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  • How many connections are allowed to a Windows 7 Home Premium shared folder or printer?

    - by lcbrevard
    I have a client who runs a small business with 4 desktop systems, two of which are inexpensive [ The XP Pro system is currently being used as a file "server" for time sheets and QuickBooks data. It also shares an HP ink jet printer. The client wishes to decommission this system because (1) it's ugly [it is] and (2) it uses too much power [it does]. If we share a folder on one of the Windows 7 Home Premium systems will there be a problem connecting to it with up to 3 other computers? What about the printer sharing? I vaguely remember seeing that Windows 7 is less usable for "server" purposes and has severe restrictions on the number of clients. But I cannot seem to find those numbers. In my own network (over 12 systems) we have no problem sharing from Windows 7 Ultimate to a few other systems where needed. I am embarrassed that I cannot seem to find the answer to this in a couple of days of searching. I can do an anytime upgrade of one of these systems to Pro if that would improve the ability to share from it. I am not able to convince the client to put a "real server" into their network.

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  • How many connections are allowed to a Windows 7 Home Premium shared folder or printer?

    - by lcbrevard
    I have a client who runs a small business with 4 desktop systems, two of which are inexpensive [ The XP Pro system is currently being used as a file "server" for time sheets and QuickBooks data. It also shares an HP ink jet printer. The client wishes to decommission this system because (1) it's ugly [it is] and (2) it uses too much power [it does]. If we share a folder on one of the Windows 7 Home Premium systems will there be a problem connecting to it with up to 3 other computers? What about the printer sharing? I vaguely remember seeing that Windows 7 is less usable for "server" purposes and has severe restrictions on the number of clients. But I cannot seem to find those numbers. In my own network (over 12 systems) we have no problem sharing from Windows 7 Ultimate to a few other systems where needed. I am embarrassed that I cannot seem to find the answer to this in a couple of days of searching. I can do an anytime upgrade of one of these systems to Pro if that would improve the ability to share from it. I am not able to convince the client to put a "real server" into their network.

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  • How can I get (g)Vim to display the character count of the current file?

    - by OwenP
    I like to write tutorials and articles for a programming forum I frequent. This forum has a character limit per post. I've used Notepad++ in the past to write posts and it keeps a live character count in the status bar. I'm starting to use gVim more and I really don't want to go back to Notepad++ at this point, but it is very useful to have this character count. If I go over the count, I usually end up pasting the post into Notepad++ so I can see when I've trimmed enough to get by the limit. I've seen suggestions that :set ruler would help, but this only gives the character count via the current column index on the current line. This would be great if I didn't use paragraph breaks, but I'm sure you'd agree that reading several thousand characters in one paragraph is not comfortable. I read the help and thought that rulerformat would work, but after looking over the statusline format it uses I didn't see anything that gives a character count for the current buffer. I've seen that there are plugins that add this, but I'm still dipping my toes into gVim and I'm not sure I want to load random plugins before I understand what they do. I'd prefer to use something built in to vim, but if it doesn't exist it doesn't exist. What should I do to accomplish my goal? If it involves a plugin, do you use it and how well does it work?

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  • What could cause a dual-monitor PC to suddenly stop using one of the screens?

    - by raldi
    I've got a dual-monitor setup using a GeForce 7900GT that was working fine for over a year... then suddenly, only one of the screens works. It's not OS-related, because even on startup, only one screen displays the BIOS checks. In the past, both screens would show it together. I didn't change anything to trigger this The monitor that gets a signal is random -- sometimes the one on the left goes black, sometimes the one on the right. The monitors and their cables are good -- I can switch both or either, and I get a signal just fine. They're plugged in, too. It's not the video card, either -- I have an identical 7900GT in another machine, and swapping the two didn't fix anything. It's not dust on the motherboard -- I pulled everything out, cleaned it off, checked for obvious damage, put it all back together, and no change. My next two steps are going to be to reset the CMOS info and to try swapping out the motherboard. Before I do that, does anyone have any other ideas?

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  • Question marks showing in ls of directory. IO errors too.

    - by jaymoo
    Has anyone seen this before? I've got a raid 5 mounted on my server and for whatever reason it started showing this: jason@box2:/mnt/raid1/cra$ ls -alh ls: cannot access e6eacc985fea729b2d5bc74078632738: Input/output error ls: cannot access 257ad35ee0b12a714530c30dccf9210f: Input/output error total 0 drwxr-xr-x 5 root root 123 2009-08-19 16:33 . drwxr-xr-x 3 root root 16 2009-08-14 17:15 .. ?????????? ? ? ? ? ? 257ad35ee0b12a714530c30dccf9210f drwxr-xr-x 3 root root 57 2009-08-19 16:58 9c89a78e93ae6738e01136db9153361b ?????????? ? ? ? ? ? e6eacc985fea729b2d5bc74078632738 The md5 strings are actual directory names and not part of the error. The question marks are odd, and any directory with a question mark throws an io error when you attempt to use/delete/etc it. I was unable to umount the drive due to "busy". Rebooting the server "fixed" it but it was throwing some raid errors on shutdown. I have configured two raid 5 arrays and both started doing this on random files. Both are using the following config: mkfs.xfs -l size=128m -d agcount=32 mount -t xfs -o noatime,logbufs=8 Nothing too fancy, but part of an optimized config for this box. We're not partitioning the drives and that was suggested as a possible issue. Could this be the culprit?

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  • Why is /dev/urandom only readable by root since Ubuntu 12.04 and how can I "fix" it?

    - by Joe Hopfgartner
    I used to work with Ubuntu 10.04 templates on a lot of servers. Since changing to 12.04 I have problems that I've now isolated. The /dev/urandom device is only accessible to root. This caused SSL engines, at least in PHP, for example file_get_contents(https://... to fail. It also broke redmine. After a chmod 644 it works fine, but that doesnt stay upon reboot. So my question. why is this? I see no security risk because... i mean.. wanna steal some random data? How can I "fix" it? The servers are isolated and used by only one application, thats why I use openvz. I think about something like a runlevel script or so... but how do I do it efficiently? Maby with dpkg or apt? The same goes vor /dev/shm. in this case i totally understand why its not accessible, but I assume I can "fix" it the same way to fix /dev/urandom

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  • How are large companies handling the storing and cataloging of software installation disks?

    - by CT
    I just started working in the IT department of a small-medium sized construction company with about 200 users. One of my responsibilities is to setup and configure all new machines that come in. I would like suggestions on how to best manage the installation disks and licenses of the software that comes with them. Plus any additional licensed software such as Autocad, Photoshop, etc as well as peripheral driver disks such as printers and scanners. Right now every machine is associated and labeled with an asset id. All asset ids are kept in a spreadsheet with applicable serial numbers, current user, warranty info, and software licenses. The physical disks are then kept within a folder in a cabinet. Each folder is marked with the asset id number as well as the current user. My problems with this is that the system was not maintained very completely before I came to the company. There are plenty of software folders with no asset ids labeled on them. Plenty of missing software folders (most likely are a lot of the unlabeled folders). Folders with names but not asset ids. Machines get switched to different users without the folders and spreadsheet being updated. I am not saying this method would necessarily be bad if it was better implemented and managed, but if I am going to have to take a lot of time to fix this system currently in place. I thought I would ask the community first on how others manage this process in case there are easier, more efficient ways of doing so. Thank you.

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  • What character can be safely used for naming files on unix/linux?

    - by Eric DANNIELOU
    Before yesterday, I used only lower case letters, numbers, dot (.) and underscore(_) for directories and file naming. Today I would like to start using more special characters. Which ones are safe (by safe I mean I will never have any problem)? ps : I can't believe this question hasn't been asked already on this site, but I've searched for the word "naming" and read canonical questions without success (mosts are about computer names). Edit #1 : (btw, I don't use upper case letters for file names. I don't remember why. But since a few month, I have production problems with upper case letters : Some OS do not support ascii!) Here's what happened yesterday at work : As usual, I had to create a self signed SSL certificate. As usual, I used the name of the website for the files : www2.example.com.key www2.example.com.crt www2.example.com.csr. Then comes the problem : Generate a wildcard self signed certificate. I did that and named the files example.com.key example.com.crt example.com.csr, which is misleading (it's a certificate for *.example.com). I came back home, started putting some stars in apache configuration files filenames and see if it works (on a useless home computer, not even stagging). Stars in file names really scares me : Some coworkers/vendors/... can do some script using rm find xarg that would lead to http://www.ucs.cam.ac.uk/support/unix-support/misc/horror, and already one answer talks about disaster. Edit #2 : Just figured that : does not need to be escaped. Anyone knows why it is not used in file names?

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  • Win7 taskbar freezes on startup for about 1-2 mins

    - by Mike
    Running Win7 64-bit for about 4 months now. Never had this problem, didn't install anything new recently. When I boot up I can't do anything in the taskbar, it's frozen for about 1-2 minutes then everything is normal. I can right click on my desktop and move my mouse around. This randomly just started happening a couple days ago after a reboot. I have a 3.2ghz quad, SSD, 4 gig ram, etc. and it usually starts up quickly. After some troubleshooting (including running antivirus and Anti-Malware), it doesn't appear to be software related, but appears to be services related. I can boot up in safe mode and safe mode with networking just fine. I can also boot up normally with all my regular software loading at startup, BUT with all my services turned off. Now the odd part. When I run msconfig to disable all the services at startup and go through ticking them on 5-10 at a time or so and booting up it seems to be somewhat random. Ticking everything on from "Application Experience" halfway down to about "Quality Windows Audio Video Experience" and I can boot without the 1-2 min. freeze. Then I start ticking the stuff below that from a couple of Remote Accesses to Smart Card and Task Scheduler, etc. But the weird part is sometimes it will freeze sometimes it won't. I can't narrow it down. Then if it freezes, I'll boot up in safe mode and turn the ones I just turned on back off and I'll reboot normally but it will freeze again. Which makes no sense because that configuration just worked without freezing just before. I got frustrated enough that I backed up and wiped my hard drive (formatted and everything) and reinstalled Win7 but when I booted up, the freeze happened again. Any ideas? Thanks in advance.

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  • Can't reach server without proxy (website down from my home)

    - by user2128576
    I have a website hosted on Hostinger However I am experiencing problems with my wordpress site. This is really annoying. If I understood the situation right, The server is blocking me or denying access to my own website. When I visit the site with google chrome, it returns: Oops! Google Chrome could not find Same thing happens to firefox! Firefox can't find the server but when I do a check if my site is online and working through http://www.downforeveryoneorjustme.com/ it says that the site is working and up. Another thing, I access the website through a proxy, both on chrome and in firefox, and t works. Why is this? I have also recently installed the plugin Better Wp Security 5 days ago. Could the plugin have caused it? but I don't remember setting any IP's to be blocked. Also, this happens at random times, sometimes I can access it, sometimes it fails to reach the server. I am currently developing the site live. Was I blocked by the server for frequently refreshing the page? (duh, I'm a developer and I need to refresh to see changes.) or is this a problem with my ISP's DNS server? How can I resolve? and what are the possible fixes? Thanks in advance! -Jomar

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  • New i7 is slower than old Core 2 Duo? Why? (BIOS programming)

    - by DrChase
    I've always wondered why the companies who make BIOS' either have terrible engineering psychologists or none at all. But without wasting your time further with random speculative questions, my real question is as follows: Why does my new computer run slower than my old computer? Old Computer: Intel Core 2 Duo CPU @ 3.0 Ghz (stock) 4GB OCZ DDR2 800 RAM Wolfdale E8400 mb nVidia GeForce 8600 GT New Computer: Intel Core i7 920 @ ~3.2 Ghz 6 GB OCZ DDR3 1066 RAM EVGA x58 SLI LE motherboard nVidia GeForce GTX 275 Vista x64 Home Premium on both. "Run slower" is defined as: - poorer FPS performance in the same games, applications - takes longer to start up - general desktop usage (checking email, opening up files, running exe's) is noticeably slower At first I thought I must've not set something up in the BIOS or something. But I have no idea how to set anything in the bios except for "Dummy O.C.", which brought me to ~3.2 Ghz. But beyond that I have no idea. I've been reading stuff about "ram timing" and voltages and the like but I really have no idea about that stuff. I'm a psychologist who has a basic understanding in building his own computers, not a computer scientist. Can someone give me some wisdom that might guide me to the reason my new computer is worse than my older one? I'm sorry if this is a bad question, or not appropriate to SO. I'm just pretty frustrated now and you all have helped me in the past so I figured I'd give it a shot. Thanks for your time.

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  • computer randomly restarting. both in game and out of game

    - by eric
    first my specs are. AMD Phenom II x4 955 processor 3.2ghz 20gb ddr3 ram 4Gb Nvidia Geforce GTX 770 850w Corsair tx850w psu Gigabyte ud3 mobo Windows 7 professional I recently uprgraded my vid card to gtx770 and upgraded my psu to the 850w thats in it now. i did a reformat with the installation of the new gpu and psu and started fresh and only have a couple programs installed (diablo3, nvidia control panel, wow, and steam). all drivers are up to date and everything is hooked up correctly. the problem is it will randomly shut down. no blue screen. just turns itself straight off and reboots after a couple seconds. occasionally i will have to unplug the power cable from the psu for a few minutes then reconnect and it will start up. it seems pretty random. sometimes it does it when my pc is just sitting there on the home screen. and sometimes it does it during games. and sometimes it doesnt do it for days at a time. i noticed the psu felt hot so i put an extra fan blowing straight onto both the psu and gpu and neither feel overly hot after it shuts down now. could it just be that it is a psu problem. the psu was taken from another machine but wasnt having this problem in that machine. i have seen a few articles online about gtx770 doing the same thing. but i havent found any answers or solutions. any help will be appreciated. im sure the 850w is enough to power my machine, im just stumped and ran out of ideas to fix it. i have even returned the video card for another thinking it might have been an issue with that particular card, but still gettin the same problem.

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  • Adding user groups from a remote domain server to permissions of a remote desktop terminal server fails. why?

    - by doveyg
    I have 3 computers, two of which are servers running Windows Server 2008 and another running Windows 7. One of the servers has the following roles installed; Active Directory, DHCP and DNS. The other server has a Terminal Server role installed. I am trying to log-on to the Terminal Server via Remote Desktop using the Windows 7 machine with credentials from the Active Directory server. Sounds simple enough, right? Well, no. Whenever I try to add users or groups from the Active Directory Domain server to the Terminal Server's permissions for RDP it seems to ignore, or forget, them. Though the various methods I was able to find it either adds a strange sting of numbers after the user group or the logo to the left has a question mark on it, reopening the dialogue box replaces the user group with the name of the Domain. I am confident I have the Domain setup correctly as I am able to log-on to users in the Active Directory from other computers I have put in the Domain, and when I attempt to browse the user objects from the Domain I am prompted with a username/password field and am able to view the structure of Active Directory objects. Please advise.

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  • Windows 7 Taskbar Icons Randomly Disappearing

    - by Ryker
    This is a problem that i'm totally stumped on. Taskbar Icons that are pinned, as well as open program thumbs keep disappearing. This is totally random, no set pattern. I've tried updating drivers for the vid card, rolling back to old drivers, nothing seems to work. I've also tried the usual uncheck hide the taskbar and recheck, changing the start menu, keeping commonly used programs in start menu, etc. This is using an add-in card which is a necessity. Here is the specs on the machine: New Dell Optiplex 390 i3 2100 Proc 3gb Ram, Windows 7 32-bit. The add in card is an Nvidia 8400 GS model. I've tried different versions of the 8400gs, from MSI, or from other manufactureres and regardless it keeps happening. After the Icons disappear, I can log out and log back in and they return, but disappear again. I can reinstall the drivers for the vid card and it fixes it for a few days, and then they disappear again. There isn't any set pattern of days that it happens, software being used, etc. Another user in the office had the same problem with the exact same machine, but updating the vid card drivers fixed the issue. Anyone?

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  • Monitor programs accessing my keyboard?

    - by Anti Earth
    As of a few days ago, my computer is behaving 'erratically'. When I am typing, my pointer will randomly move to another place in the text and start typing a semi-random string of characters. ("gvyfn" is common; It has typed this about 8 times whilst I composed all the text above) It often highlights part of or all the text and overwrites it. It sometimes goes into loops of pressing Control-alt-delete down, bringing up Windows 7 menu thing. It sometimes even messes with mouseclicks; they have unexpected results, like requesting admin priveledges from applications, instead of switching to their window. I believe this is because it is holding a alt-function key down. This behaviour happens periodically, in waves. It might subside for an hour, then continue to haunt me. I believe it to be a virus or malicious program. My anti-virus (Symantec) and multiply MS rootkit removers could not find anything suspicious. I've noticed that sometimes it re-maps keys, and types gibberish when I press certain keys (though no pattern is evident). I believe a malicious program has installed a keyhook on my computer. I'm wondering... - Is there a way to let me view which programs are emulating keystrokes? - Is there a way to view what keyboard hooks are installed? (I'm also at liberty to try any other techniques to remove this blasted thing. It is easily the most fustrating computer problem I've encountered). Thanks!

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  • Show (copy) data at "X" time and stop update

    - by Anka
    I have two sheets. In the first sheet, cell F4, I have 00:00:00 (countdown). G9, G10 and G11 are cells that receive live data (decimal numbers). In the second sheet, I have three cells linked from sheet1, G9 ='Sheet1'!G9, G10 ='Sheet1'!G10, G11 ='Sheet1'!G11 (which update themselves when data is modified in the first sheet). Now I want to set in sheet 2, (assume) cells B9, B10 and B11 to show me (copy) the values from G9, G10 and G11 from sheet 1 when the countdown was 00:00:05 (5 seconds before Start) and not update again if the data changes in the cell it pulled the data from. Like G9 ='Sheet1'!G9 at 00:00:05 and stop here, do not update anything. OK? I can do a part, but the real problem is: I can not make it stop cells to update. Stand frozen, freeze, not move, calm .. however. I do not want to seem pretentious (but my knowledge in excel is limited), the most appropriate would be a formula, not macro or VBA, if possible. I want to post a picture but I can not because of my restrictions. Well, if this is not possible with a formula is just fine with (not really) VBA.

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  • How can I find which logon script is being run?

    - by user2517266
    I'm having an issue with network drives. Suddenly some computers and users aren't getting their mapped network drives from the logon script. I am NOT a domain admin, I don't have permission to login to the domain controller. And I know very little about Active Directory. The issue seems random, some users this day, different users tomorrow. Some computers run fine and some won't map no matter who logs in. They are mixed OS's XP (SP3), Vista, and 7. I was looking at the domain in windows explorer and I have found the batch file(s) that maps the drives in several locations, how do I know which one is actually being ran? The .bat file is located in \DOMAIN\NETLOGON\script.bat and \DOMAIN\SYSVOL\DOMAIN\scripts\script.bat and \DOMAIN\SYSVOL\DOMAIN\policies\GUID(Right? It's a crazy string)\User\Scripts\Logon\script.bat So, how can I figure out which one is actually being ran per computer or user? Cause they are all slightly different from each other and one of them doesn't map properly. Do all the files in NETLOGON get ran? Cause there are 15+ files in there. Or is it specified in Group Policy which one(s) get ran? EDIT: I am able to access a program called Active Directory Users and Computers, but the properties tab for any user is blank for the logon script.

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  • Cannot browse Visual SVN Repositories

    - by user1783560
    I went through Unable to browse repository after setting visual SVN Server and tried to implement the answer suggested but even the IP address is not solving my problem. I have 1) Turned off firewall 2) Set the directory C:\Program Files (x86)\VisualSVN Server security rights to "full control" for all groups including "Network service" group. 3) Set the directory D:\Repositories security rights to "full control" for most groups including "Network service" group. 4) Tried switching between secure and non-secure connection option in visual svn server manager. 5) Tried different with port numbers. Including 443 (with https) and 80 (http). Also tried giving random ports with/without https. Using computer name/ IP address in the url doesn't help. Windows network diagnostics - Troubleshooting report has following message for me. Security policy settings or firewall settings on this computer might be blocking the connection. = Detected Can someone guide me please? I have spent more than two weeks on this now without any solution. Thanks in advance! I appreciate your responses.

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  • Mysql: Working With 192 Trillion Records... (Yes, 192 Trillion)

    - by Sarah
    Here's the question... Considering 192 trillion records, what should my considerations be? My main concern is speed. Here's the table... CREATE TABLE `ref` ( `id` INTEGER(13) AUTO_INCREMENT DEFAULT NOT NULL, `rel_id` INTEGER(13) NOT NULL, `p1` INTEGER(13) NOT NULL, `p2` INTEGER(13) DEFAULT NULL, `p3` INTEGER(13) DEFAULT NULL, `s` INTEGER(13) NOT NULL, `p4` INTEGER(13) DEFAULT NULL, `p5` INTEGER(13) DEFAULT NULL, `p6` INTEGER(13) DEFAULT NULL, PRIMARY KEY (`id`), KEY (`s`), KEY (`rel_id`), KEY (`p3`), KEY (`p4`) ); Here's the queries... SELECT id, s FROM ref WHERE red_id="$rel_id" AND p3="$p3" AND p4="$p4" SELECT rel_id, p1, p2, p3, p4, p5, p6 FROM ref WHERE id="$id" INSERT INTO rel (rel_id, p1, p2, p3, s, p4, p5, p6) VALUES ("$rel_id", "$p1", "$p2", "$p3", "$s", "$p4", "$p5", "$p6") Here's some notes... The SELECT's will be done much more frequently than the INSERT. However, occasionally I want to add a few hundred records at a time. Load-wise, there will be nothing for hours then maybe a few thousand queries all at once. Don't think I can normalize any more (need the p values in a combination) The database as a whole is very relational. This will be the largest table by far (next largest is about 900k) UPDATE (08/11/2010) Interestingly, I've been given a second option... Instead of 192 trillion I could store 2.6*10^16 (15 zeros, meaning 26 Quadrillion)... But in this second option I would only need to store one bigint(18) as the index in a table. That's it - just the one column. So I would just be checking for the existence of a value. Occasionally adding records, never deleting them. So that makes me think there must be a better solution then mysql for simply storing numbers... Given this second option, should I take it or stick with the first... [edit] Just got news of some testing that's been done - 100 million rows with this setup returns the query in 0.0004 seconds [/edit]

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  • Perfmon % Processor Time vs. task manager's CPU usage

    - by nat
    I'm new to using Perfmon and performance monitoring in general (so go easy on me please ;) I know that Perfmon doesn't have anything exactly like Task Manager's CPU usage display, but I'm trying to figure out how to monitor user's CPU usage via Perfmon in a similar way, and trying to understand the measurements (or how to convert the numbers to get a similar understanding) For example, if in Task Manager, a particular user is consistently using more than 5% CPU, I would want to contact the user about it. I learn best by example, so here is exactly what I'm trying to do, with a specific example: This is for a 32-bit Dual Quad Core Windows 2003 web server (8 CPUs), there are many web sites on the server, each running within their own application pool/worker process ID. Through other research here I learned of a registry change that I made so that the PID shows up with the w3wp process so I can easily identify the site later by cross-referencing it. I set up a counter with the following settings: Process -> % Processor Time -> all instances Here is an example. Say I'm interested in "black line" user in this graph below, as his process is spiking quite high compared to all the other users: (I wasn't allowed to post the image as I'm a new user on this site.. I've uploaded the image to:) http://i35.tinypic.com/106yn8k.jpg So... using this as an example, I see that they have an AVERAGE % PROCESSOR TIME of 23.264 , and have spiked as high as 103.124 So what exactly does this 23.264 number mean to me? Is it similar to an average of Task Manager's CPU reading for this user? Or, since this server has 8 CPUs, should I divide this number by 8? (23.264/8 = 2.9% AVERAGE CPU LOAD?) Thanks in advance.

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  • Having an issue with overwriting an element of a file correctly (numeric)

    - by IngeniousHax
    This is an ATM style program, but currently it doesn't do exactly what I need it to do... I need to get the current balance, and when money is transferred from either checking or savings, it should add it to checking and subtract it from savings. which is does, but not correctly... Input example -=[ Funds Transfer ]=- -=[ Savings to Checking ]=- Account Name: nomadic Amount to transfer: $400 New Balance in Checking: $900 // original was 500 New Balance in Savings: $7.7068e+012 // this should now be 1100... Here is my code, it's a lot of code, but there are no errors, so throwing it into an IDE and compiling should be fairly quick for whoever would like to help. mainBankClass.h mainBankClass.h #ifndef MAINBANKCLASS_H #define MAINBANKCLASS_H #include <iostream> #include <fstream> #include <string> using namespace std; class Banking { protected: string checkAcctName, saveAcctName; // Name on the account int acctNumber[13]; // Account number float acctBalance, initSaveDeposit, initCheckDeposit, depAmt; // amount in account, and amount to deposit public: char getBalanceChoice(); // Get name on account for displaying relevant information char newAccountMenu(); // Create a new account and assign it a random account number void invalid(char *); // If an invalid option is chosen char menu(); // Print the main menu for the user. virtual float deposit(){ return 0; } // virtual function for deposits // virtual float withdrawal() = 0; // Virtual function for withdrawals void fatal(char *); // Handles fatal errors. Banking(); }; class Checking : public Banking { public: friend ostream operator<<(ostream &, Checking &); friend istream operator>>(istream &, Checking &); Checking operator <= (const Checking &) const; void newCheckingAccount(); void viewCheckingBalance(); void transferFromSaving(); float deposit() { return (acctBalance += depAmt); } }; class Saving : public Banking { public: friend ostream &operator<<(ostream &, Saving &); friend istream &operator>>(istream &, Saving &); Saving operator <= (const Saving &) const; void newSavingAccount(); void viewSavingBalance(); void transferFromChecking(); float deposit() { return (acctBalance += depAmt); } }; class checkAndSave : public Banking { public: void newCheckAndSave(); void viewBothBalances(); }; #endif bankAccount.cpp #include <iostream> #include <sstream> #include <string> #include <iomanip> #include <fstream> #include <time.h> #include "MainBankClass.h" /*****************************\ | BANKING CONSTRUCTOR | \*****************************/ Banking::Banking() { string acctName; // Name on the account acctNumber[13] = 0; // Account number acctBalance = 0; initCheckDeposit = 0; initSaveDeposit = 0; depAmt = 0; }; /********************************\ | The following code is to print the menu | | and recieve the users choice on what | | they want to do with the ATM | \********************************/ char Banking::menu() { char choice; system("cls"); cout << "\t\t -=[ Main Menu ]=- \n\n" << "\tA) Create New Account\n" << "\tB) View Account Balance\n" << "\tC) Transfer Funds From Checking To Savings\n" << "\tD) Transfer Funds From Savings To Checking\n" << "\tE) Exit\n" << "\n\n\tSelection: "; cin >> choice; cin.ignore(); choice = toupper(choice); while(!isalpha(choice)) { invalid("[!!] Invalid selection.\n[!!] Choose a valid option: "); cin >> choice; cin.ignore(); } return choice; } /*********************\ | Will read in account choic | | and display it for the user | \*********************/ char Banking::getBalanceChoice() { char choice; fstream saveFile("saving.dat", ios::in | ios::beg); system("cls"); cout << "\t\t -=[ View Account Balance ]=-\n\n"; cout << "A) View Checking Account\n" << "B) View Saving Account\n" << "C) View Checking \\ Saving Account\n" << endl; cout << "Choice: "; cin >> choice; choice = toupper(choice); if(!isalpha(choice)) fatal(" [!!] Invalid Choice"); return choice; } /***************************\ | Incase an invalid decision to made | | this throws the error message sent | | to it by the calling area | \***************************/ void Banking::invalid(char *msg) { cout << msg; } /*************************\ | Used if files can not be opened | | and exits with code 251: | | miscommunication with server | \*************************/ void Banking::fatal(char *msg) { cout << msg; exit(1); } /***************************\ | Create an account, either checking | | or savings, or both. | | Must should create a randomly | | generated account number that will | | correspond with each account. | \***************************/ /************************\ NOTE:: WILL BE UPDATED TO CONTAIN A PIN FOR ACCOUNT VERIFICATION *************************/ char Banking::newAccountMenu() { srand(time(NULL)); // Seed random generator with time initialized to NULL char acctChoice; // choice for the account type ofstream checkFile("checking.dat", ios::out | ios::app); // For saving checking accounts ofstream saveFile("saving.dat", ios::out | ios::app); // For saving savings accounts system("cls"); cout << "\t\t-=[ New Account Creation ]=-\n\n" << endl; cout << "A) Checking Account\n" << "B) Savings Account\n" << "C) Checking and Saving Account\n" << endl; cout << "New account type: "; cin >> acctChoice; acctChoice = toupper(acctChoice); cin.clear(); cin.sync(); return acctChoice; } /********************************************************************* ********************************************************************** CHECKING ACCOUNT CODE ********************************************************************** **********************************************************************/ // New Checking Account Creation void Checking::newCheckingAccount() { system("cls"); ofstream checkFile("checking.dat", ios::out | ios::app); // For saving checking accounts cout << "\t\t -=[ New Checking Account ]=- \n" << endl; cout << "Name of the main holder to be on the account: "; getline(cin, checkAcctName); cout << "Initial deposit amount: $"; cin >> initCheckDeposit; if(initCheckDeposit <= 0) { while(initCheckDeposit <= 0) { invalid("[!!] 0 or negative amount entered\nMaybe a typo?\n"); cout << "Deposit Amount: $"; cin >> initCheckDeposit; } } if(!checkFile) fatal("[!!] Fatal Error 251: Miscommunication with server\n"); checkFile << checkAcctName << endl; for(int j = 0; j < 13; j++) { acctNumber[j] = (rand() % 10); // Build a random checking account number checkFile << acctNumber[j]; } checkFile << endl; checkFile << initCheckDeposit << endl; checkFile.close(); } void Checking::viewCheckingBalance() { fstream checkFile("checking.dat", ios::in | ios::beg); string name; int i = 0; double balance = 0; system("cls"); cout << "\t\t -=[ View Checking Account ]=-\n\n" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(checkFile, checkAcctName); while(name != checkAcctName && !checkFile.fail()) { i++; getline(checkFile, checkAcctName); } if(name == checkAcctName) { system("cls"); cout << "\t\t -=[ Checking Account Balance ]=-\n\n" << endl; cout << "Account Name: " << checkAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; checkFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; checkFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; } else fatal("[!!] Invalid Account\n"); checkFile.close(); getchar(); } void Checking::transferFromSaving() // Move funds FROM SAVINGS to CHECKING { system("cls"); string name; long checkPos = 0; long savePos = 0; float savingBalance = 0; string saveAcctName; int i = 0; cin.clear(); fstream saveFile("saving.dat", ios::in | ios::out | ios::beg); fstream checkFile("checking.dat", ios::in | ios::out | ios::beg); cout << "\t\t-=[ Funds Transfer ]=-" << endl; cout << "\t\t-=[ Savings to Checking ]=-" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(checkFile, checkAcctName); while(name != checkAcctName && !checkFile.fail()) { i++; getline(checkFile, checkAcctName); } getline(saveFile, saveAcctName); while(name != saveAcctName && !saveFile.fail()) { i = 0; i++; getline(saveFile, saveAcctName); } if(name == checkAcctName) { cout << "Amount to transfer: $"; float depAmt = 0; cin >> depAmt; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; checkFile.get(input_number); converter << input_number; converter >> acctNumber[j]; } checkPos = checkFile.tellg(); // if the file is found, get the position of acctBalance and store it in ptrPos checkFile.seekg(checkPos); checkFile >> acctBalance; savePos = saveFile.tellg(); saveFile.seekg(savePos); // sending the cursor in the file to ptrPos + 1 to ignore white space saveFile >> savingBalance; if(savingBalance < depAmt) // if checking account does not have enough funds, exit with NSF code fatal("[!!] Insufficient Funds\n"); acctBalance += depAmt; // can be changed to an overloaded operator savingBalance -= depAmt; // can be changed to an overloaded operator checkFile.seekp(checkPos); // go to position previously set above checkFile << acctBalance; // write new balance to checkFile saveFile.seekp(savePos); // same thing as above comment saveFile << savingBalance; // write new balance to saveFile cout << "New Balance in Checking: $" << acctBalance << endl; // will be removed later cout << "New Balance in Savings: $" << savingBalance << endl; // will be removed later aswell } else fatal("[!!] Linked accounts do not exist.\n"); // if account is not found saveFile.close(); checkFile.close(); } /******************************************************** ******************************************************** SAVING ACCOUNT CODE ********************************************************* *********************************************************/ void Saving::newSavingAccount() { system("cls"); ofstream saveFile("saving.dat", ios::out | ios::app); // For saving savings accounts cout << "\t\t -=[ New Savings Account ]=- \n" << endl; cout << "Name of the main holder to be on account: "; getline(cin, saveAcctName); cout << "Deposit Amount: $"; cin >> initSaveDeposit; if(initSaveDeposit <= 0) { while(initSaveDeposit <= 0) { invalid("[!!]0 or negative value entered.\nPerhaps a typo?\n"); cout << "Deposit amount: $"; cin >> initSaveDeposit; } } if(!saveFile) fatal("[!!] Fatal Error 251: Miscommunication with server\n"); saveFile << saveAcctName << endl; for(int j = 0; j < 13; j++) { acctNumber[j] = (rand() % 10); saveFile << acctNumber[j]; } saveFile << endl; saveFile << initSaveDeposit << endl; saveFile.close(); } void Saving::viewSavingBalance() { string name; int i = 0; fstream saveFile("saving.dat", ios::in | ios::beg); cin.clear(); system("cls"); cout << "\t\t -=[ View Saving Account ]=-\n\n" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(saveFile, saveAcctName); while(name != saveAcctName && !saveFile.fail()) { i++; getline(saveFile, saveAcctName); } if(name == saveAcctName) { system("cls"); cout << "\t\t -=[ Saving Account Balance ]=-\n\n" << endl; cout << "Account Name: " << saveAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; saveFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; saveFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; } else fatal("[!!] Invalid Account\n"); saveFile.close(); getchar(); } // NEED TO WORK ON THIS PORTION TOMORROW AND MONDAY, ADD OVERLOADED OPS FOR ASSIGNMENT!!!!!!! void Saving::transferFromChecking() // This is to take money FROM checking and ADD IT TO SAVING { system("cls"); string name; long savePos = 0; long checkPos = 0; float checkingBalance = 0; string checkAcctName; int i = 0; cin.clear(); fstream saveFile("saving.dat", ios::in | ios::out | ios::beg); fstream checkFile("checking.dat", ios::in | ios::out | ios::beg); cout << "\t\t-=[ Funds Transfer ]=-" << endl; cout << "\t\t-=[ Checking to Savings ]=-" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(saveFile, saveAcctName); getline(checkFile, checkAcctName); while(name != saveAcctName && name != checkAcctName && !saveFile.fail() && !checkFile.fail()) { i++; getline(saveFile, saveAcctName); getline(checkFile, checkAcctName); } if(name == saveAcctName) { cout << "Amount to transfer: $"; float depAmt = 0; cin >> depAmt; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; saveFile.get(input_number); converter << input_number; converter >> acctNumber[j]; } savePos = saveFile.tellg(); // if the file is found, get the position of acctBalance and store it in ptrPos saveFile.seekg(savePos); saveFile >> acctBalance; checkPos = checkFile.tellg(); checkFile.seekg(checkPos); // if file is found, store current position of the cursor to ptrPos checkFile >> checkingBalance; if(checkingBalance < depAmt) // if checking account does not have enough funds, exit with NSF code fatal("[!!] Insufficient Funds\n"); // Can also place overloaded op here acctBalance += depAmt; // can be changed to an overloaded operator checkingBalance -= depAmt; // can be changed to an overloaded operator saveFile.seekg(savePos); // go to position previously set above saveFile << acctBalance; // write new balance to saveFile checkFile.seekg(checkPos); // same thing as above comment checkFile << checkingBalance; // write new balance to checkFile cout << "New Balance in Savings: $" << acctBalance << endl; // will be removed later cout << "New Balance in Checking: $" << checkingBalance << endl; // will be removed later aswell } else fatal("[!!] Linked accounts do not exist.\n"); // if account is not found saveFile.close(); checkFile.close(); } /******************************************** ******************************************** CHECK AND SAVE CODE ********************************************** **********************************************/ void checkAndSave::newCheckAndSave() { system("cls"); ofstream saveFile("saving.dat", ios::out | ios::app); // For saving savings accounts ofstream checkFile("checking.dat", ios::out | ios::app); // For saving checking accounts cout << "\t -=[ New Checking & Saving Account ]=- \n" << endl; cout << "Name of the main holder to be on account: "; getline(cin, checkAcctName); saveAcctName = checkAcctName; cout << "Checking Deposit Amount: $"; cin >> initCheckDeposit; if(initCheckDeposit <= 0) { while(initCheckDeposit <= 0) { invalid("[!!] 0 or negative amount entered\nMaybe a typo?\n"); cout << "Deposit Amount: $"; cin >> initCheckDeposit; } } cout << "Saving Deposit Amount: $"; cin >> initSaveDeposit; if(initSaveDeposit <= 0) { while(initSaveDeposit <= 0) { invalid("[!!]0 or negative value entered.\nPerhaps a typo?\n"); cout << "Deposit amount: $"; cin >> initSaveDeposit; } } if(!saveFile || !checkFile) fatal("[!!] Fatal Error 251: Miscommunication with server\n"); checkFile << checkAcctName << endl; saveFile << saveAcctName << endl; for(int j = 0; j < 13; j++) { acctNumber[j] = (rand() % 10); checkFile << acctNumber[j]; saveFile << acctNumber[j]; } saveFile << endl; saveFile << initSaveDeposit << endl; checkFile << endl; checkFile << initCheckDeposit << endl; checkFile.close(); saveFile.close(); } void checkAndSave::viewBothBalances() { string name; int i = 0; fstream checkFile("checking.dat", ios::in | ios::beg); fstream saveFile("saving.dat", ios::in | ios::beg); system("cls"); cin.clear(); cout << "\t-=[ Saving & Checking Account Balance ]=-\n\n" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(checkFile, checkAcctName); saveAcctName = name; /**********************\ | Checking Account portion | | of the checking & savings | | overview | \**********************/ while(name != checkAcctName && !checkFile.fail()) { i++; getline(checkFile, checkAcctName); } system("cls"); if(name != checkAcctName && checkFile.fail()) invalid("\n\n[!!] No Checking Account Found\n"); cout << "\t\t -=[ Checking Account ]=- \n" << endl; cout << "Account Name: " << checkAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; checkFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; checkFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; /*********************\ | Saving Account portion | | of the checking & saving | | overview | \*********************/ getline(saveFile, saveAcctName); while(name != saveAcctName && !saveFile.fail()) { i++; getline(saveFile, saveAcctName); } if(name != saveAcctName && saveFile.fail()) invalid("\n\n[!!] No Saving Account Found\n"); if(name == saveAcctName) { cout << "\t\t -=[ Saving Account ]=-\n\n" << endl; cout << "Account Name: " << saveAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; saveFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; saveFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; } if(name != saveAcctName && name != checkAcctName && saveFile.fail() && checkFile.fail()) fatal("[!!] No Accounts Have Been Found\n"); checkFile.close(); saveFile.close(); getchar(); } Main.cpp #include <iostream> #include "MainBankClass.h" using namespace std; int main() { Banking bank; Checking check; Saving save; checkAndSave CanS; char choice; choice = bank.menu(); // Call the banking menu switch(choice) { case 'A': choice = bank.newAccountMenu(); switch(choice) { case 'A': check.newCheckingAccount(); break; case 'B': save.newSavingAccount(); break; case 'C': CanS.newCheckAndSave(); break; default: system("cls"); bank.fatal("[!!] Invalid option\n"); break; } break; /***********************************************/ case 'B': choice = bank.getBalanceChoice(); switch(choice) { case 'A': check.viewCheckingBalance(); break; case 'B': save.viewSavingBalance(); break; case 'C': CanS.viewBothBalances(); break; default: bank.fatal("Invalid decision\n"); break; } /*************************************************/ break; case 'C': check.transferFromSaving(); break; case 'D': save.transferFromChecking(); break; case 'E': system("cls"); cout << "\t\t-=[ Disconnecting From System ]=-\n"; cout << "\t\t\t Thank you" << endl; cout << "\t\t Have a nice day!" << endl; exit(1); break; default: system("cls"); bank.invalid("\n\n\n\n\t\t [+] Invalid Selection \n\t\t[+] Disconnecting From System \n\t\t\tGood-bye \n\n\n\n\n\n\n"); exit(1); break; } return 0; }

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  • How to optimize dynamic programming?

    - by Chan
    Problem A number is called lucky if the sum of its digits, as well as the sum of the squares of its digits is a prime number. How many numbers between A and B are lucky? Input: The first line contains the number of test cases T. Each of the next T lines contains two integers, A and B. Output: Output T lines, one for each case containing the required answer for the corresponding case. Constraints: 1 <= T <= 10000 1 <= A <= B <= 10^18 Sample Input: 2 1 20 120 130 Sample Output: 4 1 Explanation: For the first case, the lucky numbers are 11, 12, 14, 16. For the second case, the only lucky number is 120. The problem is quite simple if we use brute force, however the running time is so critical that my program failed most test cases. My current idea is to use dynamic programming by storing the previous sum in a temporary array, so for example: sum_digits(10) = 1 -> sum_digits(11) = sum_digits(10) + 1 The same idea is applied for sum square but with counter equals to odd numbers. Unfortunately, it still failed 9 of 10 test cases which makes me think there must be a better way to solve it. Any idea would be greatly appreciated. #include <iostream> #include <vector> #include <string> #include <algorithm> #include <unordered_map> #include <unordered_set> #include <cmath> #include <cassert> #include <bitset> using namespace std; bool prime_table[1540] = { 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }; unsigned num_digits(long long i) { return i > 0 ? (long) log10 ((double) i) + 1 : 1; } void get_sum_and_sum_square_digits(long long n, int& sum, int& sum_square) { sum = 0; sum_square = 0; int digit; while (n) { digit = n % 10; sum += digit; sum_square += digit * digit; n /= 10; } } void init_digits(long long n, long long previous_sum[], const int size = 18) { int current_no_digits = num_digits(n); int digit; for (int i = 0; i < current_no_digits; ++i) { digit = n % 10; previous_sum[i] = digit; n /= 10; } for (int i = current_no_digits; i <= size; ++i) { previous_sum[i] = 0; } } void display_previous(long long previous[]) { for (int i = 0; i < 18; ++i) { cout << previous[i] << ","; } } int count_lucky_number(long long A, long long B) { long long n = A; long long end = B; int sum = 0; int sum_square = 0; int lucky_counter = 0; get_sum_and_sum_square_digits(n, sum, sum_square); long long sum_counter = sum; long long sum_square_counter = sum_square; if (prime_table[sum_counter] && prime_table[sum_square_counter]) { lucky_counter++; } long long previous_sum[19] = {1}; init_digits(n, previous_sum); while (n < end) { n++; if (n % 100000000000000000 == 0) { previous_sum[17]++; sum_counter = previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[16] = 0; previous_sum[15] = 0; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000000000 == 0) { previous_sum[16]++; sum_counter = previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[15] = 0; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000000000 == 0) { previous_sum[15]++; sum_counter = previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[14] = 0; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000000000 == 0) { previous_sum[14]++; sum_counter = previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[13] = 0; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000000 == 0) { previous_sum[13]++; sum_counter = previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[12] = 0; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000000 == 0) { previous_sum[12]++; sum_counter = previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[11] = 0; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000000 == 0) { previous_sum[11]++; sum_counter = previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[10] = 0; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000000 == 0) { previous_sum[10]++; sum_counter = previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[9] = 0; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000000 == 0) { previous_sum[9]++; sum_counter = previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[8] = 0; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000000 == 0) { previous_sum[8]++; sum_counter = previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[7] = 0; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000000 == 0) { previous_sum[7]++; sum_counter = previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[6] = 0; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000000 == 0) { previous_sum[6]++; sum_counter = previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[5] = 0; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100000 == 0) { previous_sum[5]++; sum_counter = previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[4] = 0; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10000 == 0) { previous_sum[4]++; sum_counter = previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[3] = 0; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 1000 == 0) { previous_sum[3]++; sum_counter = previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[2] = 0; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 100 == 0) { previous_sum[2]++; sum_counter = previous_sum[2] + previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[2] * previous_sum[2] + previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[1] = 0; previous_sum[0] = 0; } else if (n % 10 == 0) { previous_sum[1]++; sum_counter = previous_sum[1] + previous_sum[2] + previous_sum[3] + previous_sum[4] + previous_sum[5] + previous_sum[6] + previous_sum[7] + previous_sum[8] + previous_sum[9] + previous_sum[10] + previous_sum[11] + previous_sum[12] + previous_sum[13] + previous_sum[14] + previous_sum[15] + previous_sum[16] + previous_sum[17] + previous_sum[18]; sum_square_counter = previous_sum[1] * previous_sum[1] + previous_sum[2] * previous_sum[2] + previous_sum[3] * previous_sum[3] + previous_sum[4] * previous_sum[4] + previous_sum[5] * previous_sum[5] + previous_sum[6] * previous_sum[6] + previous_sum[7] * previous_sum[7] + previous_sum[8] * previous_sum[8] + previous_sum[9] * previous_sum[9] + previous_sum[10] * previous_sum[10] + previous_sum[11] * previous_sum[11] + previous_sum[12] * previous_sum[12] + previous_sum[13] * previous_sum[13] + previous_sum[14] * previous_sum[14] + previous_sum[15] * previous_sum[15] + previous_sum[16] * previous_sum[16] + previous_sum[17] * previous_sum[17] + previous_sum[18] * previous_sum[18]; previous_sum[0] = 0; } else { sum_counter++; sum_square_counter += ((n - 1) % 10) * 2 + 1; } // get_sum_and_sum_square_digits(n, sum, sum_square); // assert(sum == sum_counter && sum_square == sum_square_counter); if (prime_table[sum_counter] && prime_table[sum_square_counter]) { lucky_counter++; } } return lucky_counter; } void inout_lucky_numbers() { int n; cin >> n; long long a; long long b; while (n--) { cin >> a >> b; cout << count_lucky_number(a, b) << endl; } } int main() { inout_lucky_numbers(); return 0; }

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • Conversion from YUV444 to RGB888

    - by Abhi
    I am new in this field and i desperately need some guidance from u all. I have to support yuv444 to rgb 888 in display driver module. There is one test which i have done for yv12 → rgb565 in wince 6.0 r3 which is mentioned below. //------------------------------------------------------------------------------ // // Function: PP_CSC_YV12_RGB565Test // // This function tests the Post-processor // // // // Parameters: // uiMsg // [in] Ignored. // // tpParam // [in] Ignored. // // lpFTE // [in] Ignored. // // Returns: // Specifies if the test passed (TPR_PASS), failed (TPR_FAIL), or was // skipped (TPR_SKIP). // // TESTPROCAPI PP_CSC_YV12_RGB565Test(UINT uMsg, TPPARAM tpParam, LPFUNCTION_TABLE_ENTRY lpFTE) { LogEntry(L"%d : In %s Function \r\n",++abhineet,__WFUNCTION__); UNREFERENCED_PARAMETER(tpParam); UNREFERENCED_PARAMETER(lpFTE); DWORD dwResult= TPR_SKIP; ppConfigData ppData; DWORD iInputBytesPerFrame, iOutputBytesPerFrame; UINT32 iInputStride, iOutputStride; UINT16 iOutputWidth, iOutputHeight, iOutputBPP; UINT16 iInputWidth, iInputHeight, iInputBPP; int iOption; PP_TEST_FUNCTION_ENTRY(); // Validate that the shell wants the test to run if (uMsg != TPM_EXECUTE) { return TPR_NOT_HANDLED; } PPTestInit(); iInputWidth = PP_TEST_FRAME_WIDTH; //116 iInputHeight = PP_TEST_FRAME_HEIGHT; //160 iInputBPP = PP_TEST_FRAME_BPP; //2 iInputStride = iInputWidth * 3/2; // YV12 is 12 bits per pixel iOutputWidth = PP_TEST_FRAME_WIDTH; iOutputHeight = PP_TEST_FRAME_HEIGHT; iOutputBPP = PP_TEST_FRAME_BPP; iOutputStride = iOutputWidth * iOutputBPP; // Allocate buffers for input and output frames iInputBytesPerFrame = iInputStride * iInputHeight; pInputFrameVirtAddr = (UINT32 *) AllocPhysMem(iInputBytesPerFrame, PAGE_EXECUTE_READWRITE, 0, 0, (ULONG *) &pInputFramePhysAddr); iOutputBytesPerFrame = iOutputStride * iOutputHeight; pOutputFrameVirtAddr = (UINT32 *) AllocPhysMem(iOutputBytesPerFrame, PAGE_EXECUTE_READWRITE, 0, 0, (ULONG *) &pOutputFramePhysAddr); if ((NULL == pInputFrameVirtAddr) || (NULL == pOutputFrameVirtAddr)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } //----------------------------- // Configure PP //----------------------------- // Set up post-processing configuration data memset(&ppData, 0 , sizeof(ppData)); // Set up input format and data width ppData.inputIDMAChannel.FrameFormat = icFormat_YUV420; ppData.inputIDMAChannel.DataWidth = icDataWidth_8BPP; // dummy value for YUV ppData.inputIDMAChannel.PixelFormat.component0_offset = 0; ppData.inputIDMAChannel.PixelFormat.component1_offset = 8; ppData.inputIDMAChannel.PixelFormat.component2_offset = 16; ppData.inputIDMAChannel.PixelFormat.component3_offset = 24; ppData.inputIDMAChannel.PixelFormat.component0_width = 8-1; ppData.inputIDMAChannel.PixelFormat.component1_width = 8-1; ppData.inputIDMAChannel.PixelFormat.component2_width = 8-1; ppData.inputIDMAChannel.PixelFormat.component3_width = 8-1; ppData.inputIDMAChannel.FrameSize.height = iInputHeight; ppData.inputIDMAChannel.FrameSize.width = iInputWidth; ppData.inputIDMAChannel.LineStride = iInputWidth; // Set up output format and data width ppData.outputIDMAChannel.FrameFormat = icFormat_RGB; ppData.outputIDMAChannel.DataWidth = icDataWidth_16BPP; ppData.outputIDMAChannel.PixelFormat.component0_offset = RGB_COMPONET0_OFFSET; ppData.outputIDMAChannel.PixelFormat.component1_offset = RGB_COMPONET1_OFFSET; ppData.outputIDMAChannel.PixelFormat.component2_offset = RGB_COMPONET2_OFFSET; ppData.outputIDMAChannel.PixelFormat.component3_offset = RGB_COMPONET3_OFFSET; ppData.outputIDMAChannel.PixelFormat.component0_width = RGB_COMPONET0_WIDTH -1; ppData.outputIDMAChannel.PixelFormat.component1_width = RGB_COMPONET1_WIDTH -1; ppData.outputIDMAChannel.PixelFormat.component2_width = RGB_COMPONET2_WIDTH -1; ppData.outputIDMAChannel.PixelFormat.component3_width = RGB_COMPONET3_WIDTH; ppData.outputIDMAChannel.FrameSize.height = iOutputHeight; ppData.outputIDMAChannel.FrameSize.width = iOutputWidth; ppData.outputIDMAChannel.LineStride = iOutputStride; // Set up post-processing channel CSC parameters // based on input and output ppData.CSCEquation = CSCY2R_A1; ppData.inputIDMAChannel.UBufOffset = iInputHeight * iInputWidth + (iInputHeight * iInputWidth)/4; ppData.inputIDMAChannel.VBufOffset = iInputHeight * iInputWidth; ppData.FlipRot.verticalFlip = FALSE; ppData.FlipRot.horizontalFlip = FALSE; ppData.FlipRot.rotate90 = FALSE; if (!PPConfigure(hPP, &ppData)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } //----------------------------- // Read first input buffer //----------------------------- // Read Input file for new frame if (!ReadImage(PP_TEST_YV12_FILENAME,pInputFrameVirtAddr,iInputBytesPerFrame,PP_TEST_FRAME_WIDTH,PP_TEST_FRAME_HEIGHT)) { g_pKato->Log(PP_ZONE_ERROR, (TEXT("fail to ReadImage()!\r\n"))); dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } //----------------------------- // Start PP //----------------------------- if (!PPStart(hPP)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } if (!PPInterruptEnable(hPP, FRAME_INTERRUPT)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } //----------------------------- // Queue Input/Output Buffers //----------------------------- UINT32 starttime = GetTickCount(); // Add input and output buffers to PP queues. if (!PPAddInputBuffer(hPP, (UINT32) pInputFramePhysAddr)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } if (!PPAddOutputBuffer(hPP,(UINT32) pOutputFramePhysAddr)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } if (!PPWaitForNotBusy(hPP, FRAME_INTERRUPT)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } RETAILMSG(1, (TEXT("===========FLIP TIME: %dms====== \r\n"), GetTickCount()-starttime)); //----------------------------- // Stop PP //----------------------------- if (!PPStop(hPP)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } if (!PPClearBuffers(hPP)) { dwResult = TPR_FAIL; goto PP_CSC_YV12_RGB565Test_clean_up; } ShowRGBContent((UINT8 *) pOutputFrameVirtAddr, PP_TEST_FRAME_WIDTH, PP_TEST_FRAME_HEIGHT); iOption = MessageBox( NULL,TEXT("After CSC(YV12->RGB565). Is it correct?"),TEXT("Test result"),MB_YESNO ); if ( IDNO == iOption ) { dwResult = TPR_FAIL; } else { dwResult = TPR_PASS; } PP_CSC_YV12_RGB565Test_clean_up: if(NULL != pInputFrameVirtAddr) { FreePhysMem( pInputFrameVirtAddr ); pInputFrameVirtAddr = NULL; } if(NULL != pOutputFrameVirtAddr) { FreePhysMem( pOutputFrameVirtAddr ); pOutputFrameVirtAddr = NULL; } PPTestDeInit(); LogEntry(L"%d :Out %s Function \r\n",++abhineet,__WFUNCTION__); return dwResult; } The below is the flow for this function. It tells the start and end of this test. *** vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv *** TEST STARTING *** *** Test Name: PP CSC(YV12-RGB565) Test *** Test ID: 500 *** Library Path: pp_test.dll *** Command Line: *** Kernel Mode: Yes *** Random Seed: 24421 *** Thread Count: 0 *** vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv *******Abhineet-PPTEST : 338 : In ShellProc Function *******Abhineet-PPTEST : 339 : In Debug Function PP_TEST: ShellProc(SPM_BEGIN_TEST, ...) called *******Abhineet-PPTEST : 340 :Out Debug Function BEGIN TEST: "PP CSC(YV12-RGB565) Test", Threads=0, Seed=24421 *******Abhineet-PPTEST : 341 :Out ShellProc Function *******Abhineet-PPTEST : 342 : In PP_CSC_YV12_RGB565Test Function PP_CSC_YV12_RGB565Test *******Abhineet-PPTEST : 343 : In PPTestInit Function *******Abhineet-PPTEST : 344 : In GetPanelDimensions Function *******Abhineet-PPTEST : 345 :Out GetPanelDimensions Function GetPanelDimensions: width=1024 height=768 bpp=16 *******Abhineet-PPTEST : 346 :Out PPTestInit Function *******Abhineet-PPTEST : 347 : In ReadImage Function RELFSD: Opening file flags_112x160.yv12 from desktop *******Abhineet-PPTEST : 348 :Out ReadImage Function ===========FLIP TIME: 1ms====== *******Abhineet-PPTEST : 349 : In ShowRGBContent Function *******Abhineet-PPTEST : 350 :Out ShowRGBContent Function *******Abhineet-PPTEST : 351 : In PPTestDeInit Function *******Abhineet-PPTEST : 352 :Out PPTestDeInit Function *******Abhineet-PPTEST : 353 :Out PP_CSC_YV12_RGB565Test Function *******Abhineet-PPTEST : 354 : In DllMain Function *******Abhineet-PPTEST : 355 :Out DllMain Function *******Abhineet-PPTEST : 356 : In ShellProc Function *******Abhineet-PPTEST : 357 : In Debug Function PP_TEST: ShellProc(SPM_END_TEST, ...) called *******Abhineet-PPTEST : 358 :Out Debug Function END TEST: "PP CSC(YV12-RGB565) Test", PASSED, Time=6.007 *******Abhineet-PPTEST : 359 :Out ShellProc Function *** ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ *** TEST COMPLETED *** *** Test Name: PP CSC(YV12-RGB565) Test *** Test ID: 500 *** Library Path: pp_test.dll *** Command Line: *** Kernel Mode: Yes *** Result: Passed *** Random Seed: 24421 *** Thread Count: 1 *** Execution Time: 0:00:06.007 *** ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Please help me out to make changes to the above function for yuv444-rgb888.

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  • PHP SimpleXML recursive function to list children and attibutes

    - by Phill Pafford
    I need some help on the SimpleXML calls for a recursive function that lists the elements name and attributes. Making a XML config file system but each script will have it's own config file as well as a new naming convention. So what I need is an easy way to map out all the elements that have attributes, so like in example 1 I need a simple way to call all the processes but I don't know how to do this without hard coding the elements name is the function call. Is there a way to recursively call a function to match a child element name? I did see the xpath functionality but I don't see how to use this for attributes. Any ideas? Also does the XML in the examples look correct? can I structure my XML like this? Example 1: <application> <processes> <process id="123" name="run batch A" /> <process id="122" name="run batch B" /> <process id="129" name="run batch C" /> </processes> <connections> <databases> <database usr="test" pss="test" hst="test" dbn="test" /> </databases> <shells> <ssh usr="test" pss="test" hst="test-2" /> <ssh usr="test" pss="test" hst="test-1" /> </shells> </connections> </application> Example 2: <config> <queues> <queue id="1" name="test" /> <queue id="2" name="production" /> <queue id="3" name="error" /> </queues> </config> Pseudo code: // Would return matching process id getProcess($process_id) { return the process attributes as array that are in the XML } // Would return matching DBN (database name) getDatabase($database_name) { return the database attributes as array that are in the XML } // Would return matching SSH Host getSSHHost($ssh_host) { return the ssh attributes as array that are in the XML } // Would return matching SSH User getSSHUser($ssh_user) { return the ssh attributes as array that are in the XML } // Would return matching Queue getQueue($queue_id) { return the queue attributes as array that are in the XML } EDIT: Can I pass two parms? on the first method you have suggested @Gordon public function findProcessById($id, $name) { $attr = false; $el = $this->xml->xpath("//process[@id='$id']"); // How do I also filter by the name? if($el && count($el) === 1) { $attr = (array) $el[0]->attributes(); $attr = $attr['@attributes']; } return $attr; }

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