-CD157F17163D /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/boost_date_time.framework/Versions/A/boost_date_time 0x8333000 - 0x83b0fff +AdobeOwlCanvas ??? (???) <65B2E680-4F43-BE46-2290-3500758D1BF7 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/AdobeOwlCanvas.framework/Versions/A/AdobeOwlCanvas 0x83cc000 - 0x83d7ff3 +com.adobe.boost_filesystem.framework boost_filesystem version 5.0.0 (5.0.0.0) <90B8B4E3-6C44-D110-1545-1A34EB14B22D /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/boost_filesystem.framework/Versions/A/boost_filesystem 0x83eb000 - 0x83edffb +com.adobe.boost_system.framework boost_system version 5.0.0 (5.0.0.0) <0C4D56E8-9593-4C4A-4A7E-BEAEDE1CA131 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/boost_system.framework/Versions/A/boost_system ... E86745B94A4B /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib 0x9984a000 - 0x9989aff7 com.apple.framework.familycontrols 2.0.2 (2020) /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls 0x99a6e000 - 0x99a6fff7 com.apple.audio.units.AudioUnit 1.6.5 (1.6.5) /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit 0x99a72000 - 0x99a86ffb com.apple.speech.synthesis.framework 3.10.35 (3.10.35) <9F5CE4F7-D05C-8C14-4B76-E43D07A8A680 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis 0xb0000000 - 0xb000fff8 +com.adobe.ahclientframework 1.5.0.30 (1.5.0.30) <24B39C2F-79B0-BDE3-C6D0-1F0E943070C7 /Applications/Adobe Fireworks CS5/Adobe Fireworks CS5.app/Contents/Frameworks/ahclient.framework/Versions/A/ahclient 0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <62291026-D016-705D-DC1E-FC2B09D47DE5 /usr/lib/libSystem.B.dylib

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  • Why does Visual Studio 2010 throw this error with Boost 1.42.0?

    - by ra170
    I'm trying to recompile application, that compiles fine with warning level 4 in visual studio 2005 and visual studio 2008. Since the errors (look below) are coming from std:tr1, I'm thinking there's some conflict, but not sure how to fix. My first thought was to remove all references to boost, such as but then I get an error that it can't find format method. So here's one of the errors: (not sure what it means) Any ideas, suggestions, solutions? Thanks! > c:\program files (x86)\microsoft > visual studio > 10.0\vc\include\type_traits(197): error C2752: > 'std::tr1::_Remove_reference<_Ty>' : > more than one partial specialization > matches the template argument list 1> > with 1> [ 1> > _Ty=bool (__cdecl &)(const BlahBlah &) 1> ] 1> c:\program > files (x86)\microsoft visual studio > 10.0\vc\include\xtr1common(356): could be > 'std::tr1::_Remove_reference<_Ty&&>' > 1> c:\program files > (x86)\microsoft visual studio > 10.0\vc\include\xtr1common(350): or 'std::tr1::_Remove_reference<_Ty&>' 1> > c:\program files (x86)\microsoft > visual studio > 10.0\vc\include\type_traits(962) : see reference to class template > instantiation > 'std::tr1::remove_reference<_Ty>' > being compiled 1> with

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • Unable to capture standard output of process using Boost.Process

    - by Chris Kaminski
    Currently am using Boost.Process from the Boost sandbox, and am having issues getting it to capture my standard output properly; wondering if someone can give me a second pair of eyeballs into what I might be doing wrong. I'm trying to take thumbnails out of RAW camera images using DCRAW (latest version), and capture them for conversion to QT QImage's. The process launch function: namespace bf = ::boost::filesystem; namespace bp = ::boost::process; QImage DCRawInterface::convertRawImage(string path) { // commandline: dcraw -e -c <srcfile> -> piped to stdout. if ( bf::exists( path ) ) { std::string exec = "bin\\dcraw.exe"; std::vector<std::string> args; args.push_back("-v"); args.push_back("-c"); args.push_back("-e"); args.push_back(path); bp::context ctx; ctx.stdout_behavior = bp::capture_stream(); bp::child c = bp::launch(exec, args, ctx); bp::pistream &is = c.get_stdout(); ofstream output("C:\\temp\\testcfk.jpg"); streamcopy(is, output); } return (NULL); } inline void streamcopy(std::istream& input, std::ostream& out) { char buffer[4096]; int i = 0; while (!input.eof() ) { memset(buffer, 0, sizeof(buffer)); int bytes = input.readsome(buffer, sizeof buffer); out.write(buffer, bytes); i++; } } Invoking the converter: DCRawInterface DcRaw; DcRaw.convertRawImage("test/CFK_2439.NEF"); The goal is to simply verify that I can copy the input stream to an output file. Currently, if I comment out the following line: args.push_back("-c"); then the thumbnail is written by DCRAW to the source directory with a name of CFK_2439.thumb.jpg, which proves to me that the process is getting invoked with the right arguments. What's not happening is connecting to the output pipe properly. FWIW: I'm performing this test on Windows XP under Eclipse 3.5/Latest MingW (GCC 4.4).

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  • 2D polygon triangulation

    - by logank9
    The code below is my attempt at triangulation. It outputs the wrong angles (it read a square's angles as 90, 90. 90, 176) and draws the wrong shapes. What am I doing wrong? //use earclipping to generate a list of triangles to draw std::vector<vec> calcTriDraw(std::vector<vec> poly) { std::vector<double> polyAngles; //get angles for(unsigned int i = 0;i < poly.size();i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); //get the angle from 3 points double dx, dy; dx = poly[p2].x - poly[p1].x; dy = poly[p2].y - poly[p1].y; double a = atan2(dy,dx); dx = poly[p3].x - poly[p2].x; dy = poly[p3].y - poly[p2].y; double b = atan2(dy,dx); polyAngles.push_back((a-b)*180/PI); } std::vector<vec> triList; for(unsigned int i = 0;i < poly.size() && poly.size() > 2;i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); if(polyAngles[p2] >= 180) { continue; } else { triList.push_back(poly[p1]); triList.push_back(poly[p2]); triList.push_back(poly[p3]); poly.erase(poly.begin()+p2); std::vector<vec> add = calcTriDraw(poly); triList.insert(triList.end(), add.begin(), add.end()); break; } } return triList; }

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  • IF Statement has strange behavior

    - by BSchlinker
    I've developed a 'custom' cout, so that I can display text to console and also print it to a log file. This cout class is passed a different integer on initialization, with the integer representing the verbosity level of the message. If the current verbosity level is greater then or equal to the verbosity level of the message, the message should print. The problem is, I have messages printing even when the current verbosity level is too low. I went ahead and debugged it, expecting to find the problem. Instead, I found multiple scenarios where my if statements are not working as expected. The statement if(ilralevel_passed <= ilralevel_set) will sometimes proceed even if ilralevel_set is LESS then ilralevel_passed. You can see this behavior in the following picture (my apologizes for using Twitpic) http://twitpic.com/1xtx4g/full. Notice how ilralevel_set is equal to zero, and ilralevel_passed is equal to one. Yet, the if statement has returned true and is now moving forward to pass the line to cout. I've never seen this type of behavior before and I'm not exactly sure how to proceed debugging it. I'm not able to isolate the behavior either -- it only occurs in certain parts of my program. Any suggestions are appreciated as always. // Here is an example use of the function: // ilra_status << setfill('0') << setw(2) << dispatchtime.tm_sec << endl; // ilra_warning << "Dispatch time (seconds): " << mktime(&dispatchtime) << endl; // Here is the 'custom' cout function: #ifndef ILRA_H_ #define ILRA_H_ // System libraries #include <iostream> #include <ostream> #include <sstream> #include <iomanip> // Definitions #define ilra_talk ilra(__FUNCTION__,0) #define ilra_update ilra(__FUNCTION__,0) #define ilra_error ilra(__FUNCTION__,1) #define ilra_warning ilra(__FUNCTION__,2) #define ilra_status ilra(__FUNCTION__,3) // Statics static int ilralevel_set = 0; static int ilralevel_passed; // Classes class ilra { public: // constructor / destructor ilra(const std::string &funcName, int toset) { ilralevel_passed = toset; } ~ilra(){}; // enable / disable irla functions static void ilra_verbose_level(int toset){ ilralevel_set = toset; } // output template <class T> ilra &operator<<(const T &v) { if(ilralevel_passed <= ilralevel_set) std::cout << v; return *this; } ilra &operator<<(std::ostream&(*f)(std::ostream&)) { if(ilralevel_passed <= ilralevel_set) std::cout << *f; return *this; } }; // end of the class #endif /* ILRA_H_ */

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  • Is it possible to read infinity or NaN values using input streams?

    - by Drise
    I have some input to be read by a input filestream (for example): -365.269511 -0.356123 -Inf 0.000000 When I use std::ifstream mystream; to read from the file to some double d1 = -1, d2 = -1, d3 = -1, d4 = -1; (assume mystream has already been opened and the file is valid), mystream >> d1 >> d2 >> d3 >> d4; mystream is in the fail state. I would expect std::cout << d1 << " " << d2 << " " << d3 << " " << d4 << std::endl; to output -365.269511 -0.356123 -1 -1. I would want it to output -365.269511 -0.356123 -Inf 0 instead. This set of data was output using C++ streams. Why can't I do the reverse process (read in my output)? How can I get the functionality I seek? From MooingDuck: #include <iostream> #include <limits> using namespace std; int main() { double myd = std::numeric_limits<double>::infinity(); cout << myd << '\n'; cin >> myd; cout << cin.good() << ":" << myd << endl; return 0; } Input: inf Output: inf 0:inf See also: http://ideone.com/jVvei Also related to this problem is NaN parsing, even though I do not give examples for it.

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  • Multi-threaded Pooled Allocators

    - by Darren Engwirda
    I'm having some issues using pooled memory allocators for std::list objects in a multi-threaded application. The part of the code I'm concerned with runs each thread function in isolation (i.e. there is no communication or synchronization between threads) and therefore I'd like to setup separate memory pools for each thread, where each pool is not thread-safe (and hence fast). I've tried using a shared thread-safe singleton memory pool and found the performance to be poor, as expected. This is a heavily simplified version of the type of thing I'm trying to do. A lot has been included in a pseudo-code kind of way, sorry if it's confusing. /* The thread functor - one instance of MAKE_QUADTREE created for each thread */ class make_quadtree { private: /* A non-thread-safe memory pool for int linked list items, let's say that it's * something along the lines of BOOST::OBJECT_POOL */ pooled_allocator<int> item_pool; /* The problem! - a local class that would be constructed within each std::list as the * allocator but really just delegates to ITEM_POOL */ class local_alloc { public : //!! I understand that I can't access ITEM_POOL from within a nested class like //!! this, that's really my question - can I get something along these lines to //!! work?? pointer allocate (size_t n) { return ( item_pool.allocate(n) ); } }; public : make_quadtree (): item_pool() // only construct 1 instance of ITEM_POOL per // MAKE_QUADTREE object { /* The kind of data structures - vectors of linked lists * The idea is that all of the linked lists should share a local pooled allocator */ std::vector<std::list<int, local_alloc>> lists; /* The actual operations - too complicated to show, but in general: * * - The vector LISTS is grown as a quadtree is built, it's size is the number of * quadtree "boxes" * * - Each element of LISTS (each linked list) represents the ID's of items * contained within each quadtree box (say they're xy points), as the quadtree * is grown a lot of ID pop/push-ing between lists occurs, hence the memory pool * is important for performance */ } }; So really my problem is that I'd like to have one memory pool instance per thread functor instance, but within each thread functor share the pool between multiple std::list objects.

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  • What is wrong with this C++ Code ?

    - by mr.bio
    Hi .. i am a beginner and i have a problem : this code doesnt compile : main.cpp: #include <stdlib.h> #include "readdir.h" #include "mysql.h" #include "readimage.h" int main(int argc, char** argv) { if (argc>1){ readdir(argv[1]); // test(); return (EXIT_SUCCESS); } std::cout << "Bitte Pfad angeben !" << std::endl ; return (EXIT_FAILURE); } readimage.cpp #include <Magick++.h> #include <iostream> #include <vector> using namespace Magick; using namespace std; void readImage(std::vector<string> &filenames) { for (unsigned int i = 0; i < filenames.size(); ++i) { try { Image img("binary/" + filenames.at(i)); for (unsigned int y = 1; y < img.rows(); y++) { for (unsigned int x = 1; x < img.columns(); x++) { ColorRGB rgb(img.pixelColor(x, y)); // cout << "x: " << x << " y: " << y << " : " << rgb.red() << endl; } } cout << "done " << i << endl; } catch (Magick::Exception & error) { cerr << "Caught Magick++ exception: " << error.what() << endl; } } } readimage.h #ifndef _READIMAGE_H #define _READIMAGE_H #include <Magick++.h> #include <iostream> #include <vector> #include <string> using namespace Magick; using namespace std; void readImage(vector<string> &filenames) #endif /* _READIMAGE_H */ If want to compile it with this code : g++ main.cpp Magick++-config --cflags --cppflags --ldflags --libs readimage.cpp i get this error message : main.cpp:5: error: expected initializer before ‘int’ i have no clue , why ? :( Can somebody help me ? :)

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  • C++ constructor problem, values not being set

    - by 2Real
    Hi, I'm new to C++ and I'm trying to figure out this problem I'm having with my constructor for one of my classes. What happens is... all my variables are initialized properly except two (health and type). #pragma once #include <irrlicht.h> #include <vector> #include <cassert> using namespace irr; using namespace core; using namespace scene; enum { PLAYER = 0, NPC = 1, SOLDIER = 2, CHAINGUNNER = 3 }; class Model { public: Model(void); Model(int id, std::vector<ISceneNode*> modelVec, int modType); ~Model(void); std::vector<int> path; std::vector<ISceneNode*> model; int endNode; int type; int animate; int health; u32 lastAnimation; private: int mId; }; #include "Model.h" Model::Model(void) { //assert(false); } Model::Model(int id, std::vector<ISceneNode*> modelVec, int modType) { path = std::vector<int>(); model = modelVec; endNode = 0; type = modType; animate = 0; health = 100; lastAnimation = 0; mId = id; } Model::~Model(void) {} I create a model with Model soldier(id, model, SOLDIER) Everything is set properly except type and health. I've tried many different things, but I cannot figure out my problem. I'm not sure but the default constructor is being called. It doesn't make sense because I make no called to that constructor. Thanks,

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • Building a project in VS that depends on a static and dynamic library

    - by fg nu
    Noob noobin'. I would appreciate some very careful handholding in setting up an example in Visual Studio 2010 Professional where I am trying to build a project which links: a previously built static library, for which the VS project folder is "C:\libjohnpaul\" a previously built dynamic library, for which the VS project folder is "C:\libgeorgeringo\" These are listed as Recipes 1.11, 1.12 and 1.13 in the C++ Cookbook. The project fails to compile for me with unresolved dependencies (see details below), and I can't figure out why. Project 1: Static Library The following are the header and source files that were compiled in this project. I was able to compile this project fine in VS2010, to the named standard library "libjohnpaul.lib" which lives in the folder ("C:/libjohnpaul/Release/"). // libjohnpaul/john.hpp #ifndef JOHN_HPP_INCLUDED #define JOHN_HPP_INCLUDED void john( ); // Prints "John, " #endif // JOHN_HPP_INCLUDED // libjohnpaul/john.cpp #include <iostream> #include "john.hpp" void john( ) { std::cout << "John, "; } // libjohnpaul/paul.hpp #ifndef PAUL_HPP_INCLUDED #define PAUL_HPP_INCLUDED void paul( ); // Prints " Paul, " #endif // PAUL_HPP_INCLUDED // libjohnpaul/paul.cpp #include <iostream> #include "paul.hpp" void paul( ) { std::cout << "Paul, "; } // libjohnpaul/johnpaul.hpp #ifndef JOHNPAUL_HPP_INCLUDED #define JOHNPAUL_HPP_INCLUDED void johnpaul( ); // Prints "John, Paul, " #endif // JOHNPAUL_HPP_INCLUDED // libjohnpaul/johnpaul.cpp #include "john.hpp" #include "paul.hpp" #include "johnpaul.hpp" void johnpaul( ) { john( ); paul( ); Project 2: Dynamic Library Here are the header and source files for the second project, which also compiled fine with VS2010, and the "libgeorgeringo.dll" file lives in the directory "C:\libgeorgeringo\Debug". // libgeorgeringo/george.hpp #ifndef GEORGE_HPP_INCLUDED #define GEORGE_HPP_INCLUDED void george( ); // Prints "George, " #endif // GEORGE_HPP_INCLUDED // libgeorgeringo/george.cpp #include <iostream> #include "george.hpp" void george( ) { std::cout << "George, "; } // libgeorgeringo/ringo.hpp #ifndef RINGO_HPP_INCLUDED #define RINGO_HPP_INCLUDED void ringo( ); // Prints "and Ringo\n" #endif // RINGO_HPP_INCLUDED // libgeorgeringo/ringo.cpp #include <iostream> #include "ringo.hpp" void ringo( ) { std::cout << "and Ringo\n"; } // libgeorgeringo/georgeringo.hpp #ifndef GEORGERINGO_HPP_INCLUDED #define GEORGERINGO_HPP_INCLUDED // define GEORGERINGO_DLL when building libgerogreringo.dll # if defined(_WIN32) && !defined(__GNUC__) # ifdef GEORGERINGO_DLL # define GEORGERINGO_DECL _ _declspec(dllexport) # else # define GEORGERINGO_DECL _ _declspec(dllimport) # endif # endif // WIN32 #ifndef GEORGERINGO_DECL # define GEORGERINGO_DECL #endif // Prints "George, and Ringo\n" #ifdef __MWERKS__ # pragma export on #endif GEORGERINGO_DECL void georgeringo( ); #ifdef __MWERKS__ # pragma export off #endif #endif // GEORGERINGO_HPP_INCLUDED // libgeorgeringo/ georgeringo.cpp #include "george.hpp" #include "ringo.hpp" #include "georgeringo.hpp" void georgeringo( ) { george( ); ringo( ); } Project 3: Executable that depends on the previous libraries Lastly, I try to link the aforecompiled static and dynamic libraries into one project called "helloBeatlesII" which has the project directory "C:\helloBeatlesII" (note that this directory does not nest the other project directories). The linking process that I did is described below: To the "helloBeatlesII" solution, I added the solutions "libjohnpaul" and "libgeorgeringo"; then I changed the properties of the "helloBeatlesII" project to additionally point to the include directories of the other two projects on which it depends ("C:\libgeorgeringo\libgeorgeringo" & "C:\libjohnpaul\libjohnpaul"); added "libgeorgeringo" and "libjohnpaul" to the project dependencies of the "helloBeatlesII" project and made sure that the "helloBeatlesII" project was built last. Trying to compile this project gives me the following unsuccessful build: 1------ Build started: Project: helloBeatlesII, Configuration: Debug Win32 ------ 1Build started 10/13/2012 5:48:32 PM. 1InitializeBuildStatus: 1 Touching "Debug\helloBeatlesII.unsuccessfulbuild". 1ClCompile: 1 helloBeatles.cpp 1ManifestResourceCompile: 1 All outputs are up-to-date. 1helloBeatles.obj : error LNK2019: unresolved external symbol "void __cdecl georgeringo(void)" (?georgeringo@@YAXXZ) referenced in function _main 1helloBeatles.obj : error LNK2019: unresolved external symbol "void __cdecl johnpaul(void)" (?johnpaul@@YAXXZ) referenced in function _main 1E:\programming\cpp\vs-projects\cpp-cookbook\helloBeatlesII\Debug\helloBeatlesII.exe : fatal error LNK1120: 2 unresolved externals 1 1Build FAILED. 1 1Time Elapsed 00:00:01.34 ========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ========== At this point I decided to call in the cavalry. I am new to VS2010, so in all likelihood I am missing something straightforward.

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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  • problem using getline with a unicode file

    - by hamishmcn
    UPDATE: Thank you to @Potatoswatter and @Jonathan Leffler for comments - rather embarrassingly I was caught out by the debugger tool tip not showing the value of a wstring correctly - however it still isn't quite working for me and I have updated the question below: If I have a small multibyte file I want to read into a string I use the following trick - I use getline with a delimeter of '\0' e.g. std::string contents_utf8; std::ifstream inf1("utf8.txt"); getline(inf1, contents_utf8, '\0'); This reads in the entire file including newlines. However if I try to do the same thing with a wide character file it doesn't work - my wstring only reads to the the first line. std::wstring contents_wide; std::wifstream inf2(L"ucs2-be.txt"); getline( inf2, contents_wide, wchar_t(0) ); //doesn't work For example my if unicode file contains the chars A and B seperated by CRLF, the hex looks like this: FE FF 00 41 00 0D 00 0A 00 42 Based on the fact that with a multibyte file getline with '\0' reads the entire file I believed that getline( inf2, contents_wide, wchar_t(0) ) should read in the entire unicode file. However it doesn't - with the example above my wide string would contain the following two wchar_ts: FF FF (If I remove the wchar_t(0) it reads in the first line as expected (ie FE FF 00 41 00 0D 00) Why doesn't wchar_t(0) work as a delimiting wchar_t of "00 00"? Thank you

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  • Why is the compiler not selecting my function-template overload in the following example?

    - by Steve Guidi
    Given the following function templates: #include <vector> #include <utility> struct Base { }; struct Derived : Base { }; // #1 template <typename T1, typename T2> void f(const T1& a, const T2& b) { }; // #2 template <typename T1, typename T2> void f(const std::vector<std::pair<T1, T2> >& v, Base* p) { }; Why is it that the following code always invokes overload #1 instead of overload #2? void main() { std::vector<std::pair<int, int> > v; Derived derived; f(100, 200); // clearly calls overload #1 f(v, &derived); // always calls overload #1 } Given that the second parameter of f is a derived type of Base, I was hoping that the compiler would choose overload #2 as it is a better match than the generic type in overload #1. Are there any techniques that I could use to rewrite these functions so that the user can write code as displayed in the main function (i.e., leveraging compiler-deduction of argument types)?

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  • Why does this class declaration not work on Visual Studio

    - by Roel
    So I'm trying to get some code that is written for gcc to compile on Visual Studio 2008. I have a problem that I have narrowed down to this: class value_t { public: typedef std::deque<value_t> sequence_t; typedef sequence_t::iterator iterator; }; This code fails: 1>cpptest.cpp 1>c:\program files\microsoft visual studio 9.0\vc\include\deque(518) : error C2027: use of undefined type 'value_t' 1> c:\temp\cpptest\cpptest.cpp(10) : see declaration of 'value_t' 1> c:\temp\cpptest\cpptest.cpp(13) : see reference to class template instantiation 'std::deque<_Ty>' being compiled 1> with 1> [ 1> _Ty=value_t 1> ] 1>c:\program files\microsoft visual studio 9.0\vc\include\deque(518) : error C2027: use of undefined type 'value_t' 1> c:\temp\cpptest\cpptest.cpp(10) : see declaration of 'value_t' However when I try this with std::vector, it compiles fine: class value_t { public: typedef std::vector<value_t> sequence_t; typedef sequence_t::iterator iterator; }; What's wrong? I have tried adding 'typename' everywhere I can think of, but at this point in time I'm thinking it's just a bug in the Dinkumware STL. Can anyone explain what's happening, and/or offer a solution? Thanks.

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  • Can I use boost::make_shared with a private constructor?

    - by Billy ONeal
    Consider the following: class DirectoryIterator; namespace detail { class FileDataProxy; class DirectoryIteratorImpl { friend class DirectoryIterator; friend class FileDataProxy; WIN32_FIND_DATAW currentData; HANDLE hFind; std::wstring root; DirectoryIteratorImpl(); explicit DirectoryIteratorImpl(const std::wstring& pathSpec); void increment(); public: ~DirectoryIteratorImpl() {}; }; class FileDataProxy //Serves as a proxy to the WIN32_FIND_DATA struture inside the iterator. { friend class DirectoryIterator; boost::shared_ptr<DirectoryIteratorImpl> iteratorSource; FileDataProxy(boost::shared_ptr<DirectoryIteratorImpl> parent) : iteratorSource(parent) {}; public: std::wstring GetFolderPath() const { return iteratorSource->root; } }; } class DirectoryIterator : public boost::iterator_facade<DirectoryIterator, detail::FileDataProxy, std::input_iterator_tag> { friend class boost::iterator_core_access; boost::shared_ptr<detail::DirectoryIteratorImpl> impl; void increment() { impl->increment(); }; detail::FileDataProxy dereference() const { return detail::FileDataProxy(impl); }; public: DirectoryIterator() { impl = boost::make_shared<detail::DirectoryIteratorImpl>(); }; }; It seems like DirectoryIterator should be able to call boost::make_shared<DirectoryIteratorImpl>, because it is a friend of DirectoryIteratorImpl. However, this code fails to compile because the constructor for DirectoryIteratorImpl is private. Since this class is an internal implementation detail that clients of DirectoryIterator should never touch, it would be nice if I could keep the constructor private. Is this my fundamental misunderstanding around make_shared or do I need to mark some sort of boost piece as friend in order for the call to compile?

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  • The cost of passing by shared_ptr

    - by Artem
    I use std::tr1::shared_ptr extensively throughout my application. This includes passing objects in as function arguments. Consider the following: class Dataset {...} void f( shared_ptr< Dataset const > pds ) {...} void g( shared_ptr< Dataset const > pds ) {...} ... While passing a dataset object around via shared_ptr guarantees its existence inside f and g, the functions may be called millions of times, which causes a lot of shared_ptr objects being created and destroyed. Here's a snippet of the flat gprof profile from a recent run: Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls s/call s/call name 9.74 295.39 35.12 2451177304 0.00 0.00 std::tr1::__shared_count::__shared_count(std::tr1::__shared_count const&) 8.03 324.34 28.95 2451252116 0.00 0.00 std::tr1::__shared_count::~__shared_count() So, ~17% of the runtime was spent on reference counting with shared_ptr objects. Is this normal? A large portion of my application is single-threaded and I was thinking about re-writing some of the functions as void f( const Dataset& ds ) {...} and replacing the calls shared_ptr< Dataset > pds( new Dataset(...) ); f( pds ); with f( *pds ); in places where I know for sure the object will not get destroyed while the flow of the program is inside f(). But before I run off to change a bunch of function signatures / calls, I wanted to know what the typical performance hit of passing by shared_ptr was. Seems like shared_ptr should not be used for functions that get called very often. Any input would be appreciated. Thanks for reading. -Artem

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  • Linux C/C++ : How to reload dynamic modules?

    - by Arman
    Hi, Are there way to reload dynamic library? I am loading module by dlopen library: bool load_functions(){ std::string function_name="libfunction-factory.so"; void* handle = dlopen(function_name.c_str(), RTLD_NOW); //some initialization and usage // ''' // unload the library dlclose(handle); return true; } int main() { int i=0; for(;;) { cout<<"##prompt##"<<i++<<">"; if(std::cin.get()=='q') break; else { if(!load_functions()) std::cout<<"Failed to load Function Factory..."<<std::endl; } cout<<endl; } return 0; } after running I am editing library and trying to reload the library, but the new library does not load. Always the first loaded library is used. Are there way to force to reload library? Why dlclose does not unload library? Kind regards Arman.

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  • Endless problems with a very simple python subprocess.Popen task

    - by Thomas
    I'd like python to send around a half-million integers in the range 0-255 each to an executable written in C++. This executable will then respond with a few thousand integers. Each on one line. This seems like it should be very simple to do with subprocess but i've had endless troubles. Right now im testing with code: // main() u32 num; std::cin >> num; u8* data = new u8[num]; for (u32 i = 0; i < num; ++i) std::cin >> data[i]; // test output / spit it back out for (u32 i = 0; i < num; ++i) std::cout << data[i] << std::endl; return 0; Building an array of strings ("data"), each like "255\n", in python and then using: output = proc.communicate("".join(data))[0] ...doesn't work (says stdin is closed, maybe too much at one time). Neither has using proc.stdin and proc.stdout worked. This should be so very simple, but I'm getting constant exceptions, and/or no output data returned to me. My Popen is currently: proc = Popen('aux/test_cpp_program', stdin=PIPE, stdout=PIPE, bufsize=1) Advise me before I pull my hair out. ;)

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  • Member initialization while using delegated constructor

    - by Anton
    I've started trying out the C++11 standard and i found this question which describes how to call your ctor from another ctor in the same class to avoid having a init method or the like. Now i'm trying the same thing with code that looks like this: hpp: class Tokenizer { public: Tokenizer(); Tokenizer(std::stringstream *lines); virtual ~Tokenizer() {}; private: std::stringstream *lines; }; cpp: Tokenizer::Tokenizer() : expected('=') { } Tokenizer::Tokenizer(std::stringstream *lines) : Tokenizer(), lines(lines) { } But this is giving me the error: In constructor ‘config::Tokenizer::Tokenizer(std::stringstream*)’: /path/Tokenizer.cpp:14:20: error: mem-initializer for ‘config::Tokenizer::lines’ follows constructor delegation I've tried moving the Tokenizer() part first and last in the list but that didn't help. What's the reason behind this and how should i fix it? I've tried moving the lines(lines) to the body with this->lines = lines; instead and it works fine. But i would really like to be able to use the initializer list. Thanks in advance!

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  • Issue with clipping rectangles and back to front rendering

    - by Milo
    Here is my problem. My rendering algorithm renders from back to front. But logically, clipping rectangles need to be applied from front to back. Hence why the following does not work: void AguiWidgetManager::recursiveRender(const AguiWidget *root) { //recursively calls itself to render widgets from back to front AguiWidget* nonConstRoot = (AguiWidget*)root; if(!nonConstRoot->isVisable()) { return; } //push the clipping rectangle if(nonConstRoot->isClippingChildren()) { graphicsContext->pushClippingRect(nonConstRoot->getClippingRectangle()); } if(nonConstRoot->isEnabled()) { nonConstRoot->paint(AguiPaintEventArgs(true,graphicsContext)); for(std::vector<AguiWidget*>::const_iterator it = root->getPrivateChildBeginIterator(); it != root->getPrivateChildEndIterator(); ++it) { recursiveRender(*it); } for(std::vector<AguiWidget*>::const_iterator it = root->getChildBeginIterator(); it != root->getChildEndIterator(); ++it) { recursiveRender(*it); } } else { nonConstRoot->paint(AguiPaintEventArgs(false,graphicsContext)); for(std::vector<AguiWidget*>::const_iterator it = root->getPrivateChildBeginIterator(); it != root->getPrivateChildEndIterator(); ++it) { recursiveRenderDisabled(*it); } for(std::vector<AguiWidget*>::const_iterator it = root->getChildBeginIterator(); it != root->getChildEndIterator(); ++it) { recursiveRenderDisabled(*it); } } //release clipping rectangle if(nonConstRoot->isClippingChildren()) { graphicsContext->popClippingRect(); } } I could ofcourse go to the top of the tree, then apply clipping rectangles inward until I get to the currently rendered widget, but that would involve lots of clipping rectangles @ 60 frames per second. I want to minimize calls to pushing and popping rectangles. What could I do, Thanks

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  • errors when using c++ bison ---- in the file position.hh

    - by Eric
    firstly I'm not good at English so forgive me. I compile my program with the bison generated files in visual studio and get these errors: ...\position.hh(83): error C2589: '(' : illegal token on right side of '::' ...\position.hh(83): error C2059: syntax error : '::' ...\position.hh(83): error C2589: '(' : illegal token on right side of '::' ...\position.hh(83): error C2059: syntax error : '::' and the corresponding code is: inline void columns (int count = 1) { column = std::max (1u, column + count); } I think the problem is with std::max. If I change std::max to equivalent code then there is problem anymore, but is there a better solution instead of changing the generated code? here is the *.yy file I wrote. // // bison.yy // %skeleton "lalr1.cc" %require "2.4.2" %defines %define parser_class_name "cmd_parser" %locations %debug %error-verbose %code requires { class ParserDriver; } %parse-param { ParserDriver& driver } %lex-param { ParserDriver& driver } %union { struct ast *a; double d; struct symbol *s; struct symlist *sl; int fn; } %code { #include "helper_func.h" #include "ParserDriver.h" std::string error_msg = ""; } %token <d> NUMBER %token <s> NAME %token <fn> FUNC %token EOL %token IF THEN ELSE WHILE DO LET %token SYM_TABLE_OVERFLOW %token UNKNOWN_CHARACTER %nonassoc <fn> CMP %right '=' %left '+' '-' %left '*' '/' %nonassoc '|' UMINUS %type <a> exp stmt list explist %type <sl> symlist %{ extern int yylex(yy::cmd_parser::semantic_type *yylval, yy::cmd_parser::location_type* yylloc); %} %start calclist %% ... grammar rules ...

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