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  • Getting segmentaion fault after destructor

    - by therealsquiggy
    I'm making a small file reading and data validation program as part of my TAFE (a tertiary college) course, This includes checking and validating dates. I decided that it would be best done with a seperate class, rather than integrating it into my main driver class. The problem is that I'm getting a segmentation fault(core dumped) after my test program runs. Near as I can tell, the error occurs when the program terminates, popping up after the destructor is called. So far I have had no luck finding the cause of this fault, and was hoping that some enlightened soul might show me the error of my ways. date.h #ifndef DATE_H #define DATE_H #include <string> using std::string; #include <sstream> using std::stringstream; #include <cstdlib> using std::exit; #include <iostream> using std::cout; using std::endl; class date { public: explicit date(); ~date(); bool before(string dateIn1, string dateIn2); int yearsBetween(string dateIn1, string dateIn2); bool isValid(string dateIn); bool getDate(int date[], string dateIn); bool isLeapYear(int year); private: int days[]; }; #endif date.cpp #include "date.h" date::date() { days[0] = 31; days[1] = 28; days[2] = 31; days[3] = 30; days[4] = 31; days[5] = 30; days[6] = 31; days[7] = 31; days[8] = 30; days[9] = 31; days[10] = 30; days[11] = 31; } bool date::before(string dateIn1, string dateIn2) { int date1[3]; int date2[3]; getDate(date1, dateIn1); getDate(date2, dateIn2); if (date1[2] < date2[2]) { return true; } else if (date1[1] < date2[1]) { return true; } else if (date1[0] < date2[0]) { return true; } return false; } date::~date() { cout << "this is for testing only, plox delete\n"; } int date::yearsBetween(string dateIn1, string dateIn2) { int date1[3]; int date2[3]; getDate(date1, dateIn1); getDate(date2, dateIn2); int years = date2[2] - date1[2]; if (date1[1] > date2[1]) { years--; } if ((date1[1] == date2[1]) && (date1[0] > date2[1])) { years--; } return years; } bool date::isValid(string dateIn) { int date[3]; if (getDate(date, dateIn)) { if (date[1] <= 12) { int extraDay = 0; if (isLeapYear(date[2])) { extraDay++; } if ((date[0] + extraDay) <= days[date[1] - 1]) { return true; } } } else { return false; } } bool date::getDate(int date[], string dateIn) { string part1, part2, part3; size_t whereIs, lastFound; whereIs = dateIn.find("/"); part1 = dateIn.substr(0, whereIs); lastFound = whereIs + 1; whereIs = dateIn.find("/", lastFound); part2 = dateIn.substr(lastFound, whereIs - lastFound); lastFound = whereIs + 1; part3 = dateIn.substr(lastFound, 4); stringstream p1(part1); stringstream p2(part2); stringstream p3(part3); if (p1 >> date[0]) { if (p2>>date[1]) { return (p3>>date[2]); } else { return false; } return false; } } bool date::isLeapYear(int year) { return ((year % 4) == 0); } and Finally, the test program #include <iostream> using std::cout; using std::endl; #include "date.h" int main() { date d; cout << "1/1/1988 before 3/5/1990 [" << d.before("1/1/1988", "3/5/1990") << "]\n1/1/1988 before 1/1/1970 [" << d.before("a/a/1988", "1/1/1970") <<"]\n"; cout << "years between 1/1/1988 and 1/1/1998 [" << d.yearsBetween("1/1/1988", "1/1/1998") << "]\n"; cout << "is 1/1/1988 valid [" << d.isValid("1/1/1988") << "]\n" << "is 2/13/1988 valid [" << d.isValid("2/13/1988") << "]\n" << "is 32/12/1988 valid [" << d.isValid("32/12/1988") << "]\n"; cout << "blerg\n"; } I've left in some extraneous cout statements, which I've been using to try and locate the error. I thank you in advance.

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  • header confusion. Compiler not recognizing datatypes

    - by numerical25
    I am getting confused on why the compiler is not recognizing my classes. So I am just going to show you my code and let you guys decide. My error is this error C2653: 'RenderEngine' : is not a class or namespace name and it's pointing to this line std::vector<RenderEngine::rDefaultVertex> m_verts; Here is the code for rModel, in its entirety. It contains the varible. the class that holds it is further down. #ifndef _MODEL_H #define _MODEL_H #include "stdafx.h" #include <vector> #include <string> //#include "RenderEngine.h" #include "rTri.h" class rModel { public: typedef tri<WORD> sTri; std::vector<sTri> m_tris; std::vector<RenderEngine::rDefaultVertex> m_verts; std::wstring m_name; ID3D10Buffer *m_pVertexBuffer; ID3D10Buffer *m_pIndexBuffer; rModel( const TCHAR *filename ); rModel( const TCHAR *name, int nVerts, int nTris ); ~rModel(); float GenRadius(); void Scale( float amt ); void Draw(); //------------------------------------ Access functions. int NumVerts(){ return m_verts.size(); } int NumTris(){ return m_tris.size(); } const TCHAR *Name(){ return m_name.c_str(); } RenderEngine::cDefaultVertex *VertData(){ return &m_verts[0]; } sTri *TriData(){ return &m_tris[0]; } }; #endif at the very top of the code there is a header file #include "stdafx.h" that includes this // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #include "targetver.h" #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include <windows.h> // C RunTime Header Files #include <stdlib.h> #include <malloc.h> #include <memory.h> #include <tchar.h> #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #include "RenderEngine.h" #include "rModel.h" // TODO: reference additional headers your program requires here as you can see, RenderEngine.h comes before rModel.h #include "RenderEngine.h" #include "rModel.h" According to my knowledge, it should recognize it. But on the other hand, I am not really that great with organizing headers. Here my my RenderEngine Declaration. #pragma once #include "stdafx.h" #define MAX_LOADSTRING 100 #define MAX_LIGHTS 10 class RenderEngine { public: class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); void AddLight(D3DCOLOR color, D3DXVECTOR3 pos); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; m_iNumLights = 0; } protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs system D3DXMATRIX m_mtxWorld; D3DXMATRIX m_mtxView; D3DXMATRIX m_mtxProj; //pointers to shaders matrix varibles ID3D10EffectMatrixVariable* m_pmtxWorldVar; ID3D10EffectMatrixVariable* m_pmtxViewVar; ID3D10EffectMatrixVariable* m_pmtxProjVar; //Application Lights rLight m_aLights[MAX_LIGHTS]; // Light array int m_iNumLights; // Number of active lights //light pointers from shader ID3D10EffectVectorVariable* m_pLightDirVar; ID3D10EffectVectorVariable* m_pLightColorVar; ID3D10EffectVectorVariable* m_pNumLightsVar; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3D10InputLayout* m_pDefaultInputLayout; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); void UpdateMatrices(); void UpdateLights(); }; The classes are defined within the class class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; Not sure if thats good practice, but I am just going by the book. In the end, I just need a good way to organize it so that rModel recognizes RenderEngine. and if possible, the other way around.

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  • Getting segmentation fault after destructor

    - by therealsquiggy
    I'm making a small file reading and data validation program as part of my TAFE (a tertiary college) course, This includes checking and validating dates. I decided that it would be best done with a seperate class, rather than integrating it into my main driver class. The problem is that I'm getting a segmentation fault(core dumped) after my test program runs. Near as I can tell, the error occurs when the program terminates, popping up after the destructor is called. So far I have had no luck finding the cause of this fault, and was hoping that some enlightened soul might show me the error of my ways. date.h #ifndef DATE_H #define DATE_H #include <string> using std::string; #include <sstream> using std::stringstream; #include <cstdlib> using std::exit; #include <iostream> using std::cout; using std::endl; class date { public: explicit date(); ~date(); bool before(string dateIn1, string dateIn2); int yearsBetween(string dateIn1, string dateIn2); bool isValid(string dateIn); bool getDate(int date[], string dateIn); bool isLeapYear(int year); private: int days[]; }; #endif date.cpp #include "date.h" date::date() { days[0] = 31; days[1] = 28; days[2] = 31; days[3] = 30; days[4] = 31; days[5] = 30; days[6] = 31; days[7] = 31; days[8] = 30; days[9] = 31; days[10] = 30; days[11] = 31; } bool date::before(string dateIn1, string dateIn2) { int date1[3]; int date2[3]; getDate(date1, dateIn1); getDate(date2, dateIn2); if (date1[2] < date2[2]) { return true; } else if (date1[1] < date2[1]) { return true; } else if (date1[0] < date2[0]) { return true; } return false; } date::~date() { cout << "this is for testing only, plox delete\n"; } int date::yearsBetween(string dateIn1, string dateIn2) { int date1[3]; int date2[3]; getDate(date1, dateIn1); getDate(date2, dateIn2); int years = date2[2] - date1[2]; if (date1[1] > date2[1]) { years--; } if ((date1[1] == date2[1]) && (date1[0] > date2[1])) { years--; } return years; } bool date::isValid(string dateIn) { int date[3]; if (getDate(date, dateIn)) { if (date[1] <= 12) { int extraDay = 0; if (isLeapYear(date[2])) { extraDay++; } if ((date[0] + extraDay) <= days[date[1] - 1]) { return true; } } } else { return false; } } bool date::getDate(int date[], string dateIn) { string part1, part2, part3; size_t whereIs, lastFound; whereIs = dateIn.find("/"); part1 = dateIn.substr(0, whereIs); lastFound = whereIs + 1; whereIs = dateIn.find("/", lastFound); part2 = dateIn.substr(lastFound, whereIs - lastFound); lastFound = whereIs + 1; part3 = dateIn.substr(lastFound, 4); stringstream p1(part1); stringstream p2(part2); stringstream p3(part3); if (p1 >> date[0]) { if (p2>>date[1]) { return (p3>>date[2]); } else { return false; } return false; } } bool date::isLeapYear(int year) { return ((year % 4) == 0); } and Finally, the test program #include <iostream> using std::cout; using std::endl; #include "date.h" int main() { date d; cout << "1/1/1988 before 3/5/1990 [" << d.before("1/1/1988", "3/5/1990") << "]\n1/1/1988 before 1/1/1970 [" << d.before("a/a/1988", "1/1/1970") <<"]\n"; cout << "years between 1/1/1988 and 1/1/1998 [" << d.yearsBetween("1/1/1988", "1/1/1998") << "]\n"; cout << "is 1/1/1988 valid [" << d.isValid("1/1/1988") << "]\n" << "is 2/13/1988 valid [" << d.isValid("2/13/1988") << "]\n" << "is 32/12/1988 valid [" << d.isValid("32/12/1988") << "]\n"; cout << "blerg\n"; } I've left in some extraneous cout statements, which I've been using to try and locate the error. I thank you in advance.

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  • Problems with sticky footer html css

    - by CJava
    I'm having trouble making a sticky footer, whatever I do the code completely messes up and re-arranged positioning of other elements. I'm using multiple div elements. I have tried pretty much most tutorials on stickying footers online like http://www.cssstickyfooter.com/using-sticky-footer-code.html Help would be much appreciated. Thanks a lot! html: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta name="generator" content="HTML Tidy for Linux (vers 25 March 2009), see www.w3.org"> <title>Southend-on-Sea Independant Tourist Guide</title> <!--Attached CSS to keep constant throughout site--> <link rel="stylesheet" type="text/css" href="style.css"> <meta http-equiv="content-type" content="text/html; charset=utf-8"> <meta name="description" content="An independant tourist guide on Southend-on-Sea"> <meta name="keywords" content="southend, southend-on-sea, tourist guide, tourist, independant"> <meta name="author" content="Callum Stevens"> <link rel="shortcut icon" type="image/x-icon" href="/favicon.ico"><!--[if !IE 7]> <style type="text/css"> #wrap {display:table;height:100%} </style> <![endif]--> <link rel="stylesheet" type="text/css" href="style.css"> <link rel="stylesheet" type="text/css" href="navigation.css"> </head> <body> <div id="container"> <div id="content"> <div id="header"> <table width="200" border="0" align="center" cellpadding="0" cellspacing="0"> <tr> <td><img src="southendpiersept2006edit.jpg" width="700" height="389" alt="southend pier site logo"></td> </tr> </table> </div> <div id="navigation"> <ul> <li class="home"><a href="index.htm">Home</a></li> <li class="places"><a href="places.htm">Places to go</a></li> <li class="things"><a href="things.htm">Things to do</a></li> <li class="where"><a href="where.htm">Where to stay</a></li> <li class="getting"><a href="getting.htm">Getting&lt; here/a&gt;</a></li> <li class="about"><a href="getting.htm"></a><a href="getting.htm"></a><a href="about.htm">About the town</a></li> <li class="contact"><a href="contact.htm">Contact us</a></li> </ul> <table width="700" border="0" align="center" cellpadding="0" cellspacing="0"> <tr> <td></td> </tr> </table> </div> <br> <br> <h1>Southend-On-Sea</h1> <br> <h2>Welcome to Southend-On-Sea Tourist Information Site. You're #1 stop for finding out about Southend!</h2> <br> <h3>This site aims to help you in getting here, finding accomodation, and letting you know whats going on.</h3> <p>paragraph</p> <p id="p2">paragraph2</p> </div> </div> <div id="footer"></div> </body> </html> style.css: html, body { margin: 0px; padding: 0px; text-align:center } body{ background: url(bg.jpg) repeat-x;} #content { text-align:center width:67%; } h2 { text-transform: capitalize;} navigation.css #navigation ul { width: 700px; height: 50px; position: absolute; /** Places image at the top of the page **/ top: 389px; /** Determines the height from the top of the page **/ left: 15.3%; /** Determines the width from the left of the page **/ background: url(menu.jpg) no-repeat 0 0; list-style: none; margin: 0; padding: 0; } #navigation li { display: inline; } #navigation li a:link, #navigation li a:visited { border: none; width: 100px; height: 50px; display: block; position: absolute; top: 0; text-indent: -7000px; outline: none; } #navigation li.home a:link, #navigation li.home a:visited { left: 0; } #navigation li.places a:link, #navigation li.places a:visited { left: 100px } #navigation li.things a:link, #navigation li.things a:visited { left: 200px } #navigation li.where a:link, #navigation li.where a:visited { left: 300px } #navigation li.getting a:link, #navigation li.getting a:visited { left: 400px } #navigation li.about a:link, #navigation li.about a:visited { left: 500px } #navigation li.contact a:link, #navigation li.contact a:visited { left: 600px } #navigation li.home a:hover { background: url(menu.jpg) no-repeat 0 -50px; } #navigation li.places a:hover { background: url(menu.jpg) no-repeat -100px -50px; } #navigation li.things a:hover { background: url(menu.jpg) no-repeat -200px -50px; } #navigation li.where a:hover { background: url(menu.jpg) no-repeat -300px -50px; } #navigation li.getting a:hover { background: url(menu.jpg) no-repeat -400px -50px; } #navigation li.about a:hover { background: url(menu.jpg) no-repeat -500px -50px; } #navigation li.contact a:hover { background: url(menu.jpg) no-repeat -600px -50px; }

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  • Need help with copy constructor for very basic implementation of singly linked lists

    - by Jesus
    Last week, we created a program that manages sets of strings, using classes and vectors. I was able to complete this 100%. This week, we have to replace the vector we used to store strings in our class with simple singly linked lists. The function basically allows users to declare sets of strings that are empty, and sets with only one element. In the main file, there is a vector whose elements are a struct that contain setName and strSet (class). HERE IS MY PROBLEM: It deals with the copy constructor of the class. When I remove/comment out the copy constructor, I can declare as many empty or single sets as I want, and output their values without a problem. But I know I will obviously need the copy constructor for when I implement the rest of the program. When I leave the copy constructor in, I can declare one set, either single or empty, and output its value. But if I declare a 2nd set, and i try to output either of the first two sets, i get a Segmentation Fault. Moreover, if i try to declare more then 2 sets, I get a Segmentation Fault. Any help would be appreciated!! Here is my code for a very basic implementation of everything: Here is the setcalc.cpp: (main file) #include <iostream> #include <cctype> #include <cstring> #include <string> #include "help.h" #include "strset2.h" using namespace std; // Declares of structure to hold all the sets defined struct setsOfStr { string nameOfSet; strSet stringSet; }; // Checks if the set name inputted is unique bool isSetNameUnique( vector<setsOfStr> strSetArr, string setName) { for(unsigned int i = 0; i < strSetArr.size(); i++) { if( strSetArr[i].nameOfSet == setName ) { return false; } } return true; } int main(int argc, char *argv[]) { char commandChoice; // Declares a vector with our declared structure as the type vector<setsOfStr> strSetVec; string setName; string singleEle; // Sets a loop that will constantly ask for a command until 'q' is typed while (1) { // declaring a set to be empty if(commandChoice == 'd') { cin >> setName; // Check that the set name inputted is unique if (isSetNameUnique(strSetVec, setName) == true) { strSet emptyStrSet; setsOfStr set1; set1.nameOfSet = setName; set1.stringSet = emptyStrSet; strSetVec.push_back(set1); } else { cerr << "ERROR: Re-declaration of set '" << setName << "'\n"; } } // declaring a set to be a singleton else if(commandChoice == 's') { cin >> setName; cin >> singleEle; // Check that the set name inputted is unique if (isSetNameUnique(strSetVec, setName) == true) { strSet singleStrSet(singleEle); setsOfStr set2; set2.nameOfSet = setName; set2.stringSet = singleStrSet; strSetVec.push_back(set2); } else { cerr << "ERROR: Re-declaration of set '" << setName << "'\n"; } } // using the output function else if(commandChoice == 'o') { cin >> setName; if(isSetNameUnique(strSetVec, setName) == false) { // loop through until the set name is matched and call output on its strSet for(unsigned int k = 0; k < strSetVec.size(); k++) { if( strSetVec[k].nameOfSet == setName ) { (strSetVec[k].stringSet).output(); } } } else { cerr << "ERROR: No such set '" << setName << "'\n"; } } // quitting else if(commandChoice == 'q') { break; } else { cerr << "ERROR: Ignoring bad command: '" << commandChoice << "'\n"; } } return 0; } Here is the strSet2.h: #ifndef _STRSET_ #define _STRSET_ #include <iostream> #include <vector> #include <string> struct node { std::string s1; node * next; }; class strSet { private: node * first; public: strSet (); // Create empty set strSet (std::string s); // Create singleton set strSet (const strSet &copy); // Copy constructor // will implement destructor later void output() const; strSet& operator = (const strSet& rtSide); // Assignment }; // End of strSet class #endif // _STRSET_ And here is the strSet2.cpp (implementation of class) #include <iostream> #include <vector> #include <string> #include "strset2.h" using namespace std; strSet::strSet() { first = NULL; } strSet::strSet(string s) { node *temp; temp = new node; temp->s1 = s; temp->next = NULL; first = temp; } strSet::strSet(const strSet& copy) { cout << "copy-cst\n"; node *n = copy.first; node *prev = NULL; while (n) { node *newNode = new node; newNode->s1 = n->s1; newNode->next = NULL; if (prev) { prev->next = newNode; } else { first = newNode; } prev = newNode; n = n->next; } } void strSet::output() const { if(first == NULL) { cout << "Empty set\n"; } else { node *temp; temp = first; while(1) { cout << temp->s1 << endl; if(temp->next == NULL) break; temp = temp->next; } } } strSet& strSet::operator = (const strSet& rtSide) { first = rtSide.first; return *this; }

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  • PHP contact form sends empty data

    - by Alan Lawlessness
    I am trying to create a HTML5 contact form compatible with computer and mobile devices, when I clicked on send message it jumps into a blank white screen. I do get a email but it contains no information. I am quite new with PHP. For www.rare1.ca/test: <!DOCTYPE html> <html> <head> <title>Responsive HTML5/CSS3 template</title> <meta charset="utf-8" /> <meta name = "viewport" content = "width=device-width, maximum-scale = 1, minimum- scale=1" /> <link rel="stylesheet" type="text/css" href="css/default.css" media="all" /> <link rel="stylesheet" href="css/flexslider.css" type="text/css" /> <link href='http://fonts.googleapis.com/css?family=PT+Sans' rel='stylesheet' type='text/css' /> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"> </script> <script src="js/jquery.flexslider.js"></script> <script src="js/default.js"></script> <!--[if lt IE 9]> <script src="http://html5shim.googlecode.com/svn/trunk/html5.js"></script> <script src="js/respond.min.js"></script> <![endif]--> </head> <body> <div id="pagewidth"> <header id="header"> <div class="center"> <nav id="mainNav"> <ul> <li class="active"><a href="#pagewidth"><span>gallery</span></a></li> <li></li> <li></li> <li></li> <li></li> <li><a href="#contactUs"><span>contact us</span></a></li> </ul> </nav> </div> </header> <div id="content"> <section class="row"> <div class="center"> <h1><img src="img/logo.gif" width="142" height="78"></h1> <strong class="subHeading">Coming soon</strong> <div class="gallery"> <ul class="slides"> <li><img src="img/img-gallery.jpg" alt="image" /></li> <li><img src="img/img-gallery2.jpg" alt="image" /></li> <li><img src="img/img-gallery3.jpg" alt="image" /></li> </ul> </div> <div class="buttons"></div> </div> </section> <section id="contactUs" class="row grey"> <div class="center"> <h1>Contact Us</h1> <strong class="subHeading">lorem ipsum dolor sit amet, consectetur adipiscing elit</strong> <div class="columns"> <div class="half"> <form action="sendemail.php" class="form"> <fieldset> <h2>Feedback form</h2> <div class="formRow"> <div class="textField"><input type="text" name="Name" id="name" placeholder="Your name ..." /></div> </div> <div class="formRow"> <div class="textField"><input type="text" name="Email" id="email" placeholder="Your Email ..." /></div> </div> <div class="formRow"> <div class="textField"><textarea name="Message" cols="20" rows="4" placeholder="Your message ..."></textarea> </div> </div> <div class="formRow"> <button class="btnSmall btn submit right"> <span>Send Message</span> </button> </div> </fieldset> </form> </div> <div class="half"> <h2>How to find us</h2> <div id="map"> <div class="imgHolder"><img src="img/map.jpg" alt="google map" /></div> </div> </div> </div> </div> </section> </div> <footer id="footer"> <div class="center"> </div> </footer> </div> </body> </html> <?php // This is the script for sending email. // change the email address below to your own email address. $mailTo = '[email protected]'; $name = htmlspecialchars($_POST['Name']); $mailFrom = htmlspecialchars($_POST['Email']); $message_text = htmlspecialchars($_POST['Message']); $headers = "From: $name <$mailFrom>\n"; $headers .= "Reply-To: $name <$mailFrom>\n"; $message = $message_text; mail($mailTo, $subject, $message, $headers ); ?>

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  • How John Got 15x Improvement Without Really Trying

    - by rchrd
    The following article was published on a Sun Microsystems website a number of years ago by John Feo. It is still useful and worth preserving. So I'm republishing it here.  How I Got 15x Improvement Without Really Trying John Feo, Sun Microsystems Taking ten "personal" program codes used in scientific and engineering research, the author was able to get from 2 to 15 times performance improvement easily by applying some simple general optimization techniques. Introduction Scientific research based on computer simulation depends on the simulation for advancement. The research can advance only as fast as the computational codes can execute. The codes' efficiency determines both the rate and quality of results. In the same amount of time, a faster program can generate more results and can carry out a more detailed simulation of physical phenomena than a slower program. Highly optimized programs help science advance quickly and insure that monies supporting scientific research are used as effectively as possible. Scientific computer codes divide into three broad categories: ISV, community, and personal. ISV codes are large, mature production codes developed and sold commercially. The codes improve slowly over time both in methods and capabilities, and they are well tuned for most vendor platforms. Since the codes are mature and complex, there are few opportunities to improve their performance solely through code optimization. Improvements of 10% to 15% are typical. Examples of ISV codes are DYNA3D, Gaussian, and Nastran. Community codes are non-commercial production codes used by a particular research field. Generally, they are developed and distributed by a single academic or research institution with assistance from the community. Most users just run the codes, but some develop new methods and extensions that feed back into the general release. The codes are available on most vendor platforms. Since these codes are younger than ISV codes, there are more opportunities to optimize the source code. Improvements of 50% are not unusual. Examples of community codes are AMBER, CHARM, BLAST, and FASTA. Personal codes are those written by single users or small research groups for their own use. These codes are not distributed, but may be passed from professor-to-student or student-to-student over several years. They form the primordial ocean of applications from which community and ISV codes emerge. Government research grants pay for the development of most personal codes. This paper reports on the nature and performance of this class of codes. Over the last year, I have looked at over two dozen personal codes from more than a dozen research institutions. The codes cover a variety of scientific fields, including astronomy, atmospheric sciences, bioinformatics, biology, chemistry, geology, and physics. The sources range from a few hundred lines to more than ten thousand lines, and are written in Fortran, Fortran 90, C, and C++. For the most part, the codes are modular, documented, and written in a clear, straightforward manner. They do not use complex language features, advanced data structures, programming tricks, or libraries. I had little trouble understanding what the codes did or how data structures were used. Most came with a makefile. Surprisingly, only one of the applications is parallel. All developers have access to parallel machines, so availability is not an issue. Several tried to parallelize their applications, but stopped after encountering difficulties. Lack of education and a perception that parallelism is difficult prevented most from trying. I parallelized several of the codes using OpenMP, and did not judge any of the codes as difficult to parallelize. Even more surprising than the lack of parallelism is the inefficiency of the codes. I was able to get large improvements in performance in a matter of a few days applying simple optimization techniques. Table 1 lists ten representative codes [names and affiliation are omitted to preserve anonymity]. Improvements on one processor range from 2x to 15.5x with a simple average of 4.75x. I did not use sophisticated performance tools or drill deep into the program's execution character as one would do when tuning ISV or community codes. Using only a profiler and source line timers, I identified inefficient sections of code and improved their performance by inspection. The changes were at a high level. I am sure there is another factor of 2 or 3 in each code, and more if the codes are parallelized. The study’s results show that personal scientific codes are running many times slower than they should and that the problem is pervasive. Computational scientists are not sloppy programmers; however, few are trained in the art of computer programming or code optimization. I found that most have a working knowledge of some programming language and standard software engineering practices; but they do not know, or think about, how to make their programs run faster. They simply do not know the standard techniques used to make codes run faster. In fact, they do not even perceive that such techniques exist. The case studies described in this paper show that applying simple, well known techniques can significantly increase the performance of personal codes. It is important that the scientific community and the Government agencies that support scientific research find ways to better educate academic scientific programmers. The inefficiency of their codes is so bad that it is retarding both the quality and progress of scientific research. # cacheperformance redundantoperations loopstructures performanceimprovement 1 x x 15.5 2 x 2.8 3 x x 2.5 4 x 2.1 5 x x 2.0 6 x 5.0 7 x 5.8 8 x 6.3 9 2.2 10 x x 3.3 Table 1 — Area of improvement and performance gains of 10 codes The remainder of the paper is organized as follows: sections 2, 3, and 4 discuss the three most common sources of inefficiencies in the codes studied. These are cache performance, redundant operations, and loop structures. Each section includes several examples. The last section summaries the work and suggests a possible solution to the issues raised. Optimizing cache performance Commodity microprocessor systems use caches to increase memory bandwidth and reduce memory latencies. Typical latencies from processor to L1, L2, local, and remote memory are 3, 10, 50, and 200 cycles, respectively. Moreover, bandwidth falls off dramatically as memory distances increase. Programs that do not use cache effectively run many times slower than programs that do. When optimizing for cache, the biggest performance gains are achieved by accessing data in cache order and reusing data to amortize the overhead of cache misses. Secondary considerations are prefetching, associativity, and replacement; however, the understanding and analysis required to optimize for the latter are probably beyond the capabilities of the non-expert. Much can be gained simply by accessing data in the correct order and maximizing data reuse. 6 out of the 10 codes studied here benefited from such high level optimizations. Array Accesses The most important cache optimization is the most basic: accessing Fortran array elements in column order and C array elements in row order. Four of the ten codes—1, 2, 4, and 10—got it wrong. Compilers will restructure nested loops to optimize cache performance, but may not do so if the loop structure is too complex, or the loop body includes conditionals, complex addressing, or function calls. In code 1, the compiler failed to invert a key loop because of complex addressing do I = 0, 1010, delta_x IM = I - delta_x IP = I + delta_x do J = 5, 995, delta_x JM = J - delta_x JP = J + delta_x T1 = CA1(IP, J) + CA1(I, JP) T2 = CA1(IM, J) + CA1(I, JM) S1 = T1 + T2 - 4 * CA1(I, J) CA(I, J) = CA1(I, J) + D * S1 end do end do In code 2, the culprit is conditionals do I = 1, N do J = 1, N If (IFLAG(I,J) .EQ. 0) then T1 = Value(I, J-1) T2 = Value(I-1, J) T3 = Value(I, J) T4 = Value(I+1, J) T5 = Value(I, J+1) Value(I,J) = 0.25 * (T1 + T2 + T5 + T4) Delta = ABS(T3 - Value(I,J)) If (Delta .GT. MaxDelta) MaxDelta = Delta endif enddo enddo I fixed both programs by inverting the loops by hand. Code 10 has three-dimensional arrays and triply nested loops. The structure of the most computationally intensive loops is too complex to invert automatically or by hand. The only practical solution is to transpose the arrays so that the dimension accessed by the innermost loop is in cache order. The arrays can be transposed at construction or prior to entering a computationally intensive section of code. The former requires all array references to be modified, while the latter is cost effective only if the cost of the transpose is amortized over many accesses. I used the second approach to optimize code 10. Code 5 has four-dimensional arrays and loops are nested four deep. For all of the reasons cited above the compiler is not able to restructure three key loops. Assume C arrays and let the four dimensions of the arrays be i, j, k, and l. In the original code, the index structure of the three loops is L1: for i L2: for i L3: for i for l for l for j for k for j for k for j for k for l So only L3 accesses array elements in cache order. L1 is a very complex loop—much too complex to invert. I brought the loop into cache alignment by transposing the second and fourth dimensions of the arrays. Since the code uses a macro to compute all array indexes, I effected the transpose at construction and changed the macro appropriately. The dimensions of the new arrays are now: i, l, k, and j. L3 is a simple loop and easily inverted. L2 has a loop-carried scalar dependence in k. By promoting the scalar name that carries the dependence to an array, I was able to invert the third and fourth subloops aligning the loop with cache. Code 5 is by far the most difficult of the four codes to optimize for array accesses; but the knowledge required to fix the problems is no more than that required for the other codes. I would judge this code at the limits of, but not beyond, the capabilities of appropriately trained computational scientists. Array Strides When a cache miss occurs, a line (64 bytes) rather than just one word is loaded into the cache. If data is accessed stride 1, than the cost of the miss is amortized over 8 words. Any stride other than one reduces the cost savings. Two of the ten codes studied suffered from non-unit strides. The codes represent two important classes of "strided" codes. Code 1 employs a multi-grid algorithm to reduce time to convergence. The grids are every tenth, fifth, second, and unit element. Since time to convergence is inversely proportional to the distance between elements, coarse grids converge quickly providing good starting values for finer grids. The better starting values further reduce the time to convergence. The downside is that grids of every nth element, n > 1, introduce non-unit strides into the computation. In the original code, much of the savings of the multi-grid algorithm were lost due to this problem. I eliminated the problem by compressing (copying) coarse grids into continuous memory, and rewriting the computation as a function of the compressed grid. On convergence, I copied the final values of the compressed grid back to the original grid. The savings gained from unit stride access of the compressed grid more than paid for the cost of copying. Using compressed grids, the loop from code 1 included in the previous section becomes do j = 1, GZ do i = 1, GZ T1 = CA(i+0, j-1) + CA(i-1, j+0) T4 = CA1(i+1, j+0) + CA1(i+0, j+1) S1 = T1 + T4 - 4 * CA1(i+0, j+0) CA(i+0, j+0) = CA1(i+0, j+0) + DD * S1 enddo enddo where CA and CA1 are compressed arrays of size GZ. Code 7 traverses a list of objects selecting objects for later processing. The labels of the selected objects are stored in an array. The selection step has unit stride, but the processing steps have irregular stride. A fix is to save the parameters of the selected objects in temporary arrays as they are selected, and pass the temporary arrays to the processing functions. The fix is practical if the same parameters are used in selection as in processing, or if processing comprises a series of distinct steps which use overlapping subsets of the parameters. Both conditions are true for code 7, so I achieved significant improvement by copying parameters to temporary arrays during selection. Data reuse In the previous sections, we optimized for spatial locality. It is also important to optimize for temporal locality. Once read, a datum should be used as much as possible before it is forced from cache. Loop fusion and loop unrolling are two techniques that increase temporal locality. Unfortunately, both techniques increase register pressure—as loop bodies become larger, the number of registers required to hold temporary values grows. Once register spilling occurs, any gains evaporate quickly. For multiprocessors with small register sets or small caches, the sweet spot can be very small. In the ten codes presented here, I found no opportunities for loop fusion and only two opportunities for loop unrolling (codes 1 and 3). In code 1, unrolling the outer and inner loop one iteration increases the number of result values computed by the loop body from 1 to 4, do J = 1, GZ-2, 2 do I = 1, GZ-2, 2 T1 = CA1(i+0, j-1) + CA1(i-1, j+0) T2 = CA1(i+1, j-1) + CA1(i+0, j+0) T3 = CA1(i+0, j+0) + CA1(i-1, j+1) T4 = CA1(i+1, j+0) + CA1(i+0, j+1) T5 = CA1(i+2, j+0) + CA1(i+1, j+1) T6 = CA1(i+1, j+1) + CA1(i+0, j+2) T7 = CA1(i+2, j+1) + CA1(i+1, j+2) S1 = T1 + T4 - 4 * CA1(i+0, j+0) S2 = T2 + T5 - 4 * CA1(i+1, j+0) S3 = T3 + T6 - 4 * CA1(i+0, j+1) S4 = T4 + T7 - 4 * CA1(i+1, j+1) CA(i+0, j+0) = CA1(i+0, j+0) + DD * S1 CA(i+1, j+0) = CA1(i+1, j+0) + DD * S2 CA(i+0, j+1) = CA1(i+0, j+1) + DD * S3 CA(i+1, j+1) = CA1(i+1, j+1) + DD * S4 enddo enddo The loop body executes 12 reads, whereas as the rolled loop shown in the previous section executes 20 reads to compute the same four values. In code 3, two loops are unrolled 8 times and one loop is unrolled 4 times. Here is the before for (k = 0; k < NK[u]; k++) { sum = 0.0; for (y = 0; y < NY; y++) { sum += W[y][u][k] * delta[y]; } backprop[i++]=sum; } and after code for (k = 0; k < KK - 8; k+=8) { sum0 = 0.0; sum1 = 0.0; sum2 = 0.0; sum3 = 0.0; sum4 = 0.0; sum5 = 0.0; sum6 = 0.0; sum7 = 0.0; for (y = 0; y < NY; y++) { sum0 += W[y][0][k+0] * delta[y]; sum1 += W[y][0][k+1] * delta[y]; sum2 += W[y][0][k+2] * delta[y]; sum3 += W[y][0][k+3] * delta[y]; sum4 += W[y][0][k+4] * delta[y]; sum5 += W[y][0][k+5] * delta[y]; sum6 += W[y][0][k+6] * delta[y]; sum7 += W[y][0][k+7] * delta[y]; } backprop[k+0] = sum0; backprop[k+1] = sum1; backprop[k+2] = sum2; backprop[k+3] = sum3; backprop[k+4] = sum4; backprop[k+5] = sum5; backprop[k+6] = sum6; backprop[k+7] = sum7; } for one of the loops unrolled 8 times. Optimizing for temporal locality is the most difficult optimization considered in this paper. The concepts are not difficult, but the sweet spot is small. Identifying where the program can benefit from loop unrolling or loop fusion is not trivial. Moreover, it takes some effort to get it right. Still, educating scientific programmers about temporal locality and teaching them how to optimize for it will pay dividends. Reducing instruction count Execution time is a function of instruction count. Reduce the count and you usually reduce the time. The best solution is to use a more efficient algorithm; that is, an algorithm whose order of complexity is smaller, that converges quicker, or is more accurate. Optimizing source code without changing the algorithm yields smaller, but still significant, gains. This paper considers only the latter because the intent is to study how much better codes can run if written by programmers schooled in basic code optimization techniques. The ten codes studied benefited from three types of "instruction reducing" optimizations. The two most prevalent were hoisting invariant memory and data operations out of inner loops. The third was eliminating unnecessary data copying. The nature of these inefficiencies is language dependent. Memory operations The semantics of C make it difficult for the compiler to determine all the invariant memory operations in a loop. The problem is particularly acute for loops in functions since the compiler may not know the values of the function's parameters at every call site when compiling the function. Most compilers support pragmas to help resolve ambiguities; however, these pragmas are not comprehensive and there is no standard syntax. To guarantee that invariant memory operations are not executed repetitively, the user has little choice but to hoist the operations by hand. The problem is not as severe in Fortran programs because in the absence of equivalence statements, it is a violation of the language's semantics for two names to share memory. Codes 3 and 5 are C programs. In both cases, the compiler did not hoist all invariant memory operations from inner loops. Consider the following loop from code 3 for (y = 0; y < NY; y++) { i = 0; for (u = 0; u < NU; u++) { for (k = 0; k < NK[u]; k++) { dW[y][u][k] += delta[y] * I1[i++]; } } } Since dW[y][u] can point to the same memory space as delta for one or more values of y and u, assignment to dW[y][u][k] may change the value of delta[y]. In reality, dW and delta do not overlap in memory, so I rewrote the loop as for (y = 0; y < NY; y++) { i = 0; Dy = delta[y]; for (u = 0; u < NU; u++) { for (k = 0; k < NK[u]; k++) { dW[y][u][k] += Dy * I1[i++]; } } } Failure to hoist invariant memory operations may be due to complex address calculations. If the compiler can not determine that the address calculation is invariant, then it can hoist neither the calculation nor the associated memory operations. As noted above, code 5 uses a macro to address four-dimensional arrays #define MAT4D(a,q,i,j,k) (double *)((a)->data + (q)*(a)->strides[0] + (i)*(a)->strides[3] + (j)*(a)->strides[2] + (k)*(a)->strides[1]) The macro is too complex for the compiler to understand and so, it does not identify any subexpressions as loop invariant. The simplest way to eliminate the address calculation from the innermost loop (over i) is to define a0 = MAT4D(a,q,0,j,k) before the loop and then replace all instances of *MAT4D(a,q,i,j,k) in the loop with a0[i] A similar problem appears in code 6, a Fortran program. The key loop in this program is do n1 = 1, nh nx1 = (n1 - 1) / nz + 1 nz1 = n1 - nz * (nx1 - 1) do n2 = 1, nh nx2 = (n2 - 1) / nz + 1 nz2 = n2 - nz * (nx2 - 1) ndx = nx2 - nx1 ndy = nz2 - nz1 gxx = grn(1,ndx,ndy) gyy = grn(2,ndx,ndy) gxy = grn(3,ndx,ndy) balance(n1,1) = balance(n1,1) + (force(n2,1) * gxx + force(n2,2) * gxy) * h1 balance(n1,2) = balance(n1,2) + (force(n2,1) * gxy + force(n2,2) * gyy)*h1 end do end do The programmer has written this loop well—there are no loop invariant operations with respect to n1 and n2. However, the loop resides within an iterative loop over time and the index calculations are independent with respect to time. Trading space for time, I precomputed the index values prior to the entering the time loop and stored the values in two arrays. I then replaced the index calculations with reads of the arrays. Data operations Ways to reduce data operations can appear in many forms. Implementing a more efficient algorithm produces the biggest gains. The closest I came to an algorithm change was in code 4. This code computes the inner product of K-vectors A(i) and B(j), 0 = i < N, 0 = j < M, for most values of i and j. Since the program computes most of the NM possible inner products, it is more efficient to compute all the inner products in one triply-nested loop rather than one at a time when needed. The savings accrue from reading A(i) once for all B(j) vectors and from loop unrolling. for (i = 0; i < N; i+=8) { for (j = 0; j < M; j++) { sum0 = 0.0; sum1 = 0.0; sum2 = 0.0; sum3 = 0.0; sum4 = 0.0; sum5 = 0.0; sum6 = 0.0; sum7 = 0.0; for (k = 0; k < K; k++) { sum0 += A[i+0][k] * B[j][k]; sum1 += A[i+1][k] * B[j][k]; sum2 += A[i+2][k] * B[j][k]; sum3 += A[i+3][k] * B[j][k]; sum4 += A[i+4][k] * B[j][k]; sum5 += A[i+5][k] * B[j][k]; sum6 += A[i+6][k] * B[j][k]; sum7 += A[i+7][k] * B[j][k]; } C[i+0][j] = sum0; C[i+1][j] = sum1; C[i+2][j] = sum2; C[i+3][j] = sum3; C[i+4][j] = sum4; C[i+5][j] = sum5; C[i+6][j] = sum6; C[i+7][j] = sum7; }} This change requires knowledge of a typical run; i.e., that most inner products are computed. The reasons for the change, however, derive from basic optimization concepts. It is the type of change easily made at development time by a knowledgeable programmer. In code 5, we have the data version of the index optimization in code 6. Here a very expensive computation is a function of the loop indices and so cannot be hoisted out of the loop; however, the computation is invariant with respect to an outer iterative loop over time. We can compute its value for each iteration of the computation loop prior to entering the time loop and save the values in an array. The increase in memory required to store the values is small in comparison to the large savings in time. The main loop in Code 8 is doubly nested. The inner loop includes a series of guarded computations; some are a function of the inner loop index but not the outer loop index while others are a function of the outer loop index but not the inner loop index for (j = 0; j < N; j++) { for (i = 0; i < M; i++) { r = i * hrmax; R = A[j]; temp = (PRM[3] == 0.0) ? 1.0 : pow(r, PRM[3]); high = temp * kcoeff * B[j] * PRM[2] * PRM[4]; low = high * PRM[6] * PRM[6] / (1.0 + pow(PRM[4] * PRM[6], 2.0)); kap = (R > PRM[6]) ? high * R * R / (1.0 + pow(PRM[4]*r, 2.0) : low * pow(R/PRM[6], PRM[5]); < rest of loop omitted > }} Note that the value of temp is invariant to j. Thus, we can hoist the computation for temp out of the loop and save its values in an array. for (i = 0; i < M; i++) { r = i * hrmax; TEMP[i] = pow(r, PRM[3]); } [N.B. – the case for PRM[3] = 0 is omitted and will be reintroduced later.] We now hoist out of the inner loop the computations invariant to i. Since the conditional guarding the value of kap is invariant to i, it behooves us to hoist the computation out of the inner loop, thereby executing the guard once rather than M times. The final version of the code is for (j = 0; j < N; j++) { R = rig[j] / 1000.; tmp1 = kcoeff * par[2] * beta[j] * par[4]; tmp2 = 1.0 + (par[4] * par[4] * par[6] * par[6]); tmp3 = 1.0 + (par[4] * par[4] * R * R); tmp4 = par[6] * par[6] / tmp2; tmp5 = R * R / tmp3; tmp6 = pow(R / par[6], par[5]); if ((par[3] == 0.0) && (R > par[6])) { for (i = 1; i <= imax1; i++) KAP[i] = tmp1 * tmp5; } else if ((par[3] == 0.0) && (R <= par[6])) { for (i = 1; i <= imax1; i++) KAP[i] = tmp1 * tmp4 * tmp6; } else if ((par[3] != 0.0) && (R > par[6])) { for (i = 1; i <= imax1; i++) KAP[i] = tmp1 * TEMP[i] * tmp5; } else if ((par[3] != 0.0) && (R <= par[6])) { for (i = 1; i <= imax1; i++) KAP[i] = tmp1 * TEMP[i] * tmp4 * tmp6; } for (i = 0; i < M; i++) { kap = KAP[i]; r = i * hrmax; < rest of loop omitted > } } Maybe not the prettiest piece of code, but certainly much more efficient than the original loop, Copy operations Several programs unnecessarily copy data from one data structure to another. This problem occurs in both Fortran and C programs, although it manifests itself differently in the two languages. Code 1 declares two arrays—one for old values and one for new values. At the end of each iteration, the array of new values is copied to the array of old values to reset the data structures for the next iteration. This problem occurs in Fortran programs not included in this study and in both Fortran 77 and Fortran 90 code. Introducing pointers to the arrays and swapping pointer values is an obvious way to eliminate the copying; but pointers is not a feature that many Fortran programmers know well or are comfortable using. An easy solution not involving pointers is to extend the dimension of the value array by 1 and use the last dimension to differentiate between arrays at different times. For example, if the data space is N x N, declare the array (N, N, 2). Then store the problem’s initial values in (_, _, 2) and define the scalar names new = 2 and old = 1. At the start of each iteration, swap old and new to reset the arrays. The old–new copy problem did not appear in any C program. In programs that had new and old values, the code swapped pointers to reset data structures. Where unnecessary coping did occur is in structure assignment and parameter passing. Structures in C are handled much like scalars. Assignment causes the data space of the right-hand name to be copied to the data space of the left-hand name. Similarly, when a structure is passed to a function, the data space of the actual parameter is copied to the data space of the formal parameter. If the structure is large and the assignment or function call is in an inner loop, then copying costs can grow quite large. While none of the ten programs considered here manifested this problem, it did occur in programs not included in the study. A simple fix is always to refer to structures via pointers. Optimizing loop structures Since scientific programs spend almost all their time in loops, efficient loops are the key to good performance. Conditionals, function calls, little instruction level parallelism, and large numbers of temporary values make it difficult for the compiler to generate tightly packed, highly efficient code. Conditionals and function calls introduce jumps that disrupt code flow. Users should eliminate or isolate conditionls to their own loops as much as possible. Often logical expressions can be substituted for if-then-else statements. For example, code 2 includes the following snippet MaxDelta = 0.0 do J = 1, N do I = 1, M < code omitted > Delta = abs(OldValue ? NewValue) if (Delta > MaxDelta) MaxDelta = Delta enddo enddo if (MaxDelta .gt. 0.001) goto 200 Since the only use of MaxDelta is to control the jump to 200 and all that matters is whether or not it is greater than 0.001, I made MaxDelta a boolean and rewrote the snippet as MaxDelta = .false. do J = 1, N do I = 1, M < code omitted > Delta = abs(OldValue ? NewValue) MaxDelta = MaxDelta .or. (Delta .gt. 0.001) enddo enddo if (MaxDelta) goto 200 thereby, eliminating the conditional expression from the inner loop. A microprocessor can execute many instructions per instruction cycle. Typically, it can execute one or more memory, floating point, integer, and jump operations. To be executed simultaneously, the operations must be independent. Thick loops tend to have more instruction level parallelism than thin loops. Moreover, they reduce memory traffice by maximizing data reuse. Loop unrolling and loop fusion are two techniques to increase the size of loop bodies. Several of the codes studied benefitted from loop unrolling, but none benefitted from loop fusion. This observation is not too surpising since it is the general tendency of programmers to write thick loops. As loops become thicker, the number of temporary values grows, increasing register pressure. If registers spill, then memory traffic increases and code flow is disrupted. A thick loop with many temporary values may execute slower than an equivalent series of thin loops. The biggest gain will be achieved if the thick loop can be split into a series of independent loops eliminating the need to write and read temporary arrays. I found such an occasion in code 10 where I split the loop do i = 1, n do j = 1, m A24(j,i)= S24(j,i) * T24(j,i) + S25(j,i) * U25(j,i) B24(j,i)= S24(j,i) * T25(j,i) + S25(j,i) * U24(j,i) A25(j,i)= S24(j,i) * C24(j,i) + S25(j,i) * V24(j,i) B25(j,i)= S24(j,i) * U25(j,i) + S25(j,i) * V25(j,i) C24(j,i)= S26(j,i) * T26(j,i) + S27(j,i) * U26(j,i) D24(j,i)= S26(j,i) * T27(j,i) + S27(j,i) * V26(j,i) C25(j,i)= S27(j,i) * S28(j,i) + S26(j,i) * U28(j,i) D25(j,i)= S27(j,i) * T28(j,i) + S26(j,i) * V28(j,i) end do end do into two disjoint loops do i = 1, n do j = 1, m A24(j,i)= S24(j,i) * T24(j,i) + S25(j,i) * U25(j,i) B24(j,i)= S24(j,i) * T25(j,i) + S25(j,i) * U24(j,i) A25(j,i)= S24(j,i) * C24(j,i) + S25(j,i) * V24(j,i) B25(j,i)= S24(j,i) * U25(j,i) + S25(j,i) * V25(j,i) end do end do do i = 1, n do j = 1, m C24(j,i)= S26(j,i) * T26(j,i) + S27(j,i) * U26(j,i) D24(j,i)= S26(j,i) * T27(j,i) + S27(j,i) * V26(j,i) C25(j,i)= S27(j,i) * S28(j,i) + S26(j,i) * U28(j,i) D25(j,i)= S27(j,i) * T28(j,i) + S26(j,i) * V28(j,i) end do end do Conclusions Over the course of the last year, I have had the opportunity to work with over two dozen academic scientific programmers at leading research universities. Their research interests span a broad range of scientific fields. Except for two programs that relied almost exclusively on library routines (matrix multiply and fast Fourier transform), I was able to improve significantly the single processor performance of all codes. Improvements range from 2x to 15.5x with a simple average of 4.75x. Changes to the source code were at a very high level. I did not use sophisticated techniques or programming tools to discover inefficiencies or effect the changes. Only one code was parallel despite the availability of parallel systems to all developers. Clearly, we have a problem—personal scientific research codes are highly inefficient and not running parallel. The developers are unaware of simple optimization techniques to make programs run faster. They lack education in the art of code optimization and parallel programming. I do not believe we can fix the problem by publishing additional books or training manuals. To date, the developers in questions have not studied the books or manual available, and are unlikely to do so in the future. Short courses are a possible solution, but I believe they are too concentrated to be much use. The general concepts can be taught in a three or four day course, but that is not enough time for students to practice what they learn and acquire the experience to apply and extend the concepts to their codes. Practice is the key to becoming proficient at optimization. I recommend that graduate students be required to take a semester length course in optimization and parallel programming. We would never give someone access to state-of-the-art scientific equipment costing hundreds of thousands of dollars without first requiring them to demonstrate that they know how to use the equipment. Yet the criterion for time on state-of-the-art supercomputers is at most an interesting project. Requestors are never asked to demonstrate that they know how to use the system, or can use the system effectively. A semester course would teach them the required skills. Government agencies that fund academic scientific research pay for most of the computer systems supporting scientific research as well as the development of most personal scientific codes. These agencies should require graduate schools to offer a course in optimization and parallel programming as a requirement for funding. About the Author John Feo received his Ph.D. in Computer Science from The University of Texas at Austin in 1986. After graduate school, Dr. Feo worked at Lawrence Livermore National Laboratory where he was the Group Leader of the Computer Research Group and principal investigator of the Sisal Language Project. In 1997, Dr. Feo joined Tera Computer Company where he was project manager for the MTA, and oversaw the programming and evaluation of the MTA at the San Diego Supercomputer Center. In 2000, Dr. Feo joined Sun Microsystems as an HPC application specialist. He works with university research groups to optimize and parallelize scientific codes. Dr. Feo has published over two dozen research articles in the areas of parallel parallel programming, parallel programming languages, and application performance.

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • ASP.Net How to enforce the HTTP get URL format?

    - by Hamish Grubijan
    [Sorry about a messy question. I believe I am targeting .Net 2.0 (for now)] Hi, I am an ASP.NET noob. For starters I am building a page that parses a URL string and populates a table in a database. I want that string to be strictly of the form: http://<server>:<port>/PageName.aspx?A=1&B=2&C=3&D=4&E=5 The order of the arguments do not matter, I just do not want any of them missing, or any extras. Here is what I tried (yes, it is ugly; I just want to get it to work first): #if (DEBUG) // Maps parameter names to their human readable names. // Used for error checking. private static Dictionary<string, string> paramNameToDisplayName = new Dictionary<string, string> { { A, "a"}, { B, "b"}, { C, "c"}, { D, "d"}, { E, "e"}, { F, "f"}, }; [Conditional("DEBUG")] private void validateRequestParameters(HttpRequest request) { bool endResponse = false; // Use foreach var foreach (string expectedParameterName in paramNameToDisplayName.Keys) { if (request[expectedParameterName] == null) { Response.Write(String.Format("No parameter \"{0}\", aka {1} was passed to the configuration generator. Check your URL string / cookie.", expectedParameterName, paramNameToDisplayName[expectedParameterName])); endResponse = true; } } // Use foreach var foreach (string actualParameterName in request.Params) { if (!paramNameToDisplayName.ContainsKey(actualParameterName)) { Response.Write(String.Format("The parameter \"{0}\", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.", actualParameterName)); endResponse = true; } } if (endResponse) { Response.End(); } } #endif and it works ok, except that it complains about all sorts of other stuff: http://localhost:1796/AddStatusUpdate.aspx?X=0 No parameter "A", aka a was passed to the configuration generator. Check your URL string / cookie.No parameter "B", aka b was passed to the configuration generator. Check your URL string / cookie.No parameter "C", aka c was passed to the configuration generator. Check your URL string / cookie.No parameter "D", aka d was passed to the configuration generator. Check your URL string / cookie.No parameter "E", aka e was passed to the configuration generator. Check your URL string / cookie.No parameter "F", aka f was passed to the configuration generator. Check your URL string / cookie.The parameter "X", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "ASP.NET_SessionId", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "ALL_HTTP", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "ALL_RAW", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "APPL_MD_PATH", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "APPL_PHYSICAL_PATH", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "AUTH_TYPE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "AUTH_USER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "AUTH_PASSWORD", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "LOGON_USER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "REMOTE_USER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_COOKIE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_FLAGS", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_ISSUER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_KEYSIZE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_SECRETKEYSIZE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_SERIALNUMBER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_SERVER_ISSUER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_SERVER_SUBJECT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CERT_SUBJECT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CONTENT_LENGTH", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "CONTENT_TYPE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "GATEWAY_INTERFACE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTPS", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTPS_KEYSIZE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTPS_SECRETKEYSIZE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTPS_SERVER_ISSUER", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTPS_SERVER_SUBJECT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "INSTANCE_ID", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "INSTANCE_META_PATH", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "LOCAL_ADDR", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "PATH_INFO", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "PATH_TRANSLATED", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "QUERY_STRING", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "REMOTE_ADDR", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "REMOTE_HOST", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "REMOTE_PORT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "REQUEST_METHOD", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "SCRIPT_NAME", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "SERVER_NAME", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "SERVER_PORT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "SERVER_PORT_SECURE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "SERVER_PROTOCOL", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "SERVER_SOFTWARE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "URL", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_CACHE_CONTROL", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_CONNECTION", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_ACCEPT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_ACCEPT_CHARSET", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_ACCEPT_ENCODING", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_ACCEPT_LANGUAGE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_COOKIE", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_HOST", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.The parameter "HTTP_USER_AGENT", was passed to the configuration generator, but it was not expected. Check your URL string / cookie.Thread was being aborted. Is there some way for me to separate the implicit and the explicit parameters, or is it not doable? Should I even bother? Perhaps the philosophy of get is to just throw away that what is not needed. Thanks!

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  • how to add a sidebar to a .net page based on a master page that doesnt have a sidebar.

    - by UXdesigner
    Hello, I have been told that I should add a sidebar to one page of this .net project, but the master page don't include a sidebar. How can I add a sidebar to one page only ? This is the code for the Master Template, can anyone suggest or help me out here? I'd buy a book and read more, but I have to do this for the next 12 hours. <%@ Master Language="C#" AutoEventWireup="true" CodeFile="Public.master.cs" Inherits="Public" %> <%@ Register Assembly="AjaxControlToolkit" Namespace="AjaxControlToolkit" TagPrefix="cc2" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <%--<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> --%><html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> <%--<link href="favicon.ico" rel="Shortcut Icon" type="image/x-icon" />--%> <link href="<%= Server.MapPath("~/css/main2.css") %>" rel="stylesheet" type="text/css" media="all" /> <link href="<%= Server.MapPath("~/css/dropdown.css") %>" media="screen" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/default.advanced.css") %>" media="screen" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/vlightbox.css") %>" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/visuallightbox.css") %>" rel="stylesheet" type="text/css" media="screen" /> <link href="<%= Server.MapPath("~/boxes.css") %>"rel="stylesheet" type="text/css" media="screen" /> <script src="<%= Server.MapPath("~/engine/js/jquery.min.js") %>" ype="text/javascript"></script> <script src="<%= Server.MapPath("~/js/cufon-yui.js") %>" type="text/javascript"></script> <script src="<%= Server.MapPath("~/js/AFB_400.font.js") %>" type="text/javascript"></script> <style type="text/css"> #vlightbox a#vlb { display:none } </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" ></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.5.3/jquery-ui.min.js" ></script> <script type="text/javascript"> Cufon.replace('h2'); </script> <script type="text/javascript"> Cufon.replace('h3'); </script> <script type="text/javascript"> Cufon.replace('h5'); </script> <!--[if IE 8]> <style type="text/css"> #footer {display:table;} </style> <![endif]--> <style> ul#nav { width:100%; height:36px; display:block; background-color:#000; background-repeat:repeat-x; } #wrapthatbanner {display:block; float:left; width:100%; height:529px; margin-left:-20px; margin-bottom:0px; } </style> <script type='text/javascript' src='http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js?ver=1.3.2'></script> <script type="text/javascript"> $(document).ready(function() { $("#footer").stickyFooter(); }); // sticky footer plugin (function($) { var footer; $.fn.extend({ stickyFooter: function(options) { footer = this; positionFooter(); $(window) .scroll(positionFooter) .resize(positionFooter); function positionFooter() { var docHeight = $(document.body).height() - $("#sticky-footer-push").height(); if (docHeight < $(window).height()) { var diff = $(window).height() - docHeight; if (!$("#sticky-footer-push").length > 0) { $(footer).before('<div id="sticky-footer-push"></div>'); } $("#sticky-footer-push").height(diff); } } } }); })(jQuery); </script> </head> <body id="@@(categoria)@@"> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePageMethods="true" AsyncPostBackTimeout="900"></asp:ScriptManager> <div id="container"> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <div id="header"> <div id="headerlink"> <table width="100%" border="0"> <tr> <td height="77px;" width="67%"> <asp:ImageButton PostBackUrl="~/index.aspx" ImageUrl="~/images/Titulos/5.png" runat="server" alt="" name="screen_logo" width="257" hspace="10" vspace="10" border="0" id="screen_logo" title="" /> </td> <td valign="top" align="right" width="33%"> <table> <tr> <td> <asp:Label ID="lblFullMessage" Visible="false" runat="server" Font-Size="X-Small" ForeColor="White" Text="Please enter the {0}, {1} and {2} characters from your password."></asp:Label> </td> </tr> <tr valign="middle"> <td> <img src="../images/login.jpg"</td> <td valign="top"> <asp:TextBox runat="server" Height="16px" Font-Size="Small" ID="txtLogin" Width="100px"></asp:TextBox> <asp:Button ID="btnLogin" Height="20px" Font-Size="X-Small" runat="server" Text="Go" OnClick="btnLogin_Click" /> </td> </tr> <tr> <td> <asp:Label ID="lblError" Visible="false" runat="server" Font-Size="X-Small" ForeColor="Red" Text="Error"></asp:Label> </td> </tr> </table> </td> </tr> </table> </div> </div> </ContentTemplate> </asp:UpdatePanel> <ul id="nav" class="dropdown dropdown-horizontal"> <li><asp:HyperLink NavigateUrl="~/index.aspx" CssClass="dir" runat="server" ID="lnk1">Home</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk3">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk4">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk7">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk5">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk2">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk6">link</asp:HyperLink></li> </ul> <div id="wmfg"> </div> <div id="content"><asp:ContentPlaceHolder ID="Content1" runat="server"> </asp:ContentPlaceHolder></div> <div id="footer">Footer</div> </div> </form> </body> </html>

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  • nested iterator errors

    - by Sean
    //arrayList.h #include<iostream> #include<sstream> #include<string> #include<algorithm> #include<iterator> using namespace std; template<class T> class arrayList{ public: // constructor, copy constructor and destructor arrayList(int initialCapacity = 10); arrayList(const arrayList<T>&); ~arrayList() { delete[] element; } // ADT methods bool empty() const { return listSize == 0; } int size() const { return listSize; } T& get(int theIndex) const; int indexOf(const T& theElement) const; void erase(int theIndex); void insert(int theIndex, const T& theElement); void output(ostream& out) const; // additional method int capacity() const { return arrayLength; } void reverse(); // new defined // iterators to start and end of list class iterator; class seamlessPointer; seamlessPointer begin() { return seamlessPointer(element); } seamlessPointer end() { return seamlessPointer(element + listSize); } // iterator for arrayList class iterator { public: // typedefs required by C++ for a bidirectional iterator typedef bidirectional_iterator_tag iterator_category; typedef T value_type; typedef ptrdiff_t difference_type; typedef T* pointer; typedef T& reference; // constructor iterator(T* thePosition = 0) { position = thePosition; } // dereferencing operators T& operator*() const { return *position; } T* operator->() const { return position; } // increment iterator& operator++() // preincrement { ++position; return *this; } iterator operator++(int) // postincrement { iterator old = *this; ++position; return old; } // decrement iterator& operator--() // predecrement { --position; return *this; } iterator operator--(int) // postdecrement { iterator old = *this; --position; return old; } // equality testing bool operator!=(const iterator right) const { return position != right.position; } bool operator==(const iterator right) const { return position == right.position; } protected: T* position; }; // end of iterator class class seamlessPointer: public arrayList<T>::iterator { // constructor seamlessPointer(T *thePosition) { iterator::position = thePosition; } //arithmetic operators seamlessPointer & operator+(int n) { arrayList<T>::iterator::position += n; return *this; } seamlessPointer & operator+=(int n) { arrayList<T>::iterator::position += n; return *this; } seamlessPointer & operator-(int n) { arrayList<T>::iterator::position -= n; return *this; } seamlessPointer & operator-=(int n) { arrayList<T>::iterator::position -= n; return *this; } T& operator[](int n) { return arrayList<T>::iterator::position[n]; } bool operator<(seamlessPointer &rhs) { if(int(arrayList<T>::iterator::position - rhs.position) < 0) return true; return false; } bool operator<=(seamlessPointer & rhs) { if (int(arrayList<T>::iterator::position - rhs.position) <= 0) return true; return false; } bool operator >(seamlessPointer & rhs) { if (int(arrayList<T>::iterator::position - rhs.position) > 0) return true; return false; } bool operator >=(seamlessPointer &rhs) { if (int(arrayList<T>::iterator::position - rhs.position) >= 0) return true; return false; } }; protected: // additional members of arrayList void checkIndex(int theIndex) const; // throw illegalIndex if theIndex invalid T* element; // 1D array to hold list elements int arrayLength; // capacity of the 1D array int listSize; // number of elements in list }; #endif //main.cpp #include<iostream> #include"arrayList.h" #include<fstream> #include<algorithm> #include<string> using namespace std; bool compare_nocase (string first, string second) { unsigned int i=0; while ( (i<first.length()) && (i<second.length()) ) { if (tolower(first[i])<tolower(second[i])) return true; else if (tolower(first[i])>tolower(second[i])) return false; ++i; } if (first.length()<second.length()) return true; else return false; } int main() { ifstream fin; ofstream fout; string str; arrayList<string> dict; fin.open("dictionary"); if (!fin.good()) { cout << "Unable to open file" << endl; return 1; } int k=0; while(getline(fin,str)) { dict.insert(k,str); // cout<<dict.get(k)<<endl; k++; } //sort the array sort(dict.begin, dict.end(),compare_nocase); fout.open("sortedDictionary"); if (!fout.good()) { cout << "Cannot create file" << endl; return 1; } dict.output(fout); fin.close(); return 0; } Two errors are: ..\src\test.cpp: In function 'int main()': ..\src\test.cpp:50:44: error: no matching function for call to 'sort(<unresolved overloaded function type>, arrayList<std::basic_string<char> >::seamlessPointer, bool (&)(std::string, std::string))' ..\src\/arrayList.h: In member function 'arrayList<T>::seamlessPointer arrayList<T>::end() [with T = std::basic_string<char>]': ..\src\test.cpp:50:28: instantiated from here ..\src\/arrayList.h:114:3: error: 'arrayList<T>::seamlessPointer::seamlessPointer(T*) [with T = std::basic_string<char>]' is private ..\src\/arrayList.h:49:44: error: within this context Why do I get these errors? Update I add public: in the seamlessPointer class and change begin to begin() Then I got the following errors: ..\hw3prob2.cpp:50:46: instantiated from here c:\wascana\mingw\bin\../lib/gcc/mingw32/4.5.0/include/c++/bits/stl_algo.h:5250:4: error: no match for 'operator-' in '__last - __first' ..\/arrayList.h:129:21: note: candidate is: arrayList<T>::seamlessPointer& arrayList<T>::seamlessPointer::operator-(int) [with T = std::basic_string<char>, arrayList<T>::seamlessPointer = arrayList<std::basic_string<char> >::seamlessPointer] c:\wascana\mingw\bin\../lib/gcc/mingw32/4.5.0/include/c++/bits/stl_algo.h:5252:4: instantiated from 'void std::sort(_RAIter, _RAIter, _Compare) [with _RAIter = arrayList<std::basic_string<char> >::seamlessPointer, _Compare = bool (*)(std::basic_string<char>, std::basic_string<char>)]' ..\hw3prob2.cpp:50:46: instantiated from here c:\wascana\mingw\bin\../lib/gcc/mingw32/4.5.0/include/c++/bits/stl_algo.h:2190:7: error: no match for 'operator-' in '__last - __first' ..\/arrayList.h:129:21: note: candidate is: arrayList<T>::seamlessPointer& arrayList<T>::seamlessPointer::operator-(int) [with T = std::basic_string<char>, arrayList<T>::seamlessPointer = arrayList<std::basic_string<char> >::seamlessPointer] Then I add operator -() in the seamlessPointer class ptrdiff_t operator -(seamlessPointer &rhs) { return (arrayList<T>::iterator::position - rhs.position); } Then I compile successfully. But when I run it, I found memeory can not read error. I debug and step into and found the error happens in stl function template<typename _RandomAccessIterator, typename _Distance, typename _Tp, typename _Compare> void __adjust_heap(_RandomAccessIterator __first, _Distance __holeIndex, _Distance __len, _Tp __value, _Compare __comp) { const _Distance __topIndex = __holeIndex; _Distance __secondChild = __holeIndex; while (__secondChild < (__len - 1) / 2) { __secondChild = 2 * (__secondChild + 1); if (__comp(*(__first + __secondChild), *(__first + (__secondChild - 1)))) __secondChild--; *(__first + __holeIndex) = _GLIBCXX_MOVE(*(__first + __secondChild)); ////// stop here __holeIndex = __secondChild; } Of course, there must be something wrong with the customized operators of iterator. Does anyone know the possible reason? Thank you.

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  • Trying to find USB device on iphone with IOKit.framework

    - by HuGeek
    Hi all, i'm working on a project were i need the usb port to communicate with a external device. I have been looking for exemple on the net (Apple and /developer/IOKit/usb exemple) and trying some other but i can't even find the device. In my code i blocking at the place where the fucntion looks for a next iterator (pointer in fact) with the function getNextIterator but never returns a good value so the code is blocking. By the way i am using toolchain and added IOKit.framework in my project. All i what right now is the communicate or do like a ping to someone on the USB bus!! I blocking in the 'FindDevice'....i can't manage to enter in the while because the variable usbDevice is always = to 0....i have tested my code in a small mac program and it works... Thanks Here is my code : IOReturn ConfigureDevice(IOUSBDeviceInterface **dev) { UInt8 numConfig; IOReturn result; IOUSBConfigurationDescriptorPtr configDesc; //Get the number of configurations result = (*dev)->GetNumberOfConfigurations(dev, &numConfig); if (!numConfig) { return -1; } // Get the configuration descriptor result = (*dev)->GetConfigurationDescriptorPtr(dev, 0, &configDesc); if (result) { NSLog(@"Couldn't get configuration descriptior for index %d (err=%08x)\n", 0, result); return -1; } ifdef OSX_DEBUG NSLog(@"Number of Configurations: %d\n", numConfig); endif // Configure the device result = (*dev)->SetConfiguration(dev, configDesc->bConfigurationValue); if (result) { NSLog(@"Unable to set configuration to value %d (err=%08x)\n", 0, result); return -1; } return kIOReturnSuccess; } IOReturn FindInterfaces(IOUSBDeviceInterface *dev, IOUSBInterfaceInterface **itf) { IOReturn kr; IOUSBFindInterfaceRequest request; io_iterator_t iterator; io_service_t usbInterface; IOUSBInterfaceInterface **intf = NULL; IOCFPlugInInterface **plugInInterface = NULL; HRESULT res; SInt32 score; UInt8 intfClass; UInt8 intfSubClass; UInt8 intfNumEndpoints; int pipeRef; CFRunLoopSourceRef runLoopSource; NSLog(@"Debut FindInterfaces \n"); request.bInterfaceClass = kIOUSBFindInterfaceDontCare; request.bInterfaceSubClass = kIOUSBFindInterfaceDontCare; request.bInterfaceProtocol = kIOUSBFindInterfaceDontCare; request.bAlternateSetting = kIOUSBFindInterfaceDontCare; kr = (*dev)->CreateInterfaceIterator(dev, &request, &iterator); usbInterface = IOIteratorNext(iterator); IOObjectRelease(iterator); NSLog(@"Interface found.\n"); kr = IOCreatePlugInInterfaceForService(usbInterface, kIOUSBInterfaceUserClientTypeID, kIOCFPlugInInterfaceID, &plugInInterface, &score); kr = IOObjectRelease(usbInterface); // done with the usbInterface object now that I have the plugin if ((kIOReturnSuccess != kr) || !plugInInterface) { NSLog(@"unable to create a plugin (%08x)\n", kr); return -1; } // I have the interface plugin. I need the interface interface res = (*plugInInterface)->QueryInterface(plugInInterface, CFUUIDGetUUIDBytes(kIOUSBInterfaceInterfaceID), (LPVOID*) &intf); (*plugInInterface)->Release(plugInInterface); // done with this if (res || !intf) { NSLog(@"couldn't create an IOUSBInterfaceInterface (%08x)\n", (int) res); return -1; } // Now open the interface. This will cause the pipes to be instantiated that are // associated with the endpoints defined in the interface descriptor. kr = (*intf)->USBInterfaceOpen(intf); if (kIOReturnSuccess != kr) { NSLog(@"unable to open interface (%08x)\n", kr); (void) (*intf)->Release(intf); return -1; } kr = (*intf)->CreateInterfaceAsyncEventSource(intf, &runLoopSource); if (kIOReturnSuccess != kr) { NSLog(@"unable to create async event source (%08x)\n", kr); (void) (*intf)->USBInterfaceClose(intf); (void) (*intf)->Release(intf); return -1; } CFRunLoopAddSource(CFRunLoopGetCurrent(), runLoopSource, kCFRunLoopDefaultMode); if (!intf) { NSLog(@"Interface is NULL!\n"); } else { *itf = intf; } NSLog(@"End of FindInterface \n \n"); return kr; } unsigned int FindDevice(void *refCon, io_iterator_t iterator) { kern_return_t kr; io_service_t usbDevice; IOCFPlugInInterface **plugInInterface = NULL; HRESULT result; SInt32 score; UInt16 vendor; UInt16 product; UInt16 release; unsigned int count = 0; NSLog(@"Searching Device....\n"); while (usbDevice = IOIteratorNext(iterator)) { // create intermediate plug-in NSLog(@"Found a device!\n"); kr = IOCreatePlugInInterfaceForService(usbDevice, kIOUSBDeviceUserClientTypeID, kIOCFPlugInInterfaceID, &plugInInterface, &score); kr = IOObjectRelease(usbDevice); if ((kIOReturnSuccess != kr) || !plugInInterface) { NSLog(@"Unable to create a plug-in (%08x)\n", kr); continue; } // Now create the device interface result = (*plugInInterface)->QueryInterface(plugInInterface, CFUUIDGetUUIDBytes(kIOUSBDeviceInterfaceID), (LPVOID)&dev); // Don't need intermediate Plug-In Interface (*plugInInterface)->Release(plugInInterface); if (result || !dev) { NSLog(@"Couldn't create a device interface (%08x)\n", (int)result); continue; } // check these values for confirmation kr = (*dev)->GetDeviceVendor(dev, &vendor); kr = (*dev)->GetDeviceProduct(dev, &product); //kr = (*dev)->GetDeviceReleaseNumber(dev, &release); //if ((vendor != LegoUSBVendorID) || (product != LegoUSBProductID) || (release != LegoUSBRelease)) { if ((vendor != LegoUSBVendorID) || (product != LegoUSBProductID)) { NSLog(@"Found unwanted device (vendor = %d != %d, product = %d != %d, release = %d)\n", vendor, kUSBVendorID, product, LegoUSBProductID, release); (void) (*dev)-Release(dev); continue; } // Open the device to change its state kr = (*dev)->USBDeviceOpen(dev); if (kr == kIOReturnSuccess) { count++; } else { NSLog(@"Unable to open device: %08x\n", kr); (void) (*dev)->Release(dev); continue; } // Configure device kr = ConfigureDevice(dev); if (kr != kIOReturnSuccess) { NSLog(@"Unable to configure device: %08x\n", kr); (void) (*dev)->USBDeviceClose(dev); (void) (*dev)->Release(dev); continue; } break; } return count; } // USB rcx Init IOUSBInterfaceInterface** osx_usb_rcx_init (void) { CFMutableDictionaryRef matchingDict; kern_return_t result; IOUSBInterfaceInterface **intf = NULL; unsigned int device_count = 0; // Create master handler result = IOMasterPort(MACH_PORT_NULL, &gMasterPort); if (result || !gMasterPort) { NSLog(@"ERR: Couldn't create master I/O Kit port(%08x)\n", result); return NULL; } else { NSLog(@"Created Master Port.\n"); NSLog(@"Master port 0x:08X \n \n", gMasterPort); } // Set up the matching dictionary for class IOUSBDevice and its subclasses matchingDict = IOServiceMatching(kIOUSBDeviceClassName); if (!matchingDict) { NSLog(@"Couldn't create a USB matching dictionary \n"); mach_port_deallocate(mach_task_self(), gMasterPort); return NULL; } else { NSLog(@"USB matching dictionary : %08X \n", matchingDict); } CFDictionarySetValue(matchingDict, CFSTR(kUSBVendorID), CFNumberCreate(kCFAllocatorDefault, kCFNumberShortType, &LegoUSBVendorID)); CFDictionarySetValue(matchingDict, CFSTR(kUSBProductID), CFNumberCreate(kCFAllocatorDefault, kCFNumberShortType, &LegoUSBProductID)); result = IOServiceGetMatchingServices(gMasterPort, matchingDict, &gRawAddedIter); matchingDict = 0; // this was consumed by the above call // Iterate over matching devices to access already present devices NSLog(@"RawAddedIter : 0x:%08X \n", &gRawAddedIter); device_count = FindDevice(NULL, gRawAddedIter); if (device_count == 1) { result = FindInterfaces(dev, &intf); if (kIOReturnSuccess != result) { NSLog(@"unable to find interfaces on device: %08x\n", result); (*dev)-USBDeviceClose(dev); (*dev)-Release(dev); return NULL; } // osx_usb_rcx_wakeup(intf); return intf; } else if (device_count 1) { NSLog(@"too many matching devices (%d) !\n", device_count); } else { NSLog(@"no matching devices found\n"); } return NULL; } int main(int argc, char *argv[]) { int returnCode; NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSLog(@"Debut du programme \n \n"); osx_usb_rcx_init(); NSLog(@"Fin du programme \n \n"); return 0; // returnCode = UIApplicationMain(argc, argv, @"Untitled1App", @"Untitled1App"); // [pool release]; // return returnCode; }

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  • How do I improve my performance with this singly linked list struct within my program?

    - by Jesus
    Hey guys, I have a program that does operations of sets of strings. We have to implement functions such as addition and subtraction of two sets of strings. We are suppose to get it down to the point where performance if of O(N+M), where N,M are sets of strings. Right now, I believe my performance is at O(N*M), since I for each element of N, I go through every element of M. I'm particularly focused on getting the subtraction to the proper performance, as if I can get that down to proper performance, I believe I can carry that knowledge over to the rest of things I have to implement. The '-' operator is suppose to work like this, for example. Declare set1 to be an empty set. Declare set2 to be a set with { a b c } elements Declare set3 to be a set with ( b c d } elements set1 = set2 - set3 And now set1 is suppose to equal { a }. So basically, just remove any element from set3, that is also in set2. For the addition implementation (overloaded '+' operator), I also do the sorting of the strings (since we have to). All the functions work right now btw. So I was wondering if anyone could a) Confirm that currently I'm doing O(N*M) performance b) Give me some ideas/implementations on how to improve the performance to O(N+M) Note: I cannot add any member variables or functions to the class strSet or to the node structure. The implementation of the main program isn't very important, but I will post the code for my class definition and the implementation of the member functions: strSet2.h (Implementation of my class and struct) // Class to implement sets of strings // Implements operators for union, intersection, subtraction, // etc. for sets of strings // V1.1 15 Feb 2011 Added guard (#ifndef), deleted using namespace RCH #ifndef _STRSET_ #define _STRSET_ #include <iostream> #include <vector> #include <string> // Deleted: using namespace std; 15 Feb 2011 RCH struct node { std::string s1; node * next; }; class strSet { private: node * first; public: strSet (); // Create empty set strSet (std::string s); // Create singleton set strSet (const strSet &copy); // Copy constructor ~strSet (); // Destructor int SIZE() const; bool isMember (std::string s) const; strSet operator + (const strSet& rtSide); // Union strSet operator - (const strSet& rtSide); // Set subtraction strSet& operator = (const strSet& rtSide); // Assignment }; // End of strSet class #endif // _STRSET_ strSet2.cpp (implementation of member functions) #include <iostream> #include <vector> #include <string> #include "strset2.h" using namespace std; strSet::strSet() { first = NULL; } strSet::strSet(string s) { node *temp; temp = new node; temp->s1 = s; temp->next = NULL; first = temp; } strSet::strSet(const strSet& copy) { if(copy.first == NULL) { first = NULL; } else { node *n = copy.first; node *prev = NULL; while (n) { node *newNode = new node; newNode->s1 = n->s1; newNode->next = NULL; if (prev) { prev->next = newNode; } else { first = newNode; } prev = newNode; n = n->next; } } } strSet::~strSet() { if(first != NULL) { while(first->next != NULL) { node *nextNode = first->next; first->next = nextNode->next; delete nextNode; } } } int strSet::SIZE() const { int size = 0; node *temp = first; while(temp!=NULL) { size++; temp=temp->next; } return size; } bool strSet::isMember(string s) const { node *temp = first; while(temp != NULL) { if(temp->s1 == s) { return true; } temp = temp->next; } return false; } strSet strSet::operator + (const strSet& rtSide) { strSet newSet; newSet = *this; node *temp = rtSide.first; while(temp != NULL) { string newEle = temp->s1; if(!isMember(newEle)) { if(newSet.first==NULL) { node *newNode; newNode = new node; newNode->s1 = newEle; newNode->next = NULL; newSet.first = newNode; } else if(newSet.SIZE() == 1) { if(newEle < newSet.first->s1) { node *tempNext = newSet.first; node *newNode; newNode = new node; newNode->s1 = newEle; newNode->next = tempNext; newSet.first = newNode; } else { node *newNode; newNode = new node; newNode->s1 = newEle; newNode->next = NULL; newSet.first->next = newNode; } } else { node *prev = NULL; node *curr = newSet.first; while(curr != NULL) { if(newEle < curr->s1) { if(prev == NULL) { node *newNode; newNode = new node; newNode->s1 = newEle; newNode->next = curr; newSet.first = newNode; break; } else { node *newNode; newNode = new node; newNode->s1 = newEle; newNode->next = curr; prev->next = newNode; break; } } if(curr->next == NULL) { node *newNode; newNode = new node; newNode->s1 = newEle; newNode->next = NULL; curr->next = newNode; break; } prev = curr; curr = curr->next; } } } temp = temp->next; } return newSet; } strSet strSet::operator - (const strSet& rtSide) { strSet newSet; newSet = *this; node *temp = rtSide.first; while(temp != NULL) { string element = temp->s1; node *prev = NULL; node *curr = newSet.first; while(curr != NULL) { if( element < curr->s1 ) break; if( curr->s1 == element ) { if( prev == NULL) { node *duplicate = curr; newSet.first = newSet.first->next; delete duplicate; break; } else { node *duplicate = curr; prev->next = curr->next; delete duplicate; break; } } prev = curr; curr = curr->next; } temp = temp->next; } return newSet; } strSet& strSet::operator = (const strSet& rtSide) { if(this != &rtSide) { if(first != NULL) { while(first->next != NULL) { node *nextNode = first->next; first->next = nextNode->next; delete nextNode; } } if(rtSide.first == NULL) { first = NULL; } else { node *n = rtSide.first; node *prev = NULL; while (n) { node *newNode = new node; newNode->s1 = n->s1; newNode->next = NULL; if (prev) { prev->next = newNode; } else { first = newNode; } prev = newNode; n = n->next; } } } return *this; }

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  • c++ queue template

    - by Dalton Conley
    ALright, pardon my messy code please. Below is my queue class. #include <iostream> using namespace std; #ifndef QUEUE #define QUEUE /*---------------------------------------------------------------------------- Student Class # Methods # Student() // default constructor Student(string, int) // constructor display() // out puts a student # Data Members # Name // string name Id // int id ----------------------------------------------------------------------------*/ class Student { public: Student() { } Student(string iname, int iid) { name = iname; id = iid; } void display(ostream &out) const { out << "Student Name: " << name << "\tStudent Id: " << id << "\tAddress: " << this << endl; } private: string name; int id; }; // define a typedef of a pointer to a student. typedef Student * StudentPointer; template <typename T> class Queue { public: /*------------------------------------------------------------------------ Queue Default Constructor Preconditions: none Postconditions: assigns default values for front and back to 0 description: constructs a default empty Queue. ------------------------------------------------------------------------*/ Queue() : myFront(0), myBack(0) {} /*------------------------------------------------------------------------ Copy Constructor Preconditions: requres a reference to a value for which you are copying Postconditions: assigns a copy to the parent Queue. description: Copys a queue and assigns it to the parent Queue. ------------------------------------------------------------------------*/ Queue(const T & q) { myFront = myBack = 0; if(!q.empty()) { // copy the first node myFront = myBack = new Node(q.front()); NodePointer qPtr = q.myFront->next; while(qPtr != NULL) { myBack->next = new Node(qPtr->data); myBack = myBack->next; qPtr = qPtr->next; } } } /*------------------------------------------------------------------------ Destructor Preconditions: none Postconditions: deallocates the dynamic memory for the Queue description: deletes the memory stored for a Queue. ------------------------------------------------------------------------*/ ~Queue() { NodePointer prev = myFront, ptr; while(prev != NULL) { ptr = prev->next; delete prev; prev = ptr; } } /*------------------------------------------------------------------------ Empty() Preconditions: none Postconditions: returns a boolean value. description: returns true/false based on if the queue is empty or full. ------------------------------------------------------------------------*/ bool empty() const { return (myFront == NULL); } /*------------------------------------------------------------------------ Enqueue Preconditions: requires a constant reference Postconditions: allocates memory and appends a value at the end of a queue description: ------------------------------------------------------------------------*/ void enqueue(const T & value) { NodePointer newNodePtr = new Node(value); if(empty()) { myFront = myBack = newNodePtr; newNodePtr->next = NULL; } else { myBack->next = newNodePtr; myBack = newNodePtr; newNodePtr->next = NULL; } } /*------------------------------------------------------------------------ Display Preconditions: requires a reference of type ostream Postconditions: returns the ostream value (for chaining) description: outputs the contents of a queue. ------------------------------------------------------------------------*/ void display(ostream & out) const { NodePointer ptr; ptr = myFront; while(ptr != NULL) { out << ptr->data << " "; ptr = ptr->next; } out << endl; } /*------------------------------------------------------------------------ Front Preconditions: none Postconditions: returns a value of type T description: returns the first value in the parent Queue. ------------------------------------------------------------------------*/ T front() const { if ( !empty() ) return (myFront->data); else { cerr << "*** Queue is empty -- returning garbage value ***\n"; T * temp = new(T); T garbage = * temp; delete temp; return garbage; } } /*------------------------------------------------------------------------ Dequeue Preconditions: none Postconditions: removes the first value in a queue ------------------------------------------------------------------------*/ void dequeue() { if ( !empty() ) { NodePointer ptr = myFront; myFront = myFront->next; delete ptr; if(myFront == NULL) myBack = NULL; } else { cerr << "*** Queue is empty -- " "can't remove a value ***\n"; exit(1); } } /*------------------------------------------------------------------------ pverloaded = operator Preconditions: requires a constant reference Postconditions: returns a const type T description: this allows assigning of queues to queues ------------------------------------------------------------------------*/ Queue<T> & operator=(const T &q) { // make sure we arent reassigning ourself // e.g. thisQueue = thisQueue. if(this != &q) { this->~Queue(); if(q.empty()) { myFront = myBack = NULL; } else { myFront = myBack = new Node(q.front()); NodePointer qPtr = q.myFront->next; while(qPtr != NULL) { myBack->next = new Node(qPtr->data); myBack = myBack->next; qPtr = qPtr->next; } } } return *this; } private: class Node { public: T data; Node * next; Node(T value, Node * first = 0) : data(value), next(first) {} }; typedef Node * NodePointer; NodePointer myFront, myBack, queueSize; }; /*------------------------------------------------------------------------ join Preconditions: requires 2 queue values Postconditions: appends queue2 to the end of queue1 description: this function joins 2 queues into 1. ------------------------------------------------------------------------*/ template <typename T> Queue<T> join(Queue<T> q1, Queue<T> q2) { Queue<T> q1Copy(q1), q2Copy(q2); Queue<T> jQueue; while(!q1Copy.empty()) { jQueue.enqueue(q1Copy.front()); q1Copy.dequeue(); } while(!q2Copy.empty()) { jQueue.enqueue(q2Copy.front()); q2Copy.dequeue(); } cout << jQueue << endl; return jQueue; } /*---------------------------------------------------------------------------- Overloaded << operator Preconditions: requires a constant reference and a Queue of type T Postconditions: returns the ostream (for chaining) description: this function is overloaded for outputing a queue with << ----------------------------------------------------------------------------*/ template <typename T> ostream & operator<<(ostream &out, Queue<T> &s) { s.display(out); return out; } /*---------------------------------------------------------------------------- Overloaded << operator Preconditions: requires a constant reference and a reference of type Student Postconditions: none description: this function is overloaded for outputing an object of type Student. ----------------------------------------------------------------------------*/ ostream & operator<<(ostream &out, Student &s) { s.display(out); } /*---------------------------------------------------------------------------- Overloaded << operator Preconditions: requires a constant reference and a reference of a pointer to a Student object. Postconditions: none description: this function is overloaded for outputing pointers to Students ----------------------------------------------------------------------------*/ ostream & operator<<(ostream &out, StudentPointer &s) { s->display(out); } #endif Now I'm having some issues with it. For one, when I add 0 to a queue and then I output the queue like so.. Queue<double> qdub; qdub.enqueue(0); cout << qdub << endl; That works, it will output 0. But for example, if I modify that queue in any way.. like.. assign it to a different queue.. Queue<double> qdub1; Queue<double> qdub2; qdub1.enqueue(0; qdub2 = qdub1; cout << qdub2 << endl; It will give me weird values for 0 like.. 7.86914e-316. Help on this would be much appreciated!

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  • Wordpress issue with footer

    - by Raelona
    I've been trying to turn my simple html/css site into a wordpress site. my big issue which no one seem to be able to solve appears in my footer. The footer is pretty much ignoring everything and just staying in the top of the site ( like it was a part of my header). All my files is split into 3 files. A header.php a footer.php and the page.php (one for each site). Header! <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" <?php language_attributes(); ?>> <head profile="http://gmpg.org/xfn/11"> <meta http-equiv="Content-Type" content="<?php bloginfo('html_type'); ?>; charset=<?php bloginfo('charset'); ?>" /> <?php if (is_search()) { ?> <meta name="robots" content="noindex, nofollow" /> <?php } ?> <title> <?php if (function_exists('is_tag') && is_tag()) { single_tag_title("Tag Archive for &quot;"); echo '&quot; - '; } elseif (is_archive()) { wp_title(''); echo ' Archive - '; } elseif (is_search()) { echo 'Search for &quot;'.wp_specialchars($s).'&quot; - '; } elseif (!(is_404()) && (is_single()) || (is_page())) { wp_title(''); echo ' - '; } elseif (is_404()) { echo 'Not Found - '; } if (is_home()) { bloginfo('name'); echo ' - '; bloginfo('description'); } else { bloginfo('name'); } if ($paged>1) { echo ' - page '. $paged; } ?> </title> <link rel="shortcut icon" href="/favicon.ico" type="image/x-icon" /> <link rel="stylesheet" href="<?php bloginfo('stylesheet_url'); ?>" type="text/css" /> <link rel="pingback" href="<?php bloginfo('pingback_url'); ?>" /> <?php if ( is_singular() ) wp_enqueue_script( 'comment-reply' ); ?> <?php wp_head(); ?> </head> <body <?php body_class(); ?>> <div id="Menu" ></div> <div id="Mainbody"> <div id="Portfolio"><a href="<?php echo get_option('home'); ?>"><?php bloginfo('name'); ?></a> </div> <div id="Slogan"><a href="index.html"><?php bloginfo('description'); ?></a></div> <div id="nav-menu"> <?php $defaults = array( 'theme_location' => '', 'menu' => '', 'container' => 'div', 'container_class' => 'menu-{menu slug}-container', 'container_id' => '', 'menu_class' => 'menu', 'menu_id' => '', 'echo' => true, 'fallback_cb' => 'wp_page_menu', 'before' => '', 'after' => '', 'link_before' => '', 'link_after' => '', 'items_wrap' => '<ul id="%1$s" class="%2$s">%3$s</ul>', 'depth' => 0, 'walker' => '' ); ?> <?php wp_nav_menu( $defaults ); ?> </div> <div class="Box"> <div id="Mainindhold"> page ! <?php get_header(); ?> <div id="Arbejde"> <h2>Uddrag af mine webdesigns</h2> <br /> <br /> <?php if (have_posts()) : while (have_posts()) : the_post(); ?> <?php $key='link'; $custom = get_post_meta($post->ID, $key, true); ?> <?php $key2='brugt'; $custom2 = get_post_meta($post->ID, $key2, true); ?> <?php $key3='linkexternal'; $custom3 = get_post_meta($post->ID, $key3, true); ?> <?php $billede = get_the_post_thumbnail($post->ID, 'full'); ?> <div class="Raekke"> <div class="Arbejds_Billede"> <a href="<?php echo $custom; ?>" rel="lightbox"> <?php print $billede; ?></a> </div> <div class="Arbejdsbeskrivelse"> <h3><?php the_title(); ?></h3> <?php the_content(); ?> <div id="program"> <img src="<?php echo $custom2; ?>" /> </div> <div class="Knap"><a href="<?php echo $custom3; ?>"><p>Besøg siden</p></a> </div> </div> </div> <div class="clear"></div> <?php endwhile; else: ?> <?php _e('No posts were fond. Sorry!'); ?> <?php endif; ?> </div> <?php get_footer();?> footer ! </div> </div> </div> <div id="footer"> &copy;<?php echo date("Y"); echo " "; bloginfo('name'); ?> 4000 Roskilde </div> <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-31920214-1']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> <?php wp_footer(); ?> </body> </html>

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  • fatal error C1014: too many include files : depth = 1024

    - by numerical25
    I have no idea what this means. But here is the code that it supposely is happening in. //======================================================================================= // d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #include "d3dApp.h" #include <stream> LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static D3DApp* app = 0; switch( msg ) { case WM_CREATE: { // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. CREATESTRUCT* cs = (CREATESTRUCT*)lParam; app = (D3DApp*)cs->lpCreateParams; return 0; } } // Don't start processing messages until after WM_CREATE. if( app ) return app->msgProc(msg, wParam, lParam); else return DefWindowProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { mhAppInst = hInstance; mhMainWnd = 0; mAppPaused = false; mMinimized = false; mMaximized = false; mResizing = false; mFrameStats = L""; md3dDevice = 0; mSwapChain = 0; mDepthStencilBuffer = 0; mRenderTargetView = 0; mDepthStencilView = 0; mFont = 0; mMainWndCaption = L"D3D10 Application"; md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; mClearColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f); mClientWidth = 800; mClientHeight = 600; } D3DApp::~D3DApp() { ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mSwapChain); ReleaseCOM(mDepthStencilBuffer); ReleaseCOM(md3dDevice); ReleaseCOM(mFont); } HINSTANCE D3DApp::getAppInst() { return mhAppInst; } HWND D3DApp::getMainWnd() { return mhMainWnd; } int D3DApp::run() { MSG msg = {0}; mTimer.reset(); while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { mTimer.tick(); if( !mAppPaused ) updateScene(mTimer.getDeltaTime()); else Sleep(50); drawScene(); } } return (int)msg.wParam; } void D3DApp::initApp() { initMainWindow(); initDirect3D(); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy(fontDesc.FaceName, L"Times New Roman"); D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); } void D3DApp::onResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mDepthStencilBuffer); // Resize the swap chain and recreate the render target view. HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); ID3D10Texture2D* backBuffer; HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); ReleaseCOM(backBuffer); // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); } void D3DApp::updateScene(float dt) { // Code computes the average frames per second, and also the // average time it takes to render one frame. static int frameCnt = 0; static float t_base = 0.0f; frameCnt++; // Compute averages over one second period. if( (mTimer.getGameTime() - t_base) >= 1.0f ) { float fps = (float)frameCnt; // fps = frameCnt / 1 float mspf = 1000.0f / fps; std::wostringstream outs; outs.precision(6); outs << L"FPS: " << fps << L"\n" << "Milliseconds: Per Frame: " << mspf; mFrameStats = outs.str(); // Reset for next average. frameCnt = 0; t_base += 1.0f; } } void D3DApp::drawScene() { md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); } LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { // WM_ACTIVATE is sent when the window is activated or deactivated. // We pause the game when the window is deactivated and unpause it // when it becomes active. case WM_ACTIVATE: if( LOWORD(wParam) == WA_INACTIVE ) { mAppPaused = true; mTimer.stop(); } else { mAppPaused = false; mTimer.start(); } return 0; // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; onResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; onResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; onResize(); } else if( mResizing ) { // If user is dragging the resize bars, we do not resize // the buffers here because as the user continuously // drags the resize bars, a stream of WM_SIZE messages are // sent to the window, and it would be pointless (and slow) // to resize for each WM_SIZE message received from dragging // the resize bars. So instead, we reset after the user is // done resizing the window and releases the resize bars, which // sends a WM_EXITSIZEMOVE message. } else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. { onResize(); } } } return 0; // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. case WM_ENTERSIZEMOVE: mAppPaused = true; mResizing = true; mTimer.stop(); return 0; // WM_EXITSIZEMOVE is sent when the user releases the resize bars. // Here we reset everything based on the new window dimensions. case WM_EXITSIZEMOVE: mAppPaused = false; mResizing = false; mTimer.start(); onResize(); return 0; // WM_DESTROY is sent when the window is being destroyed. case WM_DESTROY: PostQuitMessage(0); return 0; // The WM_MENUCHAR message is sent when a menu is active and the user presses // a key that does not correspond to any mnemonic or accelerator key. case WM_MENUCHAR: // Don't beep when we alt-enter. return MAKELRESULT(0, MNC_CLOSE); // Catch this message so to prevent the window from becoming too small. case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; return 0; } return DefWindowProc(mhMainWnd, msg, wParam, lParam); } void D3DApp::initMainWindow() { WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = mhAppInst; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = L"D3DWndClassName"; if( !RegisterClass(&wc) ) { MessageBox(0, L"RegisterClass FAILED", 0, 0); PostQuitMessage(0); } // Compute window rectangle dimensions based on requested client area dimensions. RECT R = { 0, 0, mClientWidth, mClientHeight }; AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); int width = R.right - R.left; int height = R.bottom - R.top; mhMainWnd = CreateWindow(L"D3DWndClassName", mMainWndCaption.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); if( !mhMainWnd ) { MessageBox(0, L"CreateWindow FAILED", 0, 0); PostQuitMessage(0); } ShowWindow(mhMainWnd, SW_SHOW); UpdateWindow(mhMainWnd); } void D3DApp::initDirect3D() { // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = mClientWidth; sd.BufferDesc.Height = mClientHeight; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // No multisampling. sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = mhMainWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; // Create the device. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif HR( D3D10CreateDeviceAndSwapChain( 0, //default adapter md3dDriverType, 0, // no software device createDeviceFlags, D3D10_SDK_VERSION, &sd, &mSwapChain, &md3dDevice) ); // The remaining steps that need to be carried out for d3d creation // also need to be executed every time the window is resized. So // just call the onResize method here to avoid code duplication. onResize(); }

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  • Why are pieces of my HTML showing up on the page and breaking it? Is it PHP related?

    - by Jason Rhodes
    I've been building a site in PHP, HTML, CSS, and using a healthy dose of jQuery javascript. The site looks absolutely fine on my Mac browsers, but for some reason, when my client uses PC Safari, she's seeing strange bits of my HTML show up on the page. Here are some (small) screenshot examples: Figure 1: This one is just a closing </li> tag that should've been on the Media li element. Not much harm done, but strange. Figure 2: Here this was part of <div class='submenu'> and since the div tag didn't render properly, the entire contents of that div don't get styled correctly by CSS. Figure 3: This last example shows what should have been <a class='top current' href=... but for some reason half of the HTML tag stops being rendered and just gets printed out. So the rest of that list menu is completely broken. Here's the code from the header.php file itself. The main navigation section (seen in the screenshots) is further down, marked by a line of asterisks if you want to skip there. <?php // Setting up location variables if(isset($_GET['page'])) { $page = Page::find_by_slug($_GET['page']); } elseif(isset($_GET['post'])) { $page = Page::find_by_id(4); } else { $page = Page::find_by_id(1); } $post = isset($_GET['post']) ? Blogpost::find_by_slug($_GET['post']) : false; $front = $page->id == 1 ? true : false; $buildblog = $page->id == 4 ? true : false; $eventpage = $page->id == 42 ? true : false; // Setting up content edit variables $edit = isset($_GET['edit']) ? true : false; $preview = isset($_GET['preview']) ? true : false; // Finding page slug value $pageslug = $page->get_slug($loggedIn); ?> <!DOCTYPE html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title> <?php if(!$post) { if($page->id != 1) { echo $page->title." | "; } echo $database->site_name(); } elseif($post) { echo "BuildBlog | ".$post->title; } ?> </title> <link href="<?php echo SITE_URL; ?>/styles/style.css" media="all" rel="stylesheet" /> <?php include(SITE_ROOT."/scripts/myJS.php"); ?> </head> <body class=" <?php if($loggedIn) { echo "logged"; } else { echo "public"; } if($front) { echo " front"; } ?>"> <?php $previewslug = str_replace("&edit", "", $pageslug); ?> <?php if($edit) { echo "<form id='editPageForm' action='?page={$previewslug}&preview' method='post'>"; } ?> <?php if($edit && !$preview) : // Edit original ?> <div id="admin_meta_nav" class="admin_meta_nav"> <ul class="center nolist"> <li class="title">Edit</li> <li class="cancel"><a class="cancel" href="?page=<?php echo $pageslug; ?>&cancel">Cancel</a></li> <li class="save"><input style='position: relative; z-index: 500' class='save' type="submit" name="newpreview" value="Preview" /></li> <li class="publish"><input style='position: relative; z-index: 500' class='publish button' type="submit" name="publishPreview" value="Publish" /></li> </ul> </div> <?php elseif($preview && !$edit) : // Preview your edits ?> <div id="admin_meta_nav" class="admin_meta_nav"> <ul class="center nolist"> <li class="title">Preview</li> <li class="cancel"><a class="cancel" href="?page=<?php echo $pageslug; ?>&cancel">Cancel</a></li> <li class="save"><a class="newpreview" href="?page=<?php echo $pageslug; ?>&preview&edit">Continue Editing</a></li> <li class="publish"><a class="publish" href="?page=<?php echo $pageslug; ?>&publishLastPreview">Publish</a></li> </ul> </div> <?php elseif($preview && $edit) : // Return to preview and continue editing ?> <div id="admin_meta_nav" class="admin_meta_nav"> <ul class="center nolist"> <li class="title">Edit Again</li> <li class="cancel"><a class="cancel" href="?page=<?php echo $pageslug; ?>&cancel">Cancel</a></li> <li class="save"><input style='position: relative; z-index: 500' class='save button' type="submit" name="newpreview" value="Preview" /></li> <li class="publish"><input style='position: relative; z-index: 500' class='publish button' type="submit" name="publishPreview" value="Publish" /></li> </ul> </div> <?php else : ?> <div id="meta_nav" class="meta_nav"> <ul class="center nolist"> <li><a href="login.php?logout">Logout</a></li> <li><a href="<?php echo SITE_URL; ?>/admin">Admin</a></li> <li><a href="<?php if($front) { echo "admin/?admin=frontpage"; } elseif($event || $eventpage) { echo "admin/?admin=events"; } elseif($buildblog) { if($post) { echo "admin/editpost.php?post={$post->id}"; } else { echo "admin/?admin=blog"; } } else { echo "?page=".$pageslug."&edit"; } ?>">Edit Mode</a></li> <li><a href="<?php echo SITE_URL; ?>/?page=donate">Donate</a></li> <li><a href="<?php echo SITE_URL; ?>/?page=calendar">Calendar</a></li> </ul> <div class="clear"></div> </div> <?php endif; ?> <div id="public_meta_nav" class="public_meta_nav"> <div class="center"> <ul class="nolist"> <li><a href="<?php echo SITE_URL; ?>/?page=donate">Donate</a></li> <li><a href="<?php echo SITE_URL; ?>/?page=calendar">Calendar</a></li> </ul> <div class="clear"></div> </div> </div> * Main Navigation Section, as seen in screenshots above, starts here ** <div class="header"> <div class="center"> <a class="front_logo" href="<?php echo SITE_URL; ?>"><?php echo $database->site_name(); ?></a> <ul class="nolist main_nav"> <?php $tops = Page::get_top_pages(); $topcount = 1; foreach($tops as $top) { $current = $top->id == $topID ? true : false; $title = $top->title == "Front Page" ? "Home" : ucwords($top->title); $url = ($top->title == "Front Page" || !$top->get_slug($loggedIn)) ? SITE_URL : SITE_URL . "/?page=".$top->get_slug($loggedIn); if(isset($_GET['post']) && $top->id == 1) { $current = false; } if(isset($_GET['post']) && $top->id == 4) { $current = true; } echo "<li"; if($topcount > 3) { echo " class='right'"; } echo "><a class='top"; if($current) { echo " current"; } echo "' href='{$url}'>{$title}</a>"; if($children = Page::get_children($top->id)) { echo "<div class='submenu'>"; echo "<div class='corner-helper'></div>"; foreach($children as $child) { echo "<ul class='nolist level1"; if(!$subchildren = Page::get_children($child->id)) { echo " nochildren"; } echo "'>"; $title = ucwords($child->title); $url = !$child->get_slug($loggedIn) ? SITE_URL : SITE_URL . "/?page=".$child->get_slug($loggedIn); if($child->has_published() || $loggedIn) { echo "<li><a class='title' href='{$url}'>{$title}</a>"; if($subchildren = Page::get_children($child->id)) { echo "<ul class='nolist level2'>"; foreach($subchildren as $subchild) { if($subchild->has_published() || $loggedIn) { $title = ucwords($subchild->title); $url = !$subchild->get_slug($loggedIn) ? SITE_URL : SITE_URL . "/?page=".$subchild->get_slug($loggedIn); echo "<li><a href='{$url}'>{$title}</a>"; } } echo "</ul>"; } echo "</li>"; } echo "</ul>"; } echo "</div>"; } echo "</li>"; $topcount++; } ?> </ul> <div class="clear"></div> </div> </div> <div id="mediaLibraryPopup" class="mediaLibraryPopup"> <h3>Media Library</h3> <ul class="box nolist"></ul> <div class="clear"></div> <a href="#" class="cancel">Cancel</a> </div> <div class="main_content"> Does anyone have any idea why the PC Safari browser would be breaking things up like this? I'm assuming it's PHP related but I cannot figure out why it would do that.

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  • Passing variables to shopping cart with Javascript

    - by albatross
    This question is an extension of this one: http://stackoverflow.com/questions/2359238/calculate-order-price-by-date-selection-value I'm trying to make a conference registration page based off the previous page, which passes the variables(name, email, price) to my organization's outdated shopping cart using javascript. I'm also using Seminar Registration by CSSTricks (http://css-tricks.com/examples/SeminarRegTutorial/) Currently, my proceed to payment button produces an 'element is undefined' error on line 298(same thing on unresolved previous question, linked above^): switch (document.Information.amount.value) { Any help would be greatly appreciated. I'm at my wits end with this. Here is the page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title>Seminar Registration Form with jQuery</title> <link rel="stylesheet" type="text/css" href="css/style.css" media="screen" /> <script src="js/jquery-1.2.6.js" type="text/javascript" charset="utf-8"></script> <script src="js/form-fun.jquery.js" type="text/javascript" charset="utf-8"></script> <!--[if IE]> <style type="text/css"> legend { position: relative; top: -30px; } fieldset { margin: 30px 10px 0 0; } </style> <script type="text/javascript"> $(function(){ $("#step_2 legend").css({ opacity: 0.5 }); $("#step_3 legend").css({ opacity: 0.5 }); }); </script> <![endif]--> </head> <body> <div id="page-wrap"> <h1>Conference <span>Registration</span></h1> <form action="#" method="post"> <fieldset id="step_1"> <legend>Step 1</legend> <label for="num_attendees"> How cool are you? </label> <select id="amount"> <option id="0" value="0">Please Choose</option> <option id="prof" value="90.00">Professional</option> <option id="grad" value="55.00">Graduate Student</option> </select> <br /> <div id="attendee_1_wrap" class="name_wrap push"> <h3>Who are you?</h3> <p> <label for="FirstName"> First Name: </label> <input type="text" id="FirstName" class="name_input"></input> </p> <p> <label for="LastName"> Last Name: </label> <input type="text" id="LastName" class="name_input"></input> </p> <p> <label for="OfficialTitle"> Official Title: </label> <input type="text" id="OfficialTitle" class="name_input"></input> </p> <h3>How do we find you?</h3> <label for="email">Email: </label> <input id="email" name="email" class="required email" /> </p> <p> <label for="Address">Street Address: </label><input name="Address" id="Address" type="text" size="20" maxlength="75" /> </p> <p> <label for="City">City: </label><input name="City" id="City" /> </p> <p> <label for="State">State: </label><select name="State" id="State"> <option selected value="IL">IL</option> <option value="AL">AL</option> <option value="AK">AK</option> <option value="AZ">AZ</option> <option value="AR">AR</option> <option value="CA">CA</option> <option value="CO">CO</option> <option value="CT">CT</option> <option value="DE">DE</option> <option value="DC">DC</option> <option value="FL">FL</option> <option value="GA">GA</option> <option value="HI">HI</option> <option value="ID">ID</option> <option value="IN">IN</option> <option value="IA">IA</option> <option value="KS">KS</option> <option value="KY">KY</option> <option value="LA">LA</option> <option value="ME">ME</option> <option value="MD">MD</option> <option value="MA">MA</option> <option value="MI">MI</option> <option value="MN">MN</option> <option value="MS">MS</option> <option value="MO">MO</option> <option value="MT">MT</option> <option value="NE">NE</option> <option value="NV">NV</option> <option value="NH">NH</option> <option value="NJ">NJ</option> <option value="NM">NM</option> <option value="NY">NY</option> <option value="NC">NC</option> <option value="ND">ND</option> <option value="OH">OH</option> <option value="OK">OK</option> <option value="OR">OR</option> <option value="PA">PA</option> <option value="RI">RI</option> <option value="SC">SC</option> <option value="SD">SD</option> <option value="TN">TN</option> <option value="TX">TX</option> <option value="UT">UT</option> <option value="VT">VT</option> <option value="VA">VA</option> <option value="WA">WA</option> <option value="WV">WV</option> <option value="WI">WI</option> <option value="WY">WY</option> </select> </p> <p> <label for="Zip">Zip Code: </label><input name="Zip" id="Zip" type="text" value="" size="5" maxlength="10" /> </p> <p> <label for="Phone">Telephone: </label><input name="Phone" id="Phone" type="text" value="" size="10" maxlength="13" /> </p> </div> </fieldset> <fieldset id="step_2"> <legend>Step 2</legend> <p> Do you work in Higher Education? </p> <input type="radio" id="company_name_toggle_on" name="company_name_toggle_group"></input> <label for="company_name_toggle_on">Yes</label> &emsp; <input type="radio" id="company_name_toggle_off" name="company_name_toggle_group"></input> <label for="company_name_toggle_off">No</label> <div id="company_name_wrap"> <label for="company_name"> Which School? </label> <input type="text" id="company_name"></input> </div> <div class="push"> <p> Will anyone in your group require special accommodations? </p> <input type="radio" id="special_accommodations_toggle_on" name="special_accommodations_toggle"></input> <label for="special_accommodations_toggle_on">Yes</label> &emsp; <input type="radio" id="special_accommodations_toggle_off" name="special_accommodations_toggle"></input> <label for="special_accommodations_toggle_off">No</label> </div> <div id="special_accommodations_wrap"> <label for="special_accomodations_text"> Please explain below: </label> <textarea rows="10" cols="10" id="special_accomodations_text"></textarea> </div> </fieldset> <fieldset id="step_3"> <legend>Step 3</legend> <label for="rock"> Are you ready to rock? </label> <input type="checkbox" id="rock"></input> <p> <INPUT onclick="javascript:PaymentButtonClick()" type=button value="Proceed to payment" name=PaymentButton> <img src="images/visa1.gif" /> <img src="images/mastercard1.gif" /> </p> </fieldset> </form> </div> <FORM name="emailForm" action="mailform.asp" method=post"> <INPUT type="hidden" value="Conference Registration" name="mf_subject"> <INPUT type="hidden" value="Yes" name="mf_email_results"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="20" name="num_attendees"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="FirstName"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="22" name="LastName"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="64" name="OfficialTitle"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="40" name="email"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="48" name="Address"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="City"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="State"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="Zip"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="Phone"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffa0" size="17" name="company_name"> <INPUT type="hidden" title="" style="BACKGROUND-COLOR: #ffffff" size="20" name="special_accomodations_text"> <INPUT type="hidden" value="[email protected]" name="mf_from"> <INPUT type="hidden" value="[email protected]" name="mf_to"> </FORM> <FORM name="addform" action="https://webcluster.niu.edu/CreditCard/servlet/Shopping_Cart_Add_Item_Servlet" method="post"> <INPUT type="hidden" value="orient" name="Dept_ID"> <INPUT type="hidden" value="Orientation" name="Product_Name"> <INPUT type="hidden" value="z000000" name="Product_Code"> <INPUT type="hidden" value="" name="amount"> <INPUT type="hidden" value="/orientation/index.shtml" name="return_link"> <INPUT type="hidden" value="http://www.niu.edu" name="return_server"> <INPUT type="hidden" value="1" name="quantity"> <INPUT type="hidden" value="0" name="tax"> <INPUT type="hidden" value="0" name="ship"> <INPUT type="hidden" value="DQ83225" name="sale_id"> <INPUT type="hidden" value="XXXXXX" name="sale_acct"> </FORM> <SCRIPT language="Javascript"> function PaymentButtonClick() { switch (document.Information.amount.value) { case 'prof': document.Information.amount.value = 90.00; break; case 'grad': document.Information.amount.value = 55.00; break; } document.addform.Product_Name.value = document.Information.FirstName.value + ","+ document.Information.LastName.value+","+ document.Information.OfficialTitle.value+","+ document.Information.email.name+","+","+ document.Information.Address.value+ "," + document.Information.City.value+ "," + document.Information.State.value+ "," + document.Information.Zip.value+ "," + document.Information.Phone.value+ "," + document.Information.company_name.value+ "," + document.Information.special_accomodations_text.value; document.addform.Product_Code.value = document.Information.LastName.value; if ((document.Information.UCheck.checked==true) && (document.Information.altDate1.value != "") && (document.Information.altDate1.value != "x")) { if (document.Information.StudentLastName.value != "" || document.Information.StudentFirstName.value != "" || document.Information.StudentID.value != "" ) { document.addform.submit(); } else { alert("Please enter missing information"); } } } </SCRIPT> </body> </html>

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • C++/boost generator module, feedback/critic please

    - by aaa
    hello. I wrote this generator, and I think to submit to boost people. Can you give me some feedback about it it basically allows to collapse multidimensional loops to flat multi-index queue. Loop can be boost lambda expressions. Main reason for doing this is to make parallel loops easier and separate algorithm from controlling structure (my fieldwork is computational chemistry where deep loops are common) 1 #ifndef _GENERATOR_HPP_ 2 #define _GENERATOR_HPP_ 3 4 #include <boost/array.hpp> 5 #include <boost/lambda/lambda.hpp> 6 #include <boost/noncopyable.hpp> 7 8 #include <boost/mpl/bool.hpp> 9 #include <boost/mpl/int.hpp> 10 #include <boost/mpl/for_each.hpp> 11 #include <boost/mpl/range_c.hpp> 12 #include <boost/mpl/vector.hpp> 13 #include <boost/mpl/transform.hpp> 14 #include <boost/mpl/erase.hpp> 15 16 #include <boost/fusion/include/vector.hpp> 17 #include <boost/fusion/include/for_each.hpp> 18 #include <boost/fusion/include/at_c.hpp> 19 #include <boost/fusion/mpl.hpp> 20 #include <boost/fusion/include/as_vector.hpp> 21 22 #include <memory> 23 24 /** 25 for loop generator which can use lambda expressions. 26 27 For example: 28 @code 29 using namespace generator; 30 using namespace boost::lambda; 31 make_for(N, N, range(bind(std::max<int>, _1, _2), N), range(_2, _3+1)); 32 // equivalent to pseudocode 33 // for l=0,N: for k=0,N: for j=max(l,k),N: for i=k,j 34 @endcode 35 36 If range is given as upper bound only, 37 lower bound is assumed to be default constructed 38 Lambda placeholders may only reference first three indices. 39 */ 40 41 namespace generator { 42 namespace detail { 43 44 using boost::lambda::constant_type; 45 using boost::lambda::constant; 46 47 /// lambda expression identity 48 template<class E, class enable = void> 49 struct lambda { 50 typedef E type; 51 }; 52 53 /// transform/construct constant lambda expression from non-lambda 54 template<class E> 55 struct lambda<E, typename boost::disable_if< 56 boost::lambda::is_lambda_functor<E> >::type> 57 { 58 struct constant : boost::lambda::constant_type<E>::type { 59 typedef typename boost::lambda::constant_type<E>::type base_type; 60 constant() : base_type(boost::lambda::constant(E())) {} 61 constant(const E &e) : base_type(boost::lambda::constant(e)) {} 62 }; 63 typedef constant type; 64 }; 65 66 /// range functor 67 template<class L, class U> 68 struct range_ { 69 typedef boost::array<int,4> index_type; 70 range_(U upper) : bounds_(typename lambda<L>::type(), upper) {} 71 range_(L lower, U upper) : bounds_(lower, upper) {} 72 73 template< typename T, size_t N> 74 T lower(const boost::array<T,N> &index) { 75 return bound<0>(index); 76 } 77 78 template< typename T, size_t N> 79 T upper(const boost::array<T,N> &index) { 80 return bound<1>(index); 81 } 82 83 private: 84 template<bool b, typename T> 85 T bound(const boost::array<T,1> &index) { 86 return (boost::fusion::at_c<b>(bounds_))(index[0]); 87 } 88 89 template<bool b, typename T> 90 T bound(const boost::array<T,2> &index) { 91 return (boost::fusion::at_c<b>(bounds_))(index[0], index[1]); 92 } 93 94 template<bool b, typename T, size_t N> 95 T bound(const boost::array<T,N> &index) { 96 using boost::fusion::at_c; 97 return (at_c<b>(bounds_))(index[0], index[1], index[2]); 98 } 99 100 boost::fusion::vector<typename lambda<L>::type, 101 typename lambda<U>::type> bounds_; 102 }; 103 104 template<typename T, size_t N> 105 struct for_base { 106 typedef boost::array<T,N> value_type; 107 virtual ~for_base() {} 108 virtual value_type next() = 0; 109 }; 110 111 /// N-index generator 112 template<typename T, size_t N, class R, class I> 113 struct for_ : for_base<T,N> { 114 typedef typename for_base<T,N>::value_type value_type; 115 typedef R range_tuple; 116 for_(const range_tuple &r) : r_(r), state_(true) { 117 boost::fusion::for_each(r_, initialize(index)); 118 } 119 /// @return new generator 120 for_* new_() { return new for_(r_); } 121 /// @return next index value and increment 122 value_type next() { 123 value_type next; 124 using namespace boost::lambda; 125 typename value_type::iterator n = next.begin(); 126 typename value_type::iterator i = index.begin(); 127 boost::mpl::for_each<I>(*(var(n))++ = var(i)[_1]); 128 129 state_ = advance<N>(r_, index); 130 return next; 131 } 132 /// @return false if out of bounds, true otherwise 133 operator bool() { return state_; } 134 135 private: 136 /// initialize indices 137 struct initialize { 138 value_type &index_; 139 mutable size_t i_; 140 initialize(value_type &index) : index_(index), i_(0) {} 141 template<class R_> void operator()(R_& r) const { 142 index_[i_++] = r.lower(index_); 143 } 144 }; 145 146 /// advance index[0:M) 147 template<size_t M> 148 struct advance { 149 /// stop recursion 150 struct stop { 151 stop(R r, value_type &index) {} 152 }; 153 /// advance index 154 /// @param r range tuple 155 /// @param index index array 156 advance(R &r, value_type &index) : index_(index), i_(0) { 157 namespace fusion = boost::fusion; 158 index[M-1] += 1; // increment index 159 fusion::for_each(r, *this); // update indices 160 state_ = index[M-1] >= fusion::at_c<M-1>(r).upper(index); 161 if (state_) { // out of bounds 162 typename boost::mpl::if_c<(M > 1), 163 advance<M-1>, stop>::type(r, index); 164 } 165 } 166 /// apply lower bound of range to index 167 template<typename R_> void operator()(R_& r) const { 168 if (i_ >= M) index_[i_] = r.lower(index_); 169 ++i_; 170 } 171 /// @return false if out of bounds, true otherwise 172 operator bool() { return state_; } 173 private: 174 value_type &index_; ///< index array reference 175 mutable size_t i_; ///< running index 176 bool state_; ///< out of bounds state 177 }; 178 179 value_type index; 180 range_tuple r_; 181 bool state_; 182 }; 183 184 185 /// polymorphic generator template base 186 template<typename T,size_t N> 187 struct For : boost::noncopyable { 188 typedef boost::array<T,N> value_type; 189 /// @return next index value and increment 190 value_type next() { return for_->next(); } 191 /// @return false if out of bounds, true otherwise 192 operator bool() const { return for_; } 193 protected: 194 /// reset smart pointer 195 void reset(for_base<T,N> *f) { for_.reset(f); } 196 std::auto_ptr<for_base<T,N> > for_; 197 }; 198 199 /// range [T,R) type 200 template<typename T, typename R> 201 struct range_type { 202 typedef range_<T,R> type; 203 }; 204 205 /// range identity specialization 206 template<typename T, class L, class U> 207 struct range_type<T, range_<L,U> > { 208 typedef range_<L,U> type; 209 }; 210 211 namespace fusion = boost::fusion; 212 namespace mpl = boost::mpl; 213 214 template<typename T, size_t N, class R1, class R2, class R3, class R4> 215 struct range_tuple { 216 // full range vector 217 typedef typename mpl::vector<R1,R2,R3,R4> v; 218 typedef typename mpl::end<v>::type end; 219 typedef typename mpl::advance_c<typename mpl::begin<v>::type, N>::type pos; 220 // [0:N) range vector 221 typedef typename mpl::erase<v, pos, end>::type t; 222 // transform into proper range fusion::vector 223 typedef typename fusion::result_of::as_vector< 224 typename mpl::transform<t,range_type<T, mpl::_1> >::type 225 >::type type; 226 }; 227 228 229 template<typename T, size_t N, 230 class R1, class R2, class R3, class R4, 231 class O> 232 struct for_type { 233 typedef typename range_tuple<T,N,R1,R2,R3,R4>::type range_tuple; 234 typedef for_<T, N, range_tuple, O> type; 235 }; 236 237 } // namespace detail 238 239 240 /// default index order, [0:N) 241 template<size_t N> 242 struct order { 243 typedef boost::mpl::range_c<size_t,0, N> type; 244 }; 245 246 /// N-loop generator, 0 < N <= 5 247 /// @tparam T index type 248 /// @tparam N number of indices/loops 249 /// @tparam R1,... range types 250 /// @tparam O index order 251 template<typename T, size_t N, 252 class R1, class R2 = void, class R3 = void, class R4 = void, 253 class O = typename order<N>::type> 254 struct for_ : detail::for_type<T, N, R1, R2, R3, R4, O>::type { 255 typedef typename detail::for_type<T, N, R1, R2, R3, R4, O>::type base_type; 256 typedef typename base_type::range_tuple range_tuple; 257 for_(const range_tuple &range) : base_type(range) {} 258 }; 259 260 /// loop range [L:U) 261 /// @tparam L lower bound type 262 /// @tparam U upper bound type 263 /// @return range 264 template<class L, class U> 265 detail::range_<L,U> range(L lower, U upper) { 266 return detail::range_<L,U>(lower, upper); 267 } 268 269 /// make 4-loop generator with specified index ordering 270 template<typename T, class R1, class R2, class R3, class R4, class O> 271 for_<T, 4, R1, R2, R3, R4, O> 272 make_for(R1 r1, R2 r2, R3 r3, R4 r4, const O&) { 273 typedef for_<T, 4, R1, R2, R3, R4, O> F; 274 return F(F::range_tuple(r1, r2, r3, r4)); 275 } 276 277 /// polymorphic generator template forward declaration 278 template<typename T,size_t N> 279 struct For; 280 281 /// polymorphic 4-loop generator 282 template<typename T> 283 struct For<T,4> : detail::For<T,4> { 284 /// generator with default index ordering 285 template<class R1, class R2, class R3, class R4> 286 For(R1 r1, R2 r2, R3 r3, R4 r4) { 287 this->reset(make_for<T>(r1, r2, r3, r4).new_()); 288 } 289 /// generator with specified index ordering 290 template<class R1, class R2, class R3, class R4, class O> 291 For(R1 r1, R2 r2, R3 r3, R4 r4, O o) { 292 this->reset(make_for<T>(r1, r2, r3, r4, o).new_()); 293 } 294 }; 295 296 } 297 298 299 #endif /* _GENERATOR_HPP_ */

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  • Issue with my wordpress functions.php script

    - by iMayne
    Hello peeps. Im having an issues when activating my theme in wordpress. I got this error message: "Parse error: syntax error, unexpected $end in C:\xampp\htdocs\xampp\wordpress\wp-content\themes\xit\functions.php on line 223". Whats wrong, I totally dont understand. The script of the php is: <?php if ( function_exists('register_sidebar') ) register_sidebar(array( 'before_widget' => '', 'after_widget' => '', 'before_title' => '<h2>', 'after_title' => '</h2>', )); function content($num) { $theContent = get_the_content(); $output = preg_replace('/<img[^>]+./','', $theContent); $limit = $num+1; $content = explode(' ', $output, $limit); array_pop($content); $content = implode(" ",$content)."..."; echo $content; } function post_is_in_descendant_category( $cats, $_post = null ) { foreach ( (array) $cats as $cat ) { // get_term_children() accepts integer ID only $descendants = get_term_children( (int) $cat, 'category'); if ( $descendants && in_category( $descendants, $_post ) ) return true; } return false; } //custom comments function mytheme_comment($comment, $args, $depth) { $GLOBALS['comment'] = $comment; ?> <li <?php comment_class(); ?> id="li-comment-<?php comment_ID() ?>"> <div id="comment-<?php comment_ID(); ?>"> <div class="comment-author vcard"> <div class="comment-meta commentmetadata"> <?php echo get_avatar($comment,$size='32',$default='http://www.gravatar.com/avatar/61a58ec1c1fba116f8424035089b7c71?s=32&d=&r=G' ); ?> <?php printf(__('%1$s at %2$s'), get_comment_date(), get_comment_time()) ?> <br /><?php printf(__('<strong>%s</strong> says:'), get_comment_author_link()) ?><?php edit_comment_link(__('(Edit)'),' ','') ?></div> </div> <?php if ($comment->comment_approved == '0') : ?> <em><?php _e('Your comment is awaiting moderation.') ?></em> <br /> <?php endif; ?> <div class="text"><?php comment_text() ?></div> <div class="reply"> <?php comment_reply_link(array_merge( $args, array('depth' => $depth, 'max_depth' => $args['max_depth']))) ?> </div> </div> <?php } add_action('admin_menu', 'xit_theme_page'); function xit_theme_page () { if ( count($_POST) > 0 && isset($_POST['xit_settings']) ) { $options = array ( 'style','logo_img','logo_alt','logo_txt', 'logo_tagline', 'tagline_width', 'contact_email','ads', 'advertise_page', 'twitter_link', 'facebook_link', 'flickr', 'about_tit', 'about_txt', 'analytics'); foreach ( $options as $opt ) { delete_option ( 'xit_'.$opt, $_POST[$opt] ); add_option ( 'xit_'.$opt, $_POST[$opt] ); } } add_theme_page(__('Xit Options'), __('Xit Options'), 'edit_themes', basename(__FILE__), 'xit_settings'); } function xit_settings () {?> <div class="wrap"> <h2>XIT Options Panel</h2> <form method="post" action=""> <table class="form-table"> <!-- General settings --> <tr> <th colspan="2"><strong>General Settings</strong></th> </tr> <tr valign="top"> <th scope="row"><label for="style">Theme Color Scheme</label></th> <td> <select name="style" id="style"> <option value="pink.css" <?php if(get_option('xit_style') == 'pink.css'){?>selected="selected"<?php }?>>pink.css</option> <option value="blue.css" <?php if(get_option('xit_style') == 'blue.css'){?>selected="selected"<?php }?>>blue.css</option> <option value="orange.css" <?php if(get_option('xit_style') == 'orange.css'){?>selected="selected"<?php }?>>orange.css</option> </select> </td> </tr> <tr valign="top"> <th scope="row"><label for="logo_img">Logo image (full path to image)</label></th> <td> <input name="logo_img" type="text" id="logo_img" value="<?php echo get_option('xit_logo_img'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="logo_alt">Logo image ALT text</label></th> <td> <input name="logo_alt" type="text" id="logo_alt" value="<?php echo get_option('xit_logo_alt'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="logo_txt">Text logo</label></th> <td> <input name="logo_txt" type="text" id="logo_txt" value="<?php echo get_option('xit_logo_txt'); ?>" class="regular-text" /> <br /><em>Leave this empty if you entered an image as logo</em> </td> </tr> <tr valign="top"> <th scope="row"><label for="logo_tagline">Logo Tag Line</label></th> <td> <input name="logo_tagline" type="text" id="logo_tagline" value="<?php echo get_option('xit_logo_tagline'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="tagline_width">Tag Line Box Width (px)</label><br /><em style="font-size:11px">Default width: 300px</em></th> <td> <input name="tagline_width" type="text" id="tagline_width" value="<?php echo get_option('xit_tagline_width'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="contact_email">Email Address for Contact Form</label></th> <td> <input name="contact_email" type="text" id="contact_email" value="<?php echo get_option('xit_contact_email'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="twitter_link">Twitter link</label></th> <td> <input name="twitter_link" type="text" id="twitter_link" value="<?php echo get_option('xit_twitter_link'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="facebook_link">Facebook link</label></th> <td> <input name="facebook_link" type="text" id="facebook_link" value="<?php echo get_option('xit_facebook_link'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="flickr">Flickr Photostream</label></th> <td> <select name="flickr" id="flickr"> <option value="yes" <?php if(get_option('xit_flickr') == 'yes'){?>selected="selected"<?php }?>>Yes</option> <option value="no" <?php if(get_option('xit_flickr') == 'no'){?>selected="selected"<?php }?>>No</option> </select> <br /><em>Make sure you have FlickrRSS plugin activated if you choose to enable Flickr Photostream</em> </td> </tr> <!-- Sidebar ABout Box--> <tr> <th colspan="2"><strong>Sidebar About Box</strong></th> </tr> <tr valign="top"> <th scope="row"><label for="about_tit">Title</label></th> <td> <input name="about_tit" type="text" id="about_tit" value="<?php echo get_option('xit_about_tit'); ?>" class="regular-text" /> </td> </tr> <tr valign="top"> <th scope="row"><label for="about_txt">Text</label></th> <td> <textarea cols="60" rows="5" name="about_txt" type="text" id="about_txt" class="regular-text" /><?php echo get_option('xit_about_txt'); ?></textarea> </td> </tr> <!-- Ads Box Settings --> <tr> <th colspan="2"><strong>Ads Box Settings</strong></th> </tr> <tr> <th><label for="ads">Ads Section Enabled:</label></th> <td> <select name="ads" id="ads"> <option value="yes" <?php if(get_option('xit_ads') == 'yes'){?>selected="selected"<?php }?>>Yes</option> <option value="no" <?php if(get_option('xit_ads') == 'no'){?>selected="selected"<?php }?>>No</option> </select> <br /><em>Make sure you have AdMinister plugin activated and have the position "Sidebar" created within the plugin.</em> </td> </tr> <tr valign="top"> <th scope="row"><label for="advertise_page">Advertise Page</label></th> <td> <?php wp_dropdown_pages("name=advertise_page&show_option_none=".__('- Select -')."&selected=" .get_option('xit_advertise_page')); ?> </td> </tr> <!-- Google Analytics --> <tr> <th><label for="ads">Google Analytics code:</label></th> <td> <textarea name="analytics" id="analytics" rows="7" cols="70" style="font-size:11px;"><?php echo stripslashes(get_option('xit_analytics')); ?></textarea> </td> </tr> </table> <p class="submit"> <input type="submit" name="Submit" class="button-primary" value="Save Changes" /> <input type="hidden" name="xit_settings" value="save" style="display:none;" /> </p> </form> </div> <? }?> <?php function get_first_image() { global $post, $posts; $first_img = ''; ob_start(); ob_end_clean(); $output = preg_match_all('/<img.+src=[\'"]([^\'"]+)[\'"].*>/i', $post->post_content, $matches); $first_img = $matches [1] [0]; if(empty($first_img)){ //Defines a default image $first_img = "/images/default.jpg"; } return $first_img; } ?> The last line is line 223.

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  • Syntax error, unexpected '}' wordpress error

    - by Zach Johnson
    Hello I am not a PHP programmer so I have no idea what the problem is here. Basiclly I am trying to use a wordpress theme but I get this error The Parse error: syntax error, unexpected '}' in / home/a5618915/public_html/photo/wp-content/themes/iphoto/functions.php on line 1 I have no Idea what exactly is wrong in the php file. The code for the functions.php is below. If someone could point out whats wrong I would be really grateful. <?php define('THEME_NAME','iphoto'); load_theme_textdomain( THEME_NAME,TEMPLATEPATH .'/languages'); add_custom_background(); add_theme_support( 'automatic-feed-links' ); add_theme_support( 'post-formats', array( 'video')); if ( function_exists('register_nav_menus') ) { register_nav_menus(array('primary' => 'header')); } add_action('wp_ajax_b_ajax_post_action', 'b_ajax_callback'); function b_ajax_callback() { global $wpdb; if(isset($_POST['type']) && $_POST['type'] == 'upload') { $clickedID = $_POST['data']; $filename = $_FILES[$clickedID]; $filename['name'] = preg_replace('/[^a-zA-Z0-9._-]/', '', $filename['name']); $override['test_form'] = false; $override['action'] = 'wp_handle_upload'; $uploaded_file = wp_handle_upload($filename,$override); $upload_tracking[] = $clickedID; update_option($clickedID, $uploaded_file['url'] ); if(!empty($uploaded_file['error'])) {echo 'Upload Error: ' . $uploaded_file['error']; } else { echo $uploaded_file['url']; } } die(); } function post_thumbnail($a){ global $post; $post_img = ''; ob_start(); ob_end_clean(); $output = preg_match_all('/\<img.+?src="(.+?)".*?\/>/is',$post->post_content,$matches ,PREG_SET_ORDER); $cnt = count( $matches ); if($a==1){ if($cnt>0){ if($cnt>1){ if($cnt>3) $cnt=3; for($i=0;$i<$cnt;$i++){ $post_current = $i+1; $post_img_src = $matches[$i][1]; if($i==0){$post_spans .= '<span class="current">'.$post_current.'</span>';}else{ $post_spans .= '<span>'.$post_current.'</span>'; } $post_imgs .='<img src="'.get_bloginfo('template_url').'/timthumb.php?src='.$post_img_src.'&amp;w=285&amp;zc=1" />'; } $post_img = $post_imgs.'<span class="imgNav">'.$post_spans.'</span>'; }else{ $post_img_src = $matches [0][1]; $post_img = '<img src="'.get_bloginfo('template_url').'/timthumb.php?src='.$post_img_src.'&amp;w=285&amp;zc=1" />'; } echo $post_img; } }else{ return $cnt; } } function post_content_thumbnail($c) { if(is_single()){ $c = preg_replace('/\width="*".+?height="*"/i', '', $c); $s = array('/src="(.+?.(jpg|bmp|png|jepg|gif))".+?/i' => 'src="'.get_bloginfo("template_url").'/timthumb.php?src=$1&amp;h=440&amp;zc=1"'); foreach($s as $p => $r){ $c = preg_replace($p,$r,$c); } return $c; } } add_filter( 'the_content', 'post_content_thumbnail' ); function ajax_post(){ if( isset($_GET['action'])&& $_GET['action'] == 'ajax_post'){ if(isset($_GET['cat'])){ $args = array( 'category_name' => $_GET['cat'], 'paged' => $_GET['pag'] ); }else if(isset($_GET['pag'])){ $args = array( 'paged' => $_GET['pag'] ); } query_posts($args); if(have_posts()){while (have_posts()):the_post();?> <?php get_template_part( 'content', get_post_format() ); ?> <?php endwhile;} die(); }else{return;} } add_action('init', 'ajax_post'); function pagenavi( $p = 2 ) { if ( is_singular() ) return; global $wp_query,$paged; $max_page = $wp_query->max_num_pages; if ( $max_page == 1 ){ echo '<span id="post-current">1</span> / <span id="post-count">1</span>'; return; } if ( empty( $paged ) ) $paged = 1; if ( $paged >1 ) echo "<a id='prev' title='Prev' href='",esc_html( get_pagenum_link( $paged -1 ) ),"'>&lt;&lt;</a> "; echo '<span id="post-current">'.$paged .'</span> / <span id="post-count">'.$max_page .'</span>'; if ( $paged <$max_page ) echo "<a id='next' title='Next' href='",esc_html( get_pagenum_link( $paged +1) ),"'>&gt;&gt;</a> "; } function iphoto_comment($comment,$args,$depth) { $GLOBALS['comment'] = $comment; ;echo ' <li ';comment_class();;echo ' id="li-comment-';comment_ID() ;echo '" > <div id="comment-';comment_ID();;echo '" class="comment-body"> <div class="commentmeta">';echo get_avatar( $comment->comment_author_email,$size = '48');;echo '</div> ';if ($comment->comment_approved == '0') : ;echo ' <em>';_e('Your comment is awaiting moderation.') ;echo '</em><br /> ';endif;;echo ' <div class="commentmetadata">&nbsp;-&nbsp;';printf(__('%1$s %2$s'),get_comment_date('Y.n.d'),get_comment_time('G:i'));;echo '</div> <div class="reply">';comment_reply_link(array_merge( $args,array('depth'=>$depth,'max_depth'=>$args['max_depth'],'reply_text'=>__('Reply')))) ;echo '</div> <div class="vcard">';printf(__('%s'),get_comment_author_link()) ;echo '</div> ';comment_text() ;echo ' </div> '; } add_action('admin_init', 'iphoto_init'); function iphoto_init() { if (isset($_GET['page']) && $_GET['page'] == 'functions.php') { $dir = get_bloginfo('template_directory'); wp_enqueue_script('adminjquery', $dir . '/includes/admin.js', false, '1.0.0', false); wp_enqueue_style('admincss', $dir . '/includes/admin.css', false, '1.0.0', 'screen'); } } add_action('admin_menu','iphoto_page'); function iphoto_page (){ if ( count($_POST) >0 &&isset($_POST['iphoto_settings']) ){ $options = array ('keywords','description','analytics','lib','views','noajax','animate','phzoom','copyright'); foreach ( $options as $opt ){ delete_option ( 'iphoto_'.$opt,$_POST[$opt] ); add_option ( 'iphoto_'.$opt,$_POST[$opt] ); } } add_theme_page('iPhoto '.__('Theme Options',THEME_NAME),__('Theme Options',THEME_NAME),'edit_themes',basename(__FILE__),'iphoto_settings'); } function iphoto_settings(){?> <div class="wrap"> <div> <h2><?php _e( 'iPhoto Theme Options<span>Version: ',THEME_NAME);?><?php $theme_data=get_theme_data(TEMPLATEPATH . '/style.css'); echo $theme_data['Version'];?></span></h2> </div> <div class="clear"></div> <form method="post" action=""> <div id="theme-Option"> <div id="theme-menu"> <span class="m1"><?php _e( 'jQuery Effect',THEME_NAME);?></span> <span class="m2"><?php _e( 'Relative Plugins',THEME_NAME);?></span> <span class="m3"><?php _e( 'Website Information',THEME_NAME);?></span> <span class="m4"><?php _e( 'Analytics Code',THEME_NAME);?></span> <span class="m5"><?php _e( 'Footer Copyright',THEME_NAME);?></span> <span class="m6"><?php _e( 'iPhoto Theme Declare',THEME_NAME);?></span> <div class="clear"></div> </div> <div id="theme-content"> <ul> <li> <tr><td> <em><?php _e( 'iPhoto use jquery 1.4.4 which contained in this theme, you can also use the Google one instead.',THEME_NAME);?></em><br/> <label><input name="lib" type="checkbox" id="lib" value="1" <?php if (get_option('iphoto_lib')!='') echo 'checked="checked"' ;?>/><?php _e( 'Load the jQuery Library supported by Google',THEME_NAME);?></label><br/><br/> </td></tr> <tr><td> <em><?php _e( 'Index page infinite loading posts.',THEME_NAME);?></em><br/> <label><input name="noajax" type="checkbox" id="noajax" value="1" <?php if (get_option('iphoto_noajax')!='') echo 'checked="checked"' ;?>/><?php _e( 'Deactivate the Infinite loading posts',THEME_NAME);?></label><br/><br/> </td></tr> <tr><td> <em><?php _e( '<strong>Animation of relayout elements</strong>',THEME_NAME);?></em><br /> <input name="animate" type="checkbox" id="animate" value="1" <?php if (get_option('iphoto_animate')!='') echo 'checked="checked"';?>/><?php _e( 'Deactivate animation effect on index page',THEME_NAME);?> </td></tr> </li> <li> <tr><td> <em><?php _e( 'WP-PostViews, Enables you to display how many times a post/page had been viewed.',THEME_NAME);?></em><br/> <label><input name="views" type="checkbox" id="views" value="1" <?php if (get_option('iphoto_views')!='') echo 'checked="checked"' ?>/><?php _e( 'Activate WP-PostViews',THEME_NAME);?></label><br/><br/> </td></tr> </li> <li> <tr><td> <?php _e( '<em>Keywords, separate by English commas. like MuFeng, Computer, Software</em>',THEME_NAME);?><br/> <textarea name="keywords" id="keywords" rows="1" cols="70" style="font-size:11px;width:100%;"><?php echo get_option('iphoto_keywords');?></textarea><br/> </td></tr> <tr><td> <?php _e( '<em>Description, explain what\'s this site about. like MuFeng, Breathing the wind</em>',THEME_NAME);?><br/> <textarea name="description" id="description" rows="3" cols="70" style="font-size:11px;width:100%;"><?php echo get_option('iphoto_description');?></textarea> </td></tr> </li> <li> <tr><td> <?php _e( 'You can get your Google Analytics code <a target="_blank" href="https://www.google.com/analytics/settings/check_status_profile_handler">here</a>.',THEME_NAME);?></label><br> <textarea name="analytics" id="analytics" rows="5" cols="70" style="font-size:11px;width:100%;"><?php echo stripslashes(get_option('iphoto_analytics'));?></textarea> </td></tr> </li> <li> <tr><td> <textarea name="copyright" id="copyright" rows="5" cols="70" style="font-size:11px;width:100%;"><?php if(stripslashes(get_option('iphoto_copyright'))!=''){echo stripslashes(get_option('iphoto_copyright'));}else{echo 'Copyright &copy; '.date('Y').' '.'<a href="'.home_url( '/').'" title="'.esc_attr( get_bloginfo( 'name') ).'">'.esc_attr( get_bloginfo( 'name') ).'</a> All rights reserved'; };?></textarea> <br/><em><?php _e( '<b>Preview</b>',THEME_NAME);?><span> : </span><span><?php if(stripslashes(get_option('iphoto_copyright'))!=''){echo stripslashes(get_option('iphoto_copyright'));}else{echo 'Copyright &copy; '.date('Y').' '.'<a href="'.home_url( '/').'" title="'.esc_attr( get_bloginfo( 'name') ).'">'.esc_attr( get_bloginfo( 'name') ).'</a> All rights reserved'; };?></span></em> </td></tr> </li> <li> <tr><td> <p><?php _e('iPhoto is created, developed and maintained by <a href="http://mufeng.me/">MuFeng</a>. If you like iPhoto, please donate. It will help in developing new features and versions.',THEME_NAME);?><?php _e('Alipay',THEME_NAME);?>:</strong> <a href="http://www.alipay.com" target="_blank" title="Alipay">[email protected]</a></p> <h3 style="color:#333" id="introduce"><?php _e( 'Introduction',THEME_NAME);?></h3> <p style="text-indent: 2em;margin:10px 0;"><?php _e( 'iPhoto is evolved from one theme of Tumblr and turned it into a photo theme which can be used at wordpress.',THEME_NAME);?></p> <h3 style="color:#333"><?php _e( 'Published Address',THEME_NAME);?></h3> <p id="release" style="text-indent: 2em;margin:10px 0;"><a href="http://mufeng.me/wordpress-theme-iphoto.html" target="_blank">http://mufeng.me/wordpress-theme-iphoto.html</a></p> <h3 style="color:#333"><?php _e( 'Preview Address',THEME_NAME);?></h3> <p id="preview" style="text-indent: 2em;margin:10px 0;"><a href="http://mufeng.me/photo/" target="_blank">http://mufeng.me/photo/</a></p> <h3 style="color:#333" id="bug"><?php _e( 'Report Bugs',THEME_NAME);?></h3> <p style="text-indent: 2em;margin:10px 0;"><?php _e( 'Weibo <a href="http://weibo.com/meapo" target="_blank">@mufeng.me</a> or leave a message at <a href="http://mufeng.me" target="_blank">http://mufeng.me</a>?',THEME_NAME);?></p> </td></tr> </li> </ul> </div> </div> <p class="submit"> <input type="submit" name="Submit" class="button-primary" value="<?php _e( 'Save Options',THEME_NAME);?>" /> <input type="hidden" name="iphoto_settings" value="save" style="display:none;" /> </p> </form> </div> <?php } ?>

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  • Array from HTML forms - Internal Server Error

    - by user1392411
    I try to make a requestform for our school. But if I transmit this form I get a "Internal Server Error". I searched but I found nothing like that. Also I don't get a only this error message "Internal Server Error", nothing more. Any ideas why? <!DOCTYPE html> <html> <head> <title></title> <meta charset="utf-8"> <meta name="description" content=""> <link rel="stylesheet" href="../css/normalize.css" /> <link rel="stylesheet" href="../css/bestellformular.css" /> <!-- HTML 5 in Internet Explorer 9 und kleiner aktivieren --> <!--[if lt IE 9]> <script type="textt/javascript" src="js/html5shiv.js"></script> <![endif]--> </head> <body> <section id="head"> </section> <form action="../php/einlesen.php" method="post"> <section id="body"> <h1>Bestellung</h1> <table> <colgroup> <col width="10%"> <col width="80%"> <col width="10%"> </colgroup> <tr> <th> Artikel-Nr. </th> <th> Artikel </th> <th> Menge </th> </tr> <tr> <td> <input type="number" placeholder="Artikel-Nr." name="articelnr[]" required /> </td> <td> <input type="text" placeholder="Name des Artikels" name="articelname[]" required /> </td> <td> <input type="number" placeholder="Menge" name="quantity[]" required /> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> <tr> <td> <input type="number" name="articelnr[]" /> </td> <td> <input type="text" name="articelname[]" /> </td> <td> <input type="number" name="quantity[]"/> </td> </tr> </table> </section> <section id="info"> <div class="left"> <hr /> <p> Kundennummer <input type="text" /> </p> </div> <div class="right"> <table> <tr> <td>Firma</td> <td><input type="text" name="company"required /></td> </tr> <tr> <td>Ort, PLZ</td> <td><input type="text" name="place" required /></td> <td><input type="number" name="plz" class="number" required /></td> </tr> <tr> <td>Straße, Nr.</td> <td><input type="text" name="street"required /></td> <td><input type="number" name="streetnr" class="number" required /></td> </tr> <tr> <td>Telefon</td> <td><input type="tel" name="tel" required /></td> </tr> <tr> <td>Fax</td> <td><input type="text" name="fax" required /></td> </tr> <tr> <td>E-Mail</td> <td><input type="email" name="email" required /></td> </tr> <tr> <td>Datum</td> <td><input type="date" name="date" required placeholder="tt.mm.jj"/></td> </tr> </table> </div> </section> <section id="submit"> <input type="checkbox" name="agb" required /> Ich habe die <a href="../docs/agb.pdf">AGB</a> gelesen und akzeptiere diese. <input type="submit" value="Bestellung Abschicken"/> </section> </form> <section id="footer"> <hr /> </section> </body> </html> Any Ideas why? The data is sent to a yet empty PHP document. The bracelets in the name tag are used to get an array. My PHP version is 5.3.8

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  • calculix data visualizor using QT

    - by Ann
    include "final1.h" include "ui_final1.h" include include include ifndef GL_MULTISAMPLE define GL_MULTISAMPLE 0x809D endif define numred 100 define numgrn 10 define numblu 6 final1::final1(QWidget *parent) : QGLWidget(parent) { setFormat(QGLFormat(QGL::SampleBuffers)); rotationX = -38.0; rotationY = -58.0; rotationZ = 0.0; scaling = .05; // glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); //createGradient(); createGLObject(); } final1::~final1() { makeCurrent(); glDeleteLists(glObject, 1); } void final1::paintEvent(QPaintEvent * /* event */) { QPainter painter(this); draw(); } void final1::mousePressEvent(QMouseEvent *event) { lastPos = event-pos(); } void final1::mouseMoveEvent(QMouseEvent *event) { GLfloat dx = GLfloat(event-x() - lastPos.x()) / width(); GLfloat dy = GLfloat(event-y() - lastPos.y()) / height(); if (event->buttons() & Qt::LeftButton) { rotationX += 180 * dy; rotationY += 180 * dx; update(); } else if (event->buttons() & Qt::RightButton) { rotationX += 180 * dy; rotationZ += 180 * dx; update(); } lastPos = event->pos(); } void final1::createGLObject() { makeCurrent(); GLfloat f1[150],f2[150],f3[150],length=0; qreal size=2; int k=1,a,b,c,d,e,f,g,h,element_node_no=0; GLfloat x,y,z; QString str1,str2,str3,str4,str5,str6,str7,str8; int red,green,blue,index=1,displacement; int LUT[1000][3]; for(red=100;red glShadeModel(GL_SMOOTH); glObject = glGenLists(1); glNewList(glObject, GL_COMPILE); // qglColor(QColor(255, 239, 191)); glLineWidth(1.0); QLinearGradient linearGradient(0, 0, 100, 100); linearGradient.setColorAt(0.0, Qt::red); linearGradient.setColorAt(0.2, Qt::green); linearGradient.setColorAt(1.0, Qt::black); //renderArea->setBrush(linearGradient); //glColor3f(1,0,0);pow((f1[e]-f1[a]),2) QFile file("/home/41407/input1.txt"); if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) return; QTextStream in(&file); while (!in.atEnd()) { QString line = in.readLine(); if(k<=125) { str1= line.section(',', 1, 1); str2=line.section(',', 2, 2); str3=line.section(',', 3, 3); x=str1.toFloat(); y=str2.toFloat(); z=str3.toFloat(); f1[k]=x; f2[k]=y; f3[k]=z; /* glBegin(GL_TRIANGLES); // glColor3f(LUT[k][0],LUT[k][1],LUT[k][2]); //QColorAt();//setPointSize(size); glVertex3f(x,y,z); glEnd();*/ } else if(k>125) { element_node_no=0; qCount(line.begin(),line.end(),',',element_node_no); // printf("\n%d",element_node_no); str1= line.section(',', 1, 1); str2=line.section(',', 2, 2); str3=line.section(',', 3, 3); str4= line.section(',', 4, 4); str5=line.section(',', 5, 5); str6=line.section(',', 6, 6); str7= line.section(',', 7, 7); str8=line.section(',', 8, 8); a=str1.toInt(); b=str2.toInt(); c=str3.toInt(); d=str4.toInt(); e=str5.toInt(); f=str6.toInt(); g=str7.toInt(); h=str8.toInt(); glBegin(GL_POLYGON); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); //brush.setColor(Qt::black);//setColor(QColor::black()); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); // pmp.setBrush(gradient); glVertex3f(f1[a],f2[a] ,f3[a]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[b],f2[b] ,f3[b]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[c],f2[c] ,f3[c]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[d],f2[d] ,f3[d]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[a],f2[a] ,f3[a]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); //glEnd(); //glBegin(GL_LINE_LOOP); glVertex3f(f1[e],f2[e] ,f3[e]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[f],f2[f] ,f3[f]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[g],f2[g], f3[g]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[h],f2[h], f3[h]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[d],f2[d] ,f3[d]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[a],f2[a] ,f3[a]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glEnd(); glBegin(GL_POLYGON); //glVertex3f(f1[a],f2[a] ,f3[a]); glVertex3f(f1[e],f2[e] ,f3[e]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[h],f2[h], f3[h]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); //glVertex3f(f1[d],f2[d] ,f3[d]); glVertex3f(f1[g],f2[g], f3[g]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[c],f2[c] ,f3[c]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[f],f2[f] ,f3[f]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glVertex3f(f1[b],f2[b] ,f3[b]); glColor3f(LUT[k][0],LUT[k][1],LUT[k++][2]); glEnd(); /*length=sqrt(pow((f1[e]-f1[a]),2)+pow((f2[e]-f2[a]),2)+pow((f3[e]-f3[a]),2)); printf("\n%d",length);*/ } k++; } glEndList(); file.close(); k=1; QFile file1("/home/41407/op.txt"); if (!file1.open(QIODevice::ReadOnly | QIODevice::Text)) return; QTextStream in1(&file1); k=1; while (!in1.atEnd()) { QString line = in1.readLine(); // if(k<=125) { str1= line.section(' ', 1, 1); x=str1.toFloat(); str2=line.section(' ', 2, 2); y=str2.toFloat(); str3=line.section(' ', 3, 3); z=str3.toFloat(); displacement=sqrt(pow( (x-f1[k]),2)+pow((y-f2[k]),2)+pow((z-f3[k]),2)); //printf("\n %d : %d",k,displacement); glBegin(GL_POLYGON); //glColor3f(LUT[displacement][0],LUT[displacement][1],LUT[displacement][2]); glVertex3f(f1[k],f2[k],f3[k]); glEnd(); a1[k]=x+f1[k]; a2[k]=y+f2[k]; a3[k]=z+f3[k]; //printf("\nc: %f %f %f",x,y,z); //printf("\nf: %f %f %f",f1[k],f2[k],f3[k]); //printf("\na: %f %f %f",a1[k],a2[k],a3[k]); } k++; glEndList(); } } void final1::draw() { glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); GLfloat x = 3.0 * GLfloat(width()) / height(); glOrtho(-x, +x, -3.0, +3.0, 4.0, 15.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(0.0, 0.0, -10.0); glScalef(scaling, scaling, scaling); glRotatef(rotationX, 1.0, 0.0, 0.0); glRotatef(rotationY, 0.0, 1.0, 0.0); glRotatef(rotationZ, 0.0, 0.0, 1.0); glEnable(GL_MULTISAMPLE); glCallList(glObject); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } /*uint final1::colorAt(int x) { generateShade(); QPolygonF pts = m_hoverPoints->points(); for (int i=1; i < pts.size(); ++i) { if (pts.at(i-1).x() <= x && pts.at(i).x() >= x) { QLineF l(pts.at(i-1), pts.at(i)); l.setLength(l.length() * ((x - l.x1()) / l.dx())); return m_shade.pixel(qRound(qMin(l.x2(), (qreal(m_shade.width() - 1)))), qRound(qMin(l.y2(), qreal(m_shade.height() - 1)))); } } return 0;*/ //final1:: //} /*void final1::createGLObject() { makeCurrent(); //QPainter painter; QPixmap pm(20, 20); QPainter pmp(&pm); pmp.fillRect(0, 0, 10, 10, Qt::blue); pmp.fillRect(10, 10, 10, 10, Qt::lightGray); pmp.fillRect(0, 10, 10, 10, Qt::darkGray); pmp.fillRect(10, 0, 10, 10, Qt::darkGray); pmp.end(); QPalette pal = palette(); pal.setBrush(backgroundRole(), QBrush(pm)); //setAutoFillBackground(true); setPalette(pal); //GLfloat f1[150],f2[150],f3[150],a1[150],a2[150],a3[150]; int k=1,a,b,c,d,e,f,g,h; //int p=0; GLfloat x,y,z; int displacement; QString str1,str2,str3,str4,str5,str6,str7,str8; int red,green,blue,index=1; int LUT[8000][3]; for(red=0;red //glShadeModel(GL_LINE); glObject = glGenLists(1); glNewList(glObject, GL_COMPILE); //qglColor(QColor(120,255,210)); glLineWidth(1.0); //glColor3f(1,0,0); QFile file("/home/41407/input.txt"); if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) return; QTextStream in(&file); while (!in.atEnd()) { //glColor3f(LUT[k][0],LUT[k][1],LUT[k][2]); QString line = in.readLine(); if(k<=125) { //printf("\nline :%c",line); str1= line.section(',', 1, 1); str2=line.section(',', 2, 2); str3=line.section(',', 3, 3); x=str1.toFloat(); y=str2.toFloat(); z=str3.toFloat(); f1[k]=x; f2[k]=y; f3[k]=z; //printf("\nf: %f %f %f",f1[k],f2[k],f3[k]); } else if(k125) //for(p=0;p<6;p++) { //glColor3f(LUT[k][0],LUT[k][1],LUT[k][2]); update(); str1= line.section(',', 1, 1); str2=line.section(',', 2, 2); str3=line.section(',', 3, 3); str4= line.section(',', 4, 4); str5=line.section(',', 5, 5); str6=line.section(',', 6, 6); str7= line.section(',', 7, 7); str8=line.section(',', 8, 8); a=str1.toInt(); b=str2.toInt(); c=str3.toInt(); d=str4.toInt(); e=str5.toInt(); f=str6.toInt(); g=str7.toInt(); h=str8.toInt(); //for (p = 0; p < 6; p++) { // glBegin(GL_LINE_WIDTH); //glColor3f(LUT[126][0],LUT[126][1],LUT[126][2]); //update(); //glNormal3fv(&n[p][0]); //glVertex3f(f1[i],f2[i],f3[i]); glVertex3fv(&v[faces[i][1]][0]); glVertex3fv(&v[faces[i][2]][0]); glVertex3fv(&v[faces[i][3]][0]); //glEnd(); //} glBegin(GL_LINE_LOOP); //glColor3f(p*20,p*20,p); glColor3f(1,0,0); glVertex3f(f1[a],f2[a] ,f3[a]); //painter.fillRect(QRectF(f1[a],f2[a] ,f3[a], 2), Qt::magenta); glVertex3f(f1[b],f2[b] ,f3[b]); glVertex3f(f1[c],f2[c] ,f3[c]); glVertex3f(f1[d],f2[d] ,f3[d]); glVertex3f(f1[a],f2[a] ,f3[a]); glVertex3f(f1[e],f2[e] ,f3[e]); glVertex3f(f1[f],f2[f] ,f3[f]); glVertex3f(f1[g],f2[g], f3[g]); glVertex3f(f1[h],f2[h], f3[h]); glVertex3f(f1[d],f2[d] ,f3[d]); glVertex3f(f1[a],f2[a] ,f3[a]); //glColor3f(1,0,0); //QLinearGradient ( f1[a], f2[a], f1[b], f2[b] ); glEnd(); glBegin(GL_LINES); //glNormal3fv(&n[p][0]); //glColor3f(LUT[k][0],LUT[k][1],LUT[k][2]); glVertex3f(f1[e],f2[e] ,f3[e]); glVertex3f(f1[h],f2[h], f3[h]); glVertex3f(f1[g],f2[g], f3[g]); glVertex3f(f1[c],f2[c] ,f3[c]); glVertex3f(f1[f],f2[f] ,f3[f]); glVertex3f(f1[b],f2[b] ,f3[b]); glEnd(); } } k++; } glEndList(); qglColor(QColor(239, 255, 191)); glLineWidth(1.0); glColor3f(0,1,0); k=1; QFile file1("/home/41407/op.txt"); if (!file1.open(QIODevice::ReadOnly | QIODevice::Text)) return; QTextStream in1(&file1); k=1; while (!in1.atEnd()) { QString line = in1.readLine(); // if(k<=125) { str1= line.section(' ', 1, 1); x=str1.toFloat(); str2=line.section(' ', 2, 2); y=str2.toFloat(); str3=line.section(' ', 3, 3); z=str3.toFloat(); displacement=sqrt(pow( (x-f1[k]),2)+pow((y-f2[k]),2)+pow((z-f3[k]),2)); printf("\n %d : %d",k,displacement); glBegin(GL_POINT); glColor3f(LUT[displacement][0],LUT[displacement][1],LUT[displacement][2]); glVertex3f(x,y,z); glLoadIdentity(); glEnd(); a1[k]=x+f1[k]; a2[k]=y+f2[k]; a3[k]=z+f3[k]; //printf("\nc: %f %f %f",x,y,z); //printf("\nf: %f %f %f",f1[k],f2[k],f3[k]); //printf("\na: %f %f %f",a1[k],a2[k],a3[k]); } k++; glEndList(); } }*/ /*void final1::draw() { glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); GLfloat x = 3.0 * GLfloat(width()) / height(); glOrtho(-x, +x, -3.0, +3.0, 4.0, 15.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(0.0, 0.0, -10.0); glScalef(scaling, scaling, scaling); glRotatef(rotationX, 1.0, 0.0, 0.0); glRotatef(rotationY, 0.0, 1.0, 0.0); glRotatef(rotationZ, 0.0, 0.0, 1.0); glEnable(GL_MULTISAMPLE); glCallList(glObject); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); }*/ I need to change the color of a portion of beam where pressure is applied.But I am not able to color the front end back phase.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #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) { isRunning = false; 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(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // 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(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. 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())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. 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++) // Loops through the rows'columns' cells. { 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() { isRunning = true; // It is running. Sets isRunning to true. 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() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.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(); // Sets type and redraws cell. } // 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 } Thanks a lot. Let me know if you need anything else.

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