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  • Incompatible pointer type

    - by Boffin
    Hello. I have the function with following signature: void box_sort(int**, int, int) and variable of following type: int boxes[MAX_BOXES][MAX_DIMENSIONALITY+1] When I am calling the function box_sort(boxes, a, b) GCC gives me two warnings: 103.c:79: warning: passing argument 1 of ‘box_sort’ from incompatible pointer type (string where i am calling the function) 103.c:42: note: expected ‘int **’ but argument is of type ‘int (*)[11] (string where the function is defined) The question is why? Whether int x[][] and int** x (and actually int* x[]) are not the same types in C?

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  • Strange profiler behavior: same functions, different performances

    - by arthurprs
    I was learning to use gprof and then i got weird results for this code: int one(int a, int b) { return a / (b + 1); } int two(int a, int b) { return a / (b + 1); } int main() { for (int i = 1; i < 30000000; i++) { two(i, i * 2); one(i, i * 2); } return 0; } and this is the profiler output % cumulative self self total time seconds seconds calls ns/call ns/call name 48.39 0.90 0.90 29999999 30.00 30.00 one(int, int) 40.86 1.66 0.76 29999999 25.33 25.33 two(int, int) 10.75 1.86 0.20 main If i call one then two the result is the inverse, two takes more time than one both are the same functions, but the first calls always take less time then the second Why is that? Note: The assembly code is exactly the same and code is being compiled with no optimizations

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  • "Grouping" dictionary by value

    - by user1260827
    I have a dictionary: Dictionary<int,int>. I want to get new dictionary where keys of original dictionary represent as List<int>. This is what I mean: var prices = new Dictionary<int,int>(); The prices contain the following data: 1 100 2 200 3 100 4 300 I want to get the IList<Dictionary<int,List<int>>>: int List<int> 100 1,3 200 2 300 4 How can I do this?

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  • Assigning a pointer variable to a const int in C++?

    - by John
    I'm wondering if anyone can explain the following to me: If I write int i = 0; float* pf = i; I get a compile error (gcc 4.2.1): error: invalid conversion from ‘int’ to ‘float*’ Makes sense - they are obviously two completely different types. But if instead I write const int i = 0; float* pf = i; It compiles without error. Why should the 'const' make a difference on the right hand side of the assignment? Isn't part of the idea of the 'const' keyword to be able to enforce type constraints for constant values? Any explanation I have been able to come up with feels kind of bogus. And none of my explanations also explain the fact that const int i = 1; float* pf = i; fails to compile. Can anyone offer an explanation?

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  • Better variant of getting the output dinamically-allocated array from the function?

    - by Raigomaru
    Here is to variants. First: int n = 42; int* some_function(int* input) { int* result = new int[n]; // some code return result; } void main() { int* input = new int[n]; int* output = some_function(input); delete[] input; delete[] output; } Here the function returns the memory, allocated inside the function. Second variant: int n = 42; void some_function(int* input, int* output) { // some code } void main() { int* input = new int[n]; int* output = new int[n]; some_function(input, output); delete[] input; delete[] output; } Here the memory is allocated outside the function. Now I use the first variant. But I now that many built-in c++ functions use the second variant. The first variant is more comfortable (in my opinion). But the second one also has some advantages (you allocate and delete memory in the same block). Maybe it's a silly question but what variant is better and why?

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  • select k th mimimum from array a[0..n-1]

    - by davit-datuashvili
    i have done folloing code from progrmming pearls here is code import java.util.*; public class select { public static int select1(int x[],int l,int u,int k){ //pre l<=k<=u //post x[l..k-1]<=x[k]<=x[k+1..u] Random r=new Random(); int t=r.nextInt(u-1-l)+l; if (l>=u) return -1 ; swap(l,t); int s=x[l]; int i=l; int j=u+1; while (true){ do { i++; }while (i<=u && x[i]<t); do { j--; }while (x[j]>t); if (i>j) break; int temp=x[i]; x[i]=x[j];x[j]=t; swap(l,j); if (j<k){ return select1(x,j+1,u,k); } } return select1(x,l,j-1,k); } public static void main(String[] args) { int x[]=new int[]{4,7,9,3,2,12,13,10,20}; select1(x,0,x.length-1,5); } public static void swap(int i,int j){ int c=i; i=j; j=c; } } but here is mistake Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: -1 at select.select1(select.java:21) at select.main(select.java:36) Java Result: 1 please help

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  • In a JDBC ResultSet, what should happen when getLong() or getShort() is called on an int result colu

    - by Uri
    Say that I have a JDBC ResultSet, and I call the getLong() or getshort() method. For which of the following SQL types {SMALLINT, INT, BIGINT} should I get long, and for which types should I get an error? In other words, if I have an INT and I want a SMALLINT (A short), would I get it, or would I get an error? Similarly, if I have an INT and want a BIGINT (a long), would I get it, or would I get an error? The Javadocs (listed below) say nothing. public long getLong(int columnIndex) throws SQLException Retrieves the value of the designated column in the current row of this ResultSet object as a long in the Java programming language. Parameters: columnIndex - the first column is 1, the second is 2, ... Returns: the column value; if the value is SQL NULL, the value returned is 0 Throws: SQLException - if a database access error occurs

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  • LWJGL Voxel game, glDrawArrays

    - by user22015
    I've been learning about 3D for a couple days now. I managed to create a chunk (8x8x8). Add optimization so it only renders the active and visible blocks. Then I added so it only draws the faces which don't have a neighbor. Next what I found from online research was that it is better to use glDrawArrays to increase performance. So I restarted my little project. Render an entire chunck, add optimization so it only renders active and visible blocks. But now I want to add so it only draws the visible faces while using glDrawArrays. This is giving me some trouble with calling glDrawArrays because I'm passing a wrong count parameter. > # A fatal error has been detected by the Java Runtime Environment: > # > # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000006e31a03, pid=1032, tid=3184 > # Stack: [0x00000000023a0000,0x00000000024a0000], sp=0x000000000249ef70, free space=1019k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [ig4icd64.dll+0xa1a03] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j com.vox.block.Chunk.render()V+410 j com.vox.ChunkManager.render()V+30 j com.vox.Game.render()V+11 j com.vox.GameHandler.render()V+12 j com.vox.GameHandler.gameLoop()V+15 j com.vox.Main.main([Ljava/lang/StringV+13 v ~StubRoutines::call_stub public class Chunk { public final static int[] DIM = { 8, 8, 8}; public final static int CHUNK_SIZE = (DIM[0] * DIM[1] * DIM[2]); Block[][][] blocks; private int index; private int vBOVertexHandle; private int vBOColorHandle; public Chunk(int index) { this.index = index; vBOColorHandle = GL15.glGenBuffers(); vBOVertexHandle = GL15.glGenBuffers(); blocks = new Block[DIM[0]][DIM[1]][DIM[2]]; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ blocks[x][y][z] = new Block(); } } } } public void render(){ Block curr; FloatBuffer vertexPositionData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); FloatBuffer vertexColorData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); int counter = 0; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ curr = blocks[x][y][z]; boolean[] neightbours = validateNeightbours(x, y, z); if(curr.isActive() && !neightbours[6]) { float[] arr = curr.createCube((index*DIM[0]*Block.BLOCK_SIZE*2) + x*2, y*2, z*2, neightbours); counter += arr.length; vertexPositionData2.put(arr); vertexColorData2.put(createCubeVertexCol(curr.getCubeColor())); } } } } vertexPositionData2.flip(); vertexPositionData2.flip(); FloatBuffer vertexPositionData = BufferUtils.createFloatBuffer(vertexColorData2.position()); FloatBuffer vertexColorData = BufferUtils.createFloatBuffer(vertexColorData2.position()); for(int i = 0; i < vertexPositionData2.position(); i++) vertexPositionData.put(vertexPositionData2.get(i)); for(int i = 0; i < vertexColorData2.position(); i++) vertexColorData.put(vertexColorData2.get(i)); vertexColorData.flip(); vertexPositionData.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexPositionData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexColorData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glPushMatrix(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL11.glColorPointer(3, GL11.GL_FLOAT, 0, 0L); System.out.println("Counter " + counter); GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, counter); GL11.glPopMatrix(); //blocks[r.nextInt(DIM[0])][2][r.nextInt(DIM[2])].setActive(false); } //Random r = new Random(); private float[] createCubeVertexCol(float[] CubeColorArray) { float[] cubeColors = new float[CubeColorArray.length * 4 * 6]; for (int i = 0; i < cubeColors.length; i++) { cubeColors[i] = CubeColorArray[i % CubeColorArray.length]; } return cubeColors; } private boolean[] validateNeightbours(int x, int y, int z) { boolean[] bools = new boolean[7]; bools[6] = true; bools[6] = bools[6] && (bools[0] = y > 0 && y < DIM[1]-1 && blocks[x][y+1][z].isActive());//top bools[6] = bools[6] && (bools[1] = y > 0 && y < DIM[1]-1 && blocks[x][y-1][z].isActive());//bottom bools[6] = bools[6] && (bools[2] = z > 0 && z < DIM[2]-1 && blocks[x][y][z+1].isActive());//front bools[6] = bools[6] && (bools[3] = z > 0 && z < DIM[2]-1 && blocks[x][y][z-1].isActive());//back bools[6] = bools[6] && (bools[4] = x > 0 && x < DIM[0]-1 && blocks[x+1][y][z].isActive());//left bools[6] = bools[6] && (bools[5] = x > 0 && x < DIM[0]-1 && blocks[x-1][y][z].isActive());//right return bools; } } public class Block { public static final float BLOCK_SIZE = 1f; public enum BlockType { Default(0), Grass(1), Dirt(2), Water(3), Stone(4), Wood(5), Sand(6), LAVA(7); int BlockID; BlockType(int i) { BlockID=i; } } private boolean active; private BlockType type; public Block() { this(BlockType.Default); } public Block(BlockType type){ active = true; this.type = type; } public float[] getCubeColor() { switch (type.BlockID) { case 1: return new float[] { 1, 1, 0 }; case 2: return new float[] { 1, 0.5f, 0 }; case 3: return new float[] { 0, 0f, 1f }; default: return new float[] {0.5f, 0.5f, 1f}; } } public float[] createCube(float x, float y, float z, boolean[] neightbours){ int counter = 0; for(boolean b : neightbours) if(!b) counter++; float[] array = new float[counter*12]; int offset = 0; if(!neightbours[0]){//top array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[1]){//bottom array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[2]){//front array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[3]){//back array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[4]){//left array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[5]){//right array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } return Arrays.copyOf(array, offset); } public boolean isActive() { return active; } public void setActive(boolean active) { this.active = active; } public BlockType getType() { return type; } public void setType(BlockType type) { this.type = type; } } I highlighted the code I'm concerned about in this following screenshot: - http://imageshack.us/a/img820/7606/18626782.png - (Not allowed to upload images yet) I know the code is a mess but I'm just testing stuff so I wasn't really thinking about it.

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  • Error Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException [migrated]

    - by user134212
    I'm new here. I'm learning how to program on java and I have a problem with my code. I really have no clue why my code is not working. I think my mistake may be here, but I'm not quite sure. m3 = new Matriz(ren2,col2); btSumar.addActionListener(new ActionListener() { Matriz m3;//(ren2,col2); public void actionPerformed(ActionEvent e) { m3 = new Matriz(ren2,col2); if(ventanaAbierta==true) { try { crearMat.SUMA(m1,m2); } catch(Exception nul) { System.out.println(nul); } } else { JOptionPane.showMessageDialog(null,"Ya se realizo la suma"); } } }); My Complete code import java.awt.*; import javax.swing.*; import javax.swing.BorderFactory; import javax.swing.border.Border; import java.awt.event.*; import java.awt.*; import java.io.*; import java.util.*; public class Practica2 { private int opcion,ren2,col2; private JFrame ventana,ventanaPrintMatriz; private JPanel panel,panel2; private Border borderRed2,borderBlue2,borderGreen2,borderGreen4; private Color red,green,blue,white,black; private Font Verdana14,ArialBlack18; private JLabel labelTitulo; public JButton btSalir,btSumar,btRestar,btMultiplica,btTranspuesta,btCrear; private ImageIcon suma,resta,multi,crear,salir,trans; private boolean ventanaAbierta = false; private static ValidacionesMatrices valida; private static Operaciones operacion; private static Matriz m1,m2,m3; private static ImprimirMatriz printMat; public Practica2() { panel = new JPanel(); panel.setLayout(null); ventana = new JFrame("Operaciones con Matrices"); ventana.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //Sale del programa System.exit(0); } }); ventana.setContentPane(panel); ventana.setVisible(true); ventana.setResizable(false); ventana.setBounds(150,150,300,380); //ventana.setBounds(0,0,650,650); } public void inicializarComponentes() { panel2 = new JPanel(); panel2.setLayout(null); labelTitulo = new JLabel("Practica #2"); suma = new ImageIcon("suma1.png"); resta = new ImageIcon("resta1.png"); multi = new ImageIcon("multi1.png"); trans = new ImageIcon("trans2.png"); crear = new ImageIcon("crear1.png"); salir = new ImageIcon("salir1.png"); btTranspuesta = new JButton("Transpuesta",trans); btMultiplica = new JButton("Multiplica",multi); btRestar = new JButton("Restar",resta); btSumar = new JButton("Sumar",suma); btCrear = new JButton("Crear",crear); btSalir = new JButton("Salir",salir); //Tipo de letra ArialBlack18 = new Font("Arial Black",Font.BOLD,18); //Color green = new Color(0,255,0); //Formato labelTitulo labelTitulo.setBounds(80,-60,200,150); labelTitulo.setFont(ArialBlack18); labelTitulo.setForeground(blue); labelTitulo.setVisible(true); //Formato de CrearMatriz btCrear.setBounds(80,50,130,30); btCrear.setToolTipText("Crea una matriz"); //Formato de Muliplica btMultiplica.setBounds(80,100,130,30); btMultiplica.setToolTipText("Mat[A] * Mat[B]"); //Formato de botonRestar btRestar.setBounds(80,150,130,30); btRestar.setToolTipText("Mat[A] - Mat[B]"); //Formato del botonSumar btSumar.setBounds(80,200,130,30); btSumar.setToolTipText("Mat[A] + Mat[B]"); //Formato de Transpuesta btTranspuesta.setBounds(80,250,130,30); btTranspuesta.setToolTipText("Mat[A]^-1"); //Formato del botonSalir btSalir.setBounds(80,300,130,30); //Agregando componentes al panel1 panel2.add(labelTitulo); panel2.add(btMultiplica); panel2.add(btCrear); panel2.add(btRestar); panel2.add(btSumar); panel2.add(btSalir); panel2.add(btTranspuesta); //Formato panel2 panel2.setBackground(green); panel2.setVisible(true); panel2.setBounds(0,0,300,380); //Argregamos componentes al panelPrincipal= panel.add(panel2); //BotonCrear btCrear.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) //throws IOException { if(ventanaAbierta==false) { ventanaAbierta=true; new CrearMatriz(); } else { JOptionPane.showMessageDialog(null,"Ya se crearon las Matrices"); } } }); m3 = new Matriz(ren2,col2); btSumar.addActionListener(new ActionListener() { Matriz m3;//(ren2,col2); public void actionPerformed(ActionEvent e) { m3 = new Matriz(ren2,col2); if(ventanaAbierta==true) { try { crearMat.SUMA(m1,m2); } catch(Exception nul) { System.out.println(nul); } } else { JOptionPane.showMessageDialog(null,"Ya se realizo la suma"); } } }); //BotonSalir btSalir.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { System.exit(0); } }); panel.setVisible(true); panel.setBounds(0,0,350,380); } class VentanaMatriz { private JFrame ventana; private JPanel panel; private JTextArea textArea1,textArea2; private JLabel mat1,mat2; private JTextField textField1; public VentanaMatriz() { panel = new JPanel(); panel.setLayout(null); ventana = new JFrame("Creacion de Matrices"); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { ventana.dispose(); } }); ventana.setContentPane(panel); ventana.setVisible(true); ventana.setResizable(false); ventana.setBounds(200,100,850,420); } public void inicializarComponentes() { //Colores black = new Color(0,0,0); white = new Color(255,255,255); blue = new Color(0,0,255); green = new Color(0,255,0); red = new Color(255,0,0); //Tipo de letra Verdana14 = new Font("Verdana",Font.BOLD,14); //Tipos de borde borderRed2 = BorderFactory.createLineBorder(red,2); borderBlue2 = BorderFactory.createLineBorder(blue,2); borderGreen2 = BorderFactory.createLineBorder(green,2); borderGreen4 = BorderFactory.createLineBorder(green,4); //Agregando componentes al panel1 panel.add(mat1); panel.add(textArea1); panel.add(mat2); panel.add(textArea2); //Formato panel2 panel.setBackground(blue); panel.setVisible(true); panel.setBounds(0,0,850,420); } } class CrearMatriz { public int col1,re1,ren2,col2; public Matriz m1,m2,m3; public CrearMatriz() { int col1,ren1,ren2,col2; ren2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Renglones Matriz A: ")); col2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Columnas Matriz A: ")); final Matriz m1= new Matriz(ren2,col2); ren2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Renglones Matriz B: ")); col2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Columnas Matriz B: ")); final Matriz m2= new Matriz(ren2,col2); m3 = new Matriz(ren2,col2); m1.llenarMatriz(); m2.llenarMatriz(); m1.printMat(); m2.printMat(); } public void SUMA(Matriz m1,Matriz m2) { Matriz m3; if(ventanaAbierta==false) { m3 = new Matriz(ren2,col2); if(valida.validaSumayResta(m1,m2)) { m3 = operacion.sumaMat(m1,m2); JOptionPane.showMessageDialog(null,"La suma es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la suma"); } } } public void RESTA() { } //btSumar = new JButton("Sumar",suma); //BotonSumar //Mostrar matriz 1 y 2 // System.out.println("\n\n\nMatriz 1="); // m1.imprimeMatriz(); // System.out.println("\nMatriz 2="); //Poner en botones /* if(valida.validaSumayResta(m1,m2)) { m3 = operacion.sumaMat(m1,m2); JOptionPane.showMessageDialog(null,"La suma es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la suma"); } if(valida.validaSumayResta(m1,m2)) { m3=operacion.restaMat(m1,m2); JOptionPane.showMessageDialog(null,"La resta es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la resta"); } if(valida.validaMultiplicacion(m1,m2)){ m3=operacion.multiplicaMat(m1,m2); JOptionPane.showMessageDialog(null,"La multiplicacion es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la multiplicacion"); } JOptionPane.showMessageDialog(null,"La multiplicacion es = "); m1=operacion.transpuesta(m1); m2=operacion.transpuesta(m2); */ } class Matriz { public JTextField matriz; //public JTextArea texto; private JFrame ventanaPrintMatriz; private JPanel panel2; int ren; int col; int pos[][]; public Matriz(int ren1, int col1) { ren = ren1; col = col1; pos = new int [ren][col];/*una matriz de enteros de renglon por columan*/ } public void llenarMatriz() { for(int i=0;i<ren;i++) for(int j=0;j<col;j++) pos[i][j]=(int) (Math.random()*10);/*la posicion i y j crea un entero random*/ } /*vuelve a recorrer los espacio de i y j*/ } //Esta clase era un metodo de CrearMatriz class ImprimirMatriz { public void ImprimirMatriz() { panel2 = new JPanel(); panel2.setLayout(null); ventanaPrintMatriz = new JFrame("Matriz"); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //Practica2.ventanaAbierta=false; ventana.dispose(); } }); int i,j; int x=0,y=0; borderRed2 = BorderFactory.createLineBorder(red,2); white = new Color(255,255,255); red = new Color(255,0,0); black = new Color(0,0,0); blue = new Color(0,0,255); for(i=0;i<ren;i++) { for(j=0;j<col;j++) { matriz = new JTextField(" "+pos[i][j]); matriz.setBorder(borderRed2); matriz.setForeground(white); matriz.setBounds(x+25,y+25,25,25); matriz.setBackground(black); matriz.setEditable(false); matriz.setVisible(true); //Se incrementa la coordenada en X //para el siguiente Textfield no se encime x=x+35; //Agregamos el textField al panel panel2.add(matriz); } //Regreso las cordenadas de X a 0 para que el //siguiente renglon empieze en donde mismo x=0; //Incremento las coordenada Y para que se brinque //de linea y=y+35; } //Formato panel2 panel2.setBounds(150,150,350,380); panel2.setBackground(blue); //panel2.setEditable(false); panel2.setVisible(true); //Formato de Ventana ventanaPrintMatriz.setContentPane(panel2); ventanaPrintMatriz.setBounds(150,150,350,380); ventanaPrintMatriz.setResizable(false); ventanaPrintMatriz.setVisible(true); } } class Operaciones { public Matriz sumaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m1.col); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[i][j]+m2.pos[i][j]; return m3; } public Matriz restaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m1.col); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[i][j]-m2.pos[i][j]; return m3; } public Matriz multiplicaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m2.col); for(int i=0;i<m1.ren;i++) for(int j=0;j<m2.col;j++) { m3.pos[i][j]=0; for(int k=0;k<m1.col;k++) m3.pos[i][j]+=(m1.pos[i][k]*m2.pos[k][j]); } return m3; } public Matriz transpuesta(Matriz m1) { Matriz m3=new Matriz(m1.col,m1.ren); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[j][i]; return m3; } } class ValidacionesMatrices { public boolean validaSumayResta(Matriz m1, Matriz m2) { if((m1.ren==m2.ren) && (m1.col==m2.col)) return true; else return false; } public boolean validaMultiplicacion(Matriz m1, Matriz m2) { if(((m1.ren==m2.ren) && (m1.col==m2.col)) || (m1.col==m2.ren)) return true; else return false; } } public static void main(String[] args) { Practica2 practica2 = new Practica2(); practica2.inicializarComponentes(); } } Exc

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  • Forcing XDocument.ToString() to include the closing tag when there is no data.

    - by JasonM
    I have a XDocument that looks like this: XDocument outputDocument = new XDocument( new XElement("Document", new XElement("Stuff") ) ); That when I call outputDocument.ToString() Outputs to this: <Document> <Stuff /> </Document> But I want it to look like this: <Document> <Stuff> </Stuff> </Document> I realize the first one is correct, but I am required to output it this way. Any suggestions?

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  • Templated << friend not working when in interrelationship with other templated union types

    - by Dwight
    While working on my basic vector library, I've been trying to use a nice syntax for swizzle-based printing. The problem occurs when attempting to print a swizzle of a different dimension than the vector in question. In GCC 4.0, I originally had the friend << overloaded functions (with a body, even though it duplicated code) for every dimension in each vector, which caused the code to work, even if the non-native dimension code never actually was called. This failed in GCC 4.2. I recently realized (silly me) that only the function declaration was needed, not the body of the code, so I did that. Now I get the same warning on both GCC 4.0 and 4.2: LINE 50 warning: friend declaration 'std::ostream& operator<<(std::ostream&, const VECTOR3<TYPE>&)' declares a non-template function Plus the five identical warnings more for the other function declarations. The below example code shows off exactly what's going on and has all code necessary to reproduce the problem. #include <iostream> // cout, endl #include <sstream> // ostream, ostringstream, string using std::cout; using std::endl; using std::string; using std::ostream; // Predefines template <typename TYPE> union VECTOR2; template <typename TYPE> union VECTOR3; template <typename TYPE> union VECTOR4; typedef VECTOR2<float> vec2; typedef VECTOR3<float> vec3; typedef VECTOR4<float> vec4; template <typename TYPE> union VECTOR2 { private: struct { TYPE x, y; } v; struct s1 { protected: TYPE x, y; }; struct s2 { protected: TYPE x, y; }; struct s3 { protected: TYPE x, y; }; struct s4 { protected: TYPE x, y; }; struct X : s1 { operator TYPE() const { return s1::x; } }; struct XX : s2 { operator VECTOR2<TYPE>() const { return VECTOR2<TYPE>(s2::x, s2::x); } }; struct XXX : s3 { operator VECTOR3<TYPE>() const { return VECTOR3<TYPE>(s3::x, s3::x, s3::x); } }; struct XXXX : s4 { operator VECTOR4<TYPE>() const { return VECTOR4<TYPE>(s4::x, s4::x, s4::x, s4::x); } }; public: VECTOR2() {} VECTOR2(const TYPE& x, const TYPE& y) { v.x = x; v.y = y; } X x; XX xx; XXX xxx; XXXX xxxx; // Overload for cout friend ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString) { os << "(" << toString.v.x << ", " << toString.v.y << ")"; return os; } friend ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString); friend ostream& operator<<(ostream& os, const VECTOR4<TYPE>& toString); }; template <typename TYPE> union VECTOR3 { private: struct { TYPE x, y, z; } v; struct s1 { protected: TYPE x, y, z; }; struct s2 { protected: TYPE x, y, z; }; struct s3 { protected: TYPE x, y, z; }; struct s4 { protected: TYPE x, y, z; }; struct X : s1 { operator TYPE() const { return s1::x; } }; struct XX : s2 { operator VECTOR2<TYPE>() const { return VECTOR2<TYPE>(s2::x, s2::x); } }; struct XXX : s3 { operator VECTOR3<TYPE>() const { return VECTOR3<TYPE>(s3::x, s3::x, s3::x); } }; struct XXXX : s4 { operator VECTOR4<TYPE>() const { return VECTOR4<TYPE>(s4::x, s4::x, s4::x, s4::x); } }; public: VECTOR3() {} VECTOR3(const TYPE& x, const TYPE& y, const TYPE& z) { v.x = x; v.y = y; v.z = z; } X x; XX xx; XXX xxx; XXXX xxxx; // Overload for cout friend ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString) { os << "(" << toString.v.x << ", " << toString.v.y << ", " << toString.v.z << ")"; return os; } friend ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString); friend ostream& operator<<(ostream& os, const VECTOR4<TYPE>& toString); }; template <typename TYPE> union VECTOR4 { private: struct { TYPE x, y, z, w; } v; struct s1 { protected: TYPE x, y, z, w; }; struct s2 { protected: TYPE x, y, z, w; }; struct s3 { protected: TYPE x, y, z, w; }; struct s4 { protected: TYPE x, y, z, w; }; struct X : s1 { operator TYPE() const { return s1::x; } }; struct XX : s2 { operator VECTOR2<TYPE>() const { return VECTOR2<TYPE>(s2::x, s2::x); } }; struct XXX : s3 { operator VECTOR3<TYPE>() const { return VECTOR3<TYPE>(s3::x, s3::x, s3::x); } }; struct XXXX : s4 { operator VECTOR4<TYPE>() const { return VECTOR4<TYPE>(s4::x, s4::x, s4::x, s4::x); } }; public: VECTOR4() {} VECTOR4(const TYPE& x, const TYPE& y, const TYPE& z, const TYPE& w) { v.x = x; v.y = y; v.z = z; v.w = w; } X x; XX xx; XXX xxx; XXXX xxxx; // Overload for cout friend ostream& operator<<(ostream& os, const VECTOR4& toString) { os << "(" << toString.v.x << ", " << toString.v.y << ", " << toString.v.z << ", " << toString.v.w << ")"; return os; } friend ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString); friend ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString); }; // Test code int main (int argc, char * const argv[]) { vec2 my2dVector(1, 2); cout << my2dVector.x << endl; cout << my2dVector.xx << endl; cout << my2dVector.xxx << endl; cout << my2dVector.xxxx << endl; vec3 my3dVector(3, 4, 5); cout << my3dVector.x << endl; cout << my3dVector.xx << endl; cout << my3dVector.xxx << endl; cout << my3dVector.xxxx << endl; vec4 my4dVector(6, 7, 8, 9); cout << my4dVector.x << endl; cout << my4dVector.xx << endl; cout << my4dVector.xxx << endl; cout << my4dVector.xxxx << endl; return 0; } The code WORKS and produces the correct output, but I prefer warning free code whenever possible. I followed the advice the compiler gave me (summarized here and described by forums and StackOverflow as the answer to this warning) and added the two things that supposedly tells the compiler what's going on. That is, I added the function definitions as non-friends after the predefinitions of the templated unions: template <typename TYPE> ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString); template <typename TYPE> ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString); template <typename TYPE> ostream& operator<<(ostream& os, const VECTOR4<TYPE>& toString); And, to each friend function that causes the issue, I added the <> after the function name, such as for VECTOR2's case: friend ostream& operator<< <> (ostream& os, const VECTOR3<TYPE>& toString); friend ostream& operator<< <> (ostream& os, const VECTOR4<TYPE>& toString); However, doing so leads to errors, such as: LINE 139: error: no match for 'operator<<' in 'std::cout << my2dVector.VECTOR2<float>::xxx' What's going on? Is it something related to how these templated union class-like structures are interrelated, or is it due to the unions themselves? Update After rethinking the issues involved and listening to the various suggestions of Potatoswatter, I found the final solution. Unlike just about every single cout overload example on the internet, I don't need access to the private member information, but can use the public interface to do what I wish. So, I make a non-friend overload functions that are inline for the swizzle parts that call the real friend overload functions. This bypasses the issues the compiler has with templated friend functions. I've added to the latest version of my project. It now works on both versions of GCC I tried with no warnings. The code in question looks like this: template <typename SWIZZLE> inline typename EnableIf< Is2D< typename SWIZZLE::PARENT >, ostream >::type& operator<<(ostream& os, const SWIZZLE& printVector) { os << (typename SWIZZLE::PARENT(printVector)); return os; } template <typename SWIZZLE> inline typename EnableIf< Is3D< typename SWIZZLE::PARENT >, ostream >::type& operator<<(ostream& os, const SWIZZLE& printVector) { os << (typename SWIZZLE::PARENT(printVector)); return os; } template <typename SWIZZLE> inline typename EnableIf< Is4D< typename SWIZZLE::PARENT >, ostream >::type& operator<<(ostream& os, const SWIZZLE& printVector) { os << (typename SWIZZLE::PARENT(printVector)); return os; }

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  • Does UserId data type affect FormsAuthentication.SetAuthCookie(UserId.ToString(), false)?

    - by FreshCode
    Does the original data type of the username string in a call to FormsAuthentication.SetAuthCookie(...) make any difference with regards to security or code maintainability? As I understand it, the cookie is encrypted and used to identify a user on each request. I'm curious whether it should affect the design of the primary key on my Users table in my database, eg. Guid vs int or a unique username string.

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  • Exporting a non public Type through public API

    - by sachin
    I am trying to follow Trees tutorial at: http://cslibrary.stanford.edu/110/BinaryTrees.html Here is the code I have written so far: package trees.bst; import java.util.ArrayList; import java.util.List; import java.util.StringTokenizer; /** * * @author sachin */ public class BinarySearchTree { Node root = null; class Node { Node left = null; Node right = null; int data = 0; public Node(int data) { this.left = null; this.right = null; this.data = data; } } public void insert(int data) { root = insert(data, root); } public boolean lookup(int data) { return lookup(data, root); } public void buildTree(int numNodes) { for (int i = 0; i < numNodes; i++) { int num = (int) (Math.random() * 10); System.out.println("Inserting number:" + num); insert(num); } } public int size() { return size(root); } public int maxDepth() { return maxDepth(root); } public int minValue() { return minValue(root); } public int maxValue() { return maxValue(root); } public void printTree() { //inorder traversal System.out.println("inorder traversal:"); printTree(root); System.out.println("\n--------------"); } public void printPostorder() { //inorder traversal System.out.println("printPostorder traversal:"); printPostorder(root); System.out.println("\n--------------"); } public int buildTreeFromOutputString(String op) { root = null; int i = 0; StringTokenizer st = new StringTokenizer(op); while (st.hasMoreTokens()) { String stNum = st.nextToken(); int num = Integer.parseInt(stNum); System.out.println("buildTreeFromOutputString: Inserting number:" + num); insert(num); i++; } return i; } public boolean hasPathSum(int pathsum) { return hasPathSum(pathsum, root); } public void mirror() { mirror(root); } public void doubleTree() { doubleTree(root); } public boolean sameTree(BinarySearchTree bst) { //is this tree same as another given tree? return sameTree(this.root, bst.getRoot()); } public void printPaths() { if (root == null) { System.out.println("print path sum: tree is empty"); } List pathSoFar = new ArrayList(); printPaths(root, pathSoFar); } ///-------------------------------------------Public helper functions public Node getRoot() { return root; } //Exporting a non public Type through public API ///-------------------------------------------Helper Functions private boolean isLeaf(Node node) { if (node == null) { return false; } if (node.left == null && node.right == null) { return true; } return false; } ///----------------------------------------------------------- private boolean sameTree(Node n1, Node n2) { if ((n1 == null && n2 == null)) { return true; } else { if ((n1 == null || n2 == null)) { return false; } else { if ((n1.data == n2.data)) { return (sameTree(n1.left, n2.left) && sameTree(n1.right, n2.right)); } } } return false; } private void doubleTree(Node node) { //create a copy //bypass the copy to continue looping if (node == null) { return; } Node copyNode = new Node(node.data); Node temp = node.left; node.left = copyNode; copyNode.left = temp; doubleTree(copyNode.left); doubleTree(node.right); } private void mirror(Node node) { if (node == null) { return; } Node temp = node.left; node.left = node.right; node.right = temp; mirror(node.left); mirror(node.right); } private void printPaths(Node node, List pathSoFar) { if (node == null) { return; } pathSoFar.add(node.data); if (isLeaf(node)) { System.out.println("path in tree:" + pathSoFar); pathSoFar.remove(pathSoFar.lastIndexOf(node.data)); //only the current node, a node.data may be duplicated return; } else { printPaths(node.left, pathSoFar); printPaths(node.right, pathSoFar); } } private boolean hasPathSum(int pathsum, Node node) { if (node == null) { return false; } int val = pathsum - node.data; boolean ret = false; if (val == 0 && isLeaf(node)) { ret = true; } else if (val == 0 && !isLeaf(node)) { ret = false; } else if (val != 0 && isLeaf(node)) { ret = false; } else if (val != 0 && !isLeaf(node)) { //recurse further ret = hasPathSum(val, node.left) || hasPathSum(val, node.right); } return ret; } private void printPostorder(Node node) { //inorder traversal if (node == null) { return; } printPostorder(node.left); printPostorder(node.right); System.out.print(" " + node.data); } private void printTree(Node node) { //inorder traversal if (node == null) { return; } printTree(node.left); System.out.print(" " + node.data); printTree(node.right); } private int minValue(Node node) { if (node == null) { //error case: this is not supported return -1; } if (node.left == null) { return node.data; } else { return minValue(node.left); } } private int maxValue(Node node) { if (node == null) { //error case: this is not supported return -1; } if (node.right == null) { return node.data; } else { return maxValue(node.right); } } private int maxDepth(Node node) { if (node == null || (node.left == null && node.right == null)) { return 0; } int ldepth = 1 + maxDepth(node.left); int rdepth = 1 + maxDepth(node.right); if (ldepth > rdepth) { return ldepth; } else { return rdepth; } } private int size(Node node) { if (node == null) { return 0; } return 1 + size(node.left) + size(node.right); } private Node insert(int data, Node node) { if (node == null) { node = new Node(data); } else if (data <= node.data) { node.left = insert(data, node.left); } else { node.right = insert(data, node.right); } //control should never reach here; return node; } private boolean lookup(int data, Node node) { if (node == null) { return false; } if (node.data == data) { return true; } if (data < node.data) { return lookup(data, node.left); } else { return lookup(data, node.right); } } public static void main(String[] args) { BinarySearchTree bst = new BinarySearchTree(); int treesize = 5; bst.buildTree(treesize); //treesize = bst.buildTreeFromOutputString("4 4 4 6 7"); treesize = bst.buildTreeFromOutputString("3 4 6 3 6"); //treesize = bst.buildTreeFromOutputString("10"); for (int i = 0; i < treesize; i++) { System.out.println("Searching:" + i + " found:" + bst.lookup(i)); } System.out.println("tree size:" + bst.size()); System.out.println("maxDepth :" + bst.maxDepth()); System.out.println("minvalue :" + bst.minValue()); System.out.println("maxvalue :" + bst.maxValue()); bst.printTree(); bst.printPostorder(); int pathSum = 10; System.out.println("hasPathSum " + pathSum + ":" + bst.hasPathSum(pathSum)); pathSum = 6; System.out.println("hasPathSum " + pathSum + ":" + bst.hasPathSum(pathSum)); pathSum = 19; System.out.println("hasPathSum " + pathSum + ":" + bst.hasPathSum(pathSum)); bst.printPaths(); bst.printTree(); //bst.mirror(); System.out.println("Tree after mirror function:"); bst.printTree(); //bst.doubleTree(); System.out.println("Tree after double function:"); bst.printTree(); System.out.println("tree size:" + bst.size()); System.out.println("Same tree:" + bst.sameTree(bst)); BinarySearchTree bst2 = new BinarySearchTree(); bst2.buildTree(treesize); treesize = bst2.buildTreeFromOutputString("3 4 6 3 6"); bst2.printTree(); System.out.println("Same tree:" + bst.sameTree(bst2)); System.out.println("---"); } } Now the problem is that netbeans shows Warning: Exporting a non public Type through public API for function getRoot(). I write this function to get root of tree to be used in sameTree() function, to help comparison of "this" with given tree. Perhaps this is a OOP design issue... How should I restructure the above code that I do not get this warning and what is the concept I am missing here?

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  • Failure with LogonUser in MC++

    - by Alikar
    After fighting with this for a week I have not really gotten anywhere in why it constantly fails in my code, but not in other examples. My code, which while it compiles, will not log into a user that I know has the correct login information. Where it fails is the following line: wi = gcnew WindowsIdentity(token); It fails here because the token is zero, meaning that it was never set to a user token. Here is my full code: #ifndef UNCAPI_H #define UNCAPI_H #include <windows.h> #pragma once using namespace System; using namespace System::Runtime::InteropServices; using namespace System::Security::Principal; using namespace System::Security::Permissions; namespace UNCAPI { public ref class UNCAccess { public: //bool Logon(String ^_srUsername, String ^_srDomain, String ^_srPassword); [PermissionSetAttribute(SecurityAction::Demand, Name = "FullTrust")] bool Logon(String ^_srUsername, String ^_srDomain, String ^_srPassword) { bool bSuccess = false; token = IntPtr(0); bSuccess = LogonUser(_srUsername, _srDomain, _srPassword, 8, 0, &tokenHandle); if(bSuccess) { wi = gcnew WindowsIdentity(token); wic = wi->Impersonate(); } return bSuccess; } void UNCAccess::Logoff() { if (wic != nullptr ) { wic->Undo(); } CloseHandle((int*)token.ToPointer()); } private: [DllImport("advapi32.dll", SetLastError=true)]//[DllImport("advapi32.DLL", EntryPoint="LogonUserW", SetLastError=true, CharSet=CharSet::Unicode, ExactSpelling=true, CallingConvention=CallingConvention::StdCall)] bool static LogonUser(String ^lpszUsername, String ^lpszDomain, String ^lpszPassword, int dwLogonType, int dwLogonProvider, IntPtr *phToken); [DllImport("KERNEL32.DLL", EntryPoint="CloseHandle", SetLastError=true, CharSet=CharSet::Unicode, ExactSpelling=true, CallingConvention=CallingConvention::StdCall)] bool static CloseHandle(int *handle); IntPtr token; WindowsIdentity ^wi; WindowsImpersonationContext ^wic; };// End of Class UNCAccess }// End of Name Space #endif UNCAPI_H Now using this slightly modified example from Microsoft I was able to get a login and a token: #using <mscorlib.dll> #using <System.dll> using namespace System; using namespace System::Runtime::InteropServices; using namespace System::Security::Principal; using namespace System::Security::Permissions; [assembly:SecurityPermissionAttribute(SecurityAction::RequestMinimum, UnmanagedCode=true)] [assembly:PermissionSetAttribute(SecurityAction::RequestMinimum, Name = "FullTrust")]; [DllImport("advapi32.dll", SetLastError=true)] bool LogonUser(String^ lpszUsername, String^ lpszDomain, String^ lpszPassword, int dwLogonType, int dwLogonProvider, IntPtr* phToken); [DllImport("kernel32.dll", CharSet=System::Runtime::InteropServices::CharSet::Auto)] int FormatMessage(int dwFlags, IntPtr* lpSource, int dwMessageId, int dwLanguageId, String^ lpBuffer, int nSize, IntPtr *Arguments); [DllImport("kernel32.dll", CharSet=CharSet::Auto)] bool CloseHandle(IntPtr handle); [DllImport("advapi32.dll", CharSet=CharSet::Auto, SetLastError=true)] bool DuplicateToken(IntPtr ExistingTokenHandle, int SECURITY_IMPERSONATION_LEVEL, IntPtr* DuplicateTokenHandle); // GetErrorMessage formats and returns an error message // corresponding to the input errorCode. String^ GetErrorMessage(int errorCode) { int FORMAT_MESSAGE_ALLOCATE_BUFFER = 0x00000100; int FORMAT_MESSAGE_IGNORE_INSERTS = 0x00000200; int FORMAT_MESSAGE_FROM_SYSTEM = 0x00001000; //int errorCode = 0x5; //ERROR_ACCESS_DENIED //throw new System.ComponentModel.Win32Exception(errorCode); int messageSize = 255; String^ lpMsgBuf = ""; int dwFlags = FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; IntPtr ptrlpSource = IntPtr::Zero; IntPtr prtArguments = IntPtr::Zero; int retVal = FormatMessage(dwFlags, &ptrlpSource, errorCode, 0, lpMsgBuf, messageSize, &prtArguments); if (0 == retVal) { throw gcnew Exception(String::Format( "Failed to format message for error code {0}. ", errorCode)); } return lpMsgBuf; } // Test harness. // If you incorporate this code into a DLL, be sure to demand FullTrust. [PermissionSetAttribute(SecurityAction::Demand, Name = "FullTrust")] int main() { IntPtr tokenHandle = IntPtr(0); IntPtr dupeTokenHandle = IntPtr(0); try { String^ userName; String^ domainName; // Get the user token for the specified user, domain, and password using the // unmanaged LogonUser method. // The local machine name can be used for the domain name to impersonate a user on this machine. Console::Write("Enter the name of the domain on which to log on: "); domainName = Console::ReadLine(); Console::Write("Enter the login of a user on {0} that you wish to impersonate: ", domainName); userName = Console::ReadLine(); Console::Write("Enter the password for {0}: ", userName); const int LOGON32_PROVIDER_DEFAULT = 0; //This parameter causes LogonUser to create a primary token. const int LOGON32_LOGON_INTERACTIVE = 2; const int SecurityImpersonation = 2; tokenHandle = IntPtr::Zero; dupeTokenHandle = IntPtr::Zero; // Call LogonUser to obtain a handle to an access token. bool returnValue = LogonUser(userName, domainName, Console::ReadLine(), LOGON32_LOGON_INTERACTIVE, LOGON32_PROVIDER_DEFAULT, &tokenHandle); Console::WriteLine("LogonUser called."); if (false == returnValue) { int ret = Marshal::GetLastWin32Error(); Console::WriteLine("LogonUser failed with error code : {0}", ret); Console::WriteLine("\nError: [{0}] {1}\n", ret, GetErrorMessage(ret)); int errorCode = 0x5; //ERROR_ACCESS_DENIED throw gcnew System::ComponentModel::Win32Exception(errorCode); } Console::WriteLine("Did LogonUser Succeed? {0}", (returnValue?"Yes":"No")); Console::WriteLine("Value of Windows NT token: {0}", tokenHandle); // Check the identity. Console::WriteLine("Before impersonation: {0}", WindowsIdentity::GetCurrent()->Name); bool retVal = DuplicateToken(tokenHandle, SecurityImpersonation, &dupeTokenHandle); if (false == retVal) { CloseHandle(tokenHandle); Console::WriteLine("Exception thrown in trying to duplicate token."); return -1; } // The token that is passed to the following constructor must // be a primary token in order to use it for impersonation. WindowsIdentity^ newId = gcnew WindowsIdentity(dupeTokenHandle); WindowsImpersonationContext^ impersonatedUser = newId->Impersonate(); // Check the identity. Console::WriteLine("After impersonation: {0}", WindowsIdentity::GetCurrent()->Name); // Stop impersonating the user. impersonatedUser->Undo(); // Check the identity. Console::WriteLine("After Undo: {0}", WindowsIdentity::GetCurrent()->Name); // Free the tokens. if (tokenHandle != IntPtr::Zero) CloseHandle(tokenHandle); if (dupeTokenHandle != IntPtr::Zero) CloseHandle(dupeTokenHandle); } catch(Exception^ ex) { Console::WriteLine("Exception occurred. {0}", ex->Message); } Console::ReadLine(); }// end of function Why should Microsoft's code succeed, where mine fails?

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  • java.lang.ArrayIndexOutOfBoundsException

    - by thefonso
    Here is the code. import java.applet.Applet; import java.awt.Button; import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; public class GuessingGame extends Applet{ /** * */ private static final long serialVersionUID = 1L; private final int START_X = 20; private final int START_Y = 40; private final int ROWS = 4; private final int COLS = 4; private final int BOX_WIDTH = 20; private final int BOX_HEIGHT = 20; //this is used to keep track of boxes that have been matched. private boolean matchedBoxes[][]; //this is used to keep track of two boxes that have been clicked. private MaskableBox chosenBoxes[]; private MaskableBox boxes[][]; private Color boxColors[][]; private Button resetButton; public void init() { boxes = new MaskableBox[ROWS][COLS]; boxColors = new Color[ROWS][COLS]; resetButton = new Button("Reset Colors"); resetButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { randomizeColors(); buildBoxes(); repaint(); } }); add(resetButton); //separate building colors so we can add a button later //to re-randomize them. randomizeColors(); buildBoxes(); } public void paint(Graphics g) { for (int row =0; row < boxes.length; row ++) { for (int col = 0; col < boxes[row].length; col++) { if(boxes[row][col].isClicked()) { //boxes[row][col].setMaskColor(Color.black); //boxes[row][col].setMask(!boxes[row][col].isMask()); //boxes[row][col].setClicked(false); //} if (!matchedBoxes[row][col]) { gameLogic(boxes[row][col]); //boxes[row][col].draw(g); } } } } //loop through the boxes and draw them. for (int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { boxes[row][col].draw(g); } } } public void gameLogic(MaskableBox box) { if ((chosenBoxes[0] != null)&&(chosenBoxes[1] != null)) { if(chosenBoxes[0].getBackColor() == chosenBoxes[1].getBackColor()) { for (int i=0; 0 <= chosenBoxes.length; ++i ) { for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { if( boxes[row][col] == chosenBoxes[i] ) { System.out.println("boxes [row][col] == chosenBoxes[] at index: " + i ); matchedBoxes[row][col] = true; break; } } } } }else { chosenBoxes[0].setMask(true); chosenBoxes[1].setMask(true); } chosenBoxes = new MaskableBox[2]; }else { if (chosenBoxes[0] == null) { chosenBoxes[0] = box; chosenBoxes[0].setMask(false); return; }else{ if (chosenBoxes[1] == null) { chosenBoxes[1] = box; chosenBoxes[1].setMask(false); } } } } private void removeMouseListeners() { for(int row = 0; row < boxes.length; row ++) { for(int col = 0; col < boxes[row].length; col++) { removeMouseListener(boxes[row][col]); } } } private void buildBoxes() { // need to clear any chosen boxes when building new array. chosenBoxes = new MaskableBox[2]; // create a new matchedBoxes array matchedBoxes = new boolean [ROWS][COLS]; removeMouseListeners(); for(int row = 0; row < boxes.length; row++) { for(int col = 0; col < boxes[row].length; col++) { boxes[row][col] = new MaskableBox(START_X + col * BOX_WIDTH, START_Y + row * BOX_HEIGHT, BOX_WIDTH, BOX_HEIGHT, Color.gray, boxColors[row][col], true, true, this); addMouseListener(boxes[row][col]); } } } private void randomizeColors() { int[] chosenColors = {0,0,0,0,0,0,0,0}; Color[] availableColors = {Color.red, Color.blue, Color.green, Color.yellow, Color.cyan, Color.magenta, Color.pink, Color.orange }; for(int row = 0; row < boxes.length; row++) { for (int col = 0; col < boxes[row].length; col++) { for (;;) { int rnd = (int) (Math.random() * 8); if (chosenColors[rnd]< 2) { chosenColors[rnd]++; boxColors[row][col] = availableColors[rnd]; break; } } } } } } here is the second batch of code containing maskablebox import java.awt.Color; import java.awt.Container; import java.awt.Graphics; public class MaskableBox extends ClickableBox { private boolean mask; private Color maskColor; Container parent; public MaskableBox(int x, int y, int width, int height, Color borderColor, Color backColor, boolean drawBorder, boolean mask, Container parent ) { super(x, y, width, height, borderColor, backColor, drawBorder, parent); this.parent = parent; this.mask = mask; } public void draw(Graphics g) { if(mask=false) { super.draw(g); // setOldColor(g.getColor()); // g.setColor(maskColor); // g.fillRect(getX(),getY(),getWidth(), getHeight()); // if(isDrawBorder()) { // g.setColor(getBorderColor()); // g.drawRect(getX(),getY(),getWidth(),getHeight()); // } // g.setColor(getOldColor()); }else { if(mask=true) { //super.draw(g); setOldColor(g.getColor()); g.setColor(maskColor); g.fillRect(getX(),getY(),getWidth(), getHeight()); if(isDrawBorder()) { g.setColor(getBorderColor()); g.drawRect(getX(),getY(),getWidth(),getHeight()); } g.setColor(getOldColor()); } } } public boolean isMask() { return mask; } public void setMask(boolean mask) { this.mask = mask; } public Color getMaskColor() { return maskColor; } public void setMaskColor(Color maskColor) { this.maskColor = maskColor; } } I keep getting these error messages. I'm going nuts trying to figure this out. can anyone tell me what I'm doing wrong? boxes [row][col] == chosenBoxes[] at index: 0 boxes [row][col] == chosenBoxes[] at index: 1 Exception in thread "AWT-EventQueue-1" java.lang.ArrayIndexOutOfBoundsException: 2 at GuessingGame.gameLogic(GuessingGame.java:77) at GuessingGame.paint(GuessingGame.java:55) at java.awt.Container.update(Container.java:1801) at sun.awt.RepaintArea.updateComponent(RepaintArea.java:239) at sun.awt.RepaintArea.paint(RepaintArea.java:216) at sun.awt.windows.WComponentPeer.handleEvent(WComponentPeer.java:306) at java.awt.Component.dispatchEventImpl(Component.java:4706) at java.awt.Container.dispatchEventImpl(Container.java:2099) at java.awt.Component.dispatchEvent(Component.java:4460) at java.awt.EventQueue.dispatchEvent(EventQueue.java:599) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161) at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

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  • C++ 2d Array Class Function Call Help

    - by johnny-conrad
    I hope this question takes a simple fix, and I am just missing something very small. I am in my second semester of C++ in college, and we are just getting into OOP. This is my first OOP program, and it is causing me a little problem. Here are the errors I am getting: Member function must be called or its address taken in function displayGrid(int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Warning: Parameter 'grid' is never used in function displayGrid(int,Cell ( *)[20]) Here is all of my code. I am aware It is much more code than necessary, sorry if it makes it more difficult. I was worried that I might accidentally delete something. const int MAX=20; //Struct Cell holds player and their symbol. class Cell { private: int Player; char Symbol; public: Cell(void); void setPlayer(int); void setSymbol(char); int getPlayer(void); char getSymbol(void); }; Cell::Cell(void) { Symbol ='-'; } void Cell::setPlayer(int player_num) { Player = player_num; } void Cell::setSymbol(char rps) { Symbol = rps; } int Cell::getPlayer(void) { return Player; } char Cell::getSymbol(void) { return Symbol; } void Turn(int, int, Cell[MAX][MAX]); void displayGrid(int, Cell[MAX][MAX]); void main(void) { int size; cout << "How big would you like the grid to be: "; cin >> size; //Checks to see valid grid size while(size>MAX || size<3) { cout << "Grid size must between 20 and 3." << endl; cout << "Please re-enter the grid size: "; cin >> size; } int cnt=1; int full; Cell grid[MAX][MAX]; //I use full to detect when the game is over by squaring size. full = size*size; cout << "Starting a new game." << endl; //Exits loop when cnt reaches full. while(cnt<full+1) { displayGrid(size, grid); //calls function to display grid if(cnt%2==0) //if cnt is even then it's 2nd players turn cout << "Player 2's turn." << endl; else cout << "Player 1's turn" << endl; Turn(size, cnt, grid); //calls Turn do each players turn cnt++; } cout << endl; cout << "Board is full... Game Over" << endl; } void displayGrid(int size, Cell grid[MAX][MAX]) { cout << endl; cout << " "; for(int x=1; x<size+1; x++) // prints first row cout << setw(3) << x; // of numbers. cout << endl; //Nested-For prints the grid. for(int i=1; i<size+1; i++) { cout << setw(2) << i; for(int c=1; c<size+1; c++) { cout << setw(3) << grid[i][c].getSymbol; } cout << endl; } cout << endl; } void Turn(int size, int cnt, Cell grid[MAX][MAX]) { char temp; char choice; int row=0; int column=0; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; //puts what is in the current cell in "temp" temp = grid[row][column].getSymbol; //Checks to see if temp is occupied or not while(temp!='-') { cout << "Cell space is Occupied..." << endl; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; temp = grid[row][column].getSymbol; //exits loop when finally correct } if(cnt%2==0) //if cnt is even then its player 2's turn { cout << "Enter your Symbol R, P, or S (Capitals): "; cin >> choice; grid[row][column].setPlayer(1); in >> choice; } //officially sets choice to grid cell grid[row][column].setSymbol(choice); } else //if cnt is odd then its player 1's turn { cout << "Enter your Symbol r, p, or s (Lower-Case): "; cin >> choice; grid[row][column].setPlayer(2); //checks for valid input by user1 while(choice!= 'r' && choice!='p' && choice!='s') { cout << "Invalid Symbol... Please Re-Enter: "; cin >> choice; } //officially sets choice to grid cell. grid[row][column].setSymbol(choice); } cout << endl; } Thanks alot for your help!

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  • how to pass an id number string to this class

    - by Phil
    I'm very much a vb person, but have had to use this id number class in c#. I got it from http://www.codingsanity.com/idnumber.htm : using System; using System.Text.RegularExpressions; namespace Utilities.SouthAfrica { /// <summary> /// Represents a South African Identity Number. /// valid number = 7707215230080 /// invalid test number = 1234567891234 /// /// </summary> [Serializable()] public class IdentityNumber { #region Enumerations /// <summary> /// Indicates a gender. /// </summary> public enum PersonGender { Female = 0, Male = 5 } public enum PersonCitizenship { SouthAfrican = 0, Foreign = 1 } #endregion #region Declarations static Regex _expression; Match _match; const string _IDExpression = @"(?<Year>[0-9][0-9])(?<Month>([0][1-9])|([1][0-2]))(?<Day>([0-2][0-9])|([3][0-1]))(?<Gender>[0-9])(?<Series>[0-9]{3})(?<Citizenship>[0-9])(?<Uniform>[0-9])(?<Control>[0-9])"; #endregion #region Constuctors /// <summary> /// Sets up the shared objects for ID validation. /// </summary> static IdentityNumber() { _expression = new Regex(_IDExpression, RegexOptions.Compiled | RegexOptions.Singleline); } /// <summary> /// Creates the ID number from a string. /// </summary> /// <param name="IDNumber">The string ID number.</param> public IdentityNumber(string IDNumber) { _match = _expression.Match(IDNumber.Trim()); } #endregion #region Properties /// <summary> /// Indicates the date of birth encoded in the ID Number. /// </summary> /// <exception cref="System.ArgumentException">Thrown if the ID Number is not usable.</exception> public DateTime DateOfBirth { get { if(IsUsable == false) { throw new ArgumentException("ID Number is unusable!", "IDNumber"); } int year = int.Parse(_match.Groups["Year"].Value); // NOTE: Do not optimize by moving these to static, otherwise the calculation may be incorrect // over year changes, especially century changes. int currentCentury = int.Parse(DateTime.Now.Year.ToString().Substring(0, 2) + "00"); int lastCentury = currentCentury - 100; int currentYear = int.Parse(DateTime.Now.Year.ToString().Substring(2, 2)); // If the year is after or at the current YY, then add last century to it, otherwise add // this century. // TODO: YY -> YYYY logic needs thinking about if(year > currentYear) { year += lastCentury; } else { year += currentCentury; } return new DateTime(year, int.Parse(_match.Groups["Month"].Value), int.Parse(_match.Groups["Day"].Value)); } } /// <summary> /// Indicates the gender for the ID number. /// </summary> /// <exception cref="System.ArgumentException">Thrown if the ID Number is not usable.</exception> public PersonGender Gender { get { if(IsUsable == false) { throw new ArgumentException("ID Number is unusable!", "IDNumber"); } int gender = int.Parse(_match.Groups["Gender"].Value); if(gender < (int) PersonGender.Male) { return PersonGender.Female; } else { return PersonGender.Male; } } } /// <summary> /// Indicates the citizenship for the ID number. /// </summary> /// <exception cref="System.ArgumentException">Thrown if the ID Number is not usable.</exception> public PersonCitizenship Citizenship { get { if(IsUsable == false) { throw new ArgumentException("ID Number is unusable!", "IDNumber"); } return (PersonCitizenship) Enum.Parse(typeof(PersonCitizenship), _match.Groups["Citizenship"].Value); } } /// <summary> /// Indicates if the IDNumber is usable or not. /// </summary> public bool IsUsable { get { return _match.Success; } } /// <summary> /// Indicates if the IDNumber is valid or not. /// </summary> public bool IsValid { get { if(IsUsable == true) { // Calculate total A by adding the figures in the odd positions i.e. the first, third, fifth, // seventh, ninth and eleventh digits. int a = int.Parse(_match.Value.Substring(0, 1)) + int.Parse(_match.Value.Substring(2, 1)) + int.Parse(_match.Value.Substring(4, 1)) + int.Parse(_match.Value.Substring(6, 1)) + int.Parse(_match.Value.Substring(8, 1)) + int.Parse(_match.Value.Substring(10, 1)); // Calculate total B by taking the even figures of the number as a whole number, and then // multiplying that number by 2, and then add the individual figures together. int b = int.Parse(_match.Value.Substring(1, 1) + _match.Value.Substring(3, 1) + _match.Value.Substring(5, 1) + _match.Value.Substring(7, 1) + _match.Value.Substring(9, 1) + _match.Value.Substring(11, 1)); b *= 2; string bString = b.ToString(); b = 0; for(int index = 0; index < bString.Length; index++) { b += int.Parse(bString.Substring(index, 1)); } // Calculate total C by adding total A to total B. int c = a + b; // The control-figure can now be determined by subtracting the ones in figure C from 10. string cString = c.ToString() ; cString = cString.Substring(cString.Length - 1, 1) ; int control = 0; // Where the total C is a multiple of 10, the control figure will be 0. if(cString != "0") { control = 10 - int.Parse(cString.Substring(cString.Length - 1, 1)); } if(_match.Groups["Control"].Value == control.ToString()) { return true; } } return false; } } #endregion } } Here is the code from my default.aspx.cs page: using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using Utilities.Southafrica; <- this is the one i added to public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { var someNumber = new IdentityNumber("123456"); <- gives error } } Can someone please tell the syntax for how I pass an id number to the class? Thanks

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  • how to pass an id number string to this class (asp.net, c#)

    - by Phil
    I'm very much a vb person, but have had to use this id number class in c#. I got it from http://www.codingsanity.com/idnumber.htm : using System; using System.Text.RegularExpressions; namespace Utilities.SouthAfrica { /// <summary> /// Represents a South African Identity Number. /// valid number = 7707215230080 /// invalid test number = 1234567891234 /// /// </summary> [Serializable()] public class IdentityNumber { #region Enumerations /// <summary> /// Indicates a gender. /// </summary> public enum PersonGender { Female = 0, Male = 5 } public enum PersonCitizenship { SouthAfrican = 0, Foreign = 1 } #endregion #region Declarations static Regex _expression; Match _match; const string _IDExpression = @"(?<Year>[0-9][0-9])(?<Month>([0][1-9])|([1][0-2]))(?<Day>([0-2][0-9])|([3][0-1]))(?<Gender>[0-9])(?<Series>[0-9]{3})(?<Citizenship>[0-9])(?<Uniform>[0-9])(?<Control>[0-9])"; #endregion #region Constuctors /// <summary> /// Sets up the shared objects for ID validation. /// </summary> static IdentityNumber() { _expression = new Regex(_IDExpression, RegexOptions.Compiled | RegexOptions.Singleline); } /// <summary> /// Creates the ID number from a string. /// </summary> /// <param name="IDNumber">The string ID number.</param> public IdentityNumber(string IDNumber) { _match = _expression.Match(IDNumber.Trim()); } #endregion #region Properties /// <summary> /// Indicates the date of birth encoded in the ID Number. /// </summary> /// <exception cref="System.ArgumentException">Thrown if the ID Number is not usable.</exception> public DateTime DateOfBirth { get { if(IsUsable == false) { throw new ArgumentException("ID Number is unusable!", "IDNumber"); } int year = int.Parse(_match.Groups["Year"].Value); // NOTE: Do not optimize by moving these to static, otherwise the calculation may be incorrect // over year changes, especially century changes. int currentCentury = int.Parse(DateTime.Now.Year.ToString().Substring(0, 2) + "00"); int lastCentury = currentCentury - 100; int currentYear = int.Parse(DateTime.Now.Year.ToString().Substring(2, 2)); // If the year is after or at the current YY, then add last century to it, otherwise add // this century. // TODO: YY -> YYYY logic needs thinking about if(year > currentYear) { year += lastCentury; } else { year += currentCentury; } return new DateTime(year, int.Parse(_match.Groups["Month"].Value), int.Parse(_match.Groups["Day"].Value)); } } /// <summary> /// Indicates the gender for the ID number. /// </summary> /// <exception cref="System.ArgumentException">Thrown if the ID Number is not usable.</exception> public PersonGender Gender { get { if(IsUsable == false) { throw new ArgumentException("ID Number is unusable!", "IDNumber"); } int gender = int.Parse(_match.Groups["Gender"].Value); if(gender < (int) PersonGender.Male) { return PersonGender.Female; } else { return PersonGender.Male; } } } /// <summary> /// Indicates the citizenship for the ID number. /// </summary> /// <exception cref="System.ArgumentException">Thrown if the ID Number is not usable.</exception> public PersonCitizenship Citizenship { get { if(IsUsable == false) { throw new ArgumentException("ID Number is unusable!", "IDNumber"); } return (PersonCitizenship) Enum.Parse(typeof(PersonCitizenship), _match.Groups["Citizenship"].Value); } } /// <summary> /// Indicates if the IDNumber is usable or not. /// </summary> public bool IsUsable { get { return _match.Success; } } /// <summary> /// Indicates if the IDNumber is valid or not. /// </summary> public bool IsValid { get { if(IsUsable == true) { // Calculate total A by adding the figures in the odd positions i.e. the first, third, fifth, // seventh, ninth and eleventh digits. int a = int.Parse(_match.Value.Substring(0, 1)) + int.Parse(_match.Value.Substring(2, 1)) + int.Parse(_match.Value.Substring(4, 1)) + int.Parse(_match.Value.Substring(6, 1)) + int.Parse(_match.Value.Substring(8, 1)) + int.Parse(_match.Value.Substring(10, 1)); // Calculate total B by taking the even figures of the number as a whole number, and then // multiplying that number by 2, and then add the individual figures together. int b = int.Parse(_match.Value.Substring(1, 1) + _match.Value.Substring(3, 1) + _match.Value.Substring(5, 1) + _match.Value.Substring(7, 1) + _match.Value.Substring(9, 1) + _match.Value.Substring(11, 1)); b *= 2; string bString = b.ToString(); b = 0; for(int index = 0; index < bString.Length; index++) { b += int.Parse(bString.Substring(index, 1)); } // Calculate total C by adding total A to total B. int c = a + b; // The control-figure can now be determined by subtracting the ones in figure C from 10. string cString = c.ToString() ; cString = cString.Substring(cString.Length - 1, 1) ; int control = 0; // Where the total C is a multiple of 10, the control figure will be 0. if(cString != "0") { control = 10 - int.Parse(cString.Substring(cString.Length - 1, 1)); } if(_match.Groups["Control"].Value == control.ToString()) { return true; } } return false; } } #endregion } } Can someone please tell the syntax for how I pass an id number to the class? Thanks

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  • Android source code not working, reading frame buffer through glReadPixels

    - by Muhammad Ali Rajput
    Hi, I am new to Android development and have an assignment to read frame buffer data after a specified interval of time. I have come up with the following code: public class mainActivity extends Activity { Bitmap mSavedBM; private EGL10 egl; private EGLDisplay display; private EGLConfig config; private EGLSurface surface; private EGLContext eglContext; private GL11 gl; protected int width, height; //Called when the activity is first created. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // get the screen width and height DisplayMetrics dm = new DisplayMetrics(); getWindowManager().getDefaultDisplay().getMetrics(dm); int screenWidth = dm.widthPixels; int screenHeight = dm.heightPixels; String SCREENSHOT_DIR = "/screenshots"; initGLFr(); //GlView initialized. savePixels( 0, 10, screenWidth, screenHeight, gl); //this gets the screen to the mSavedBM. saveBitmap(mSavedBM, SCREENSHOT_DIR, "capturedImage"); //Now we need to save the bitmap (the screen capture) to some location. setContentView(R.layout.main); //This displays the content on the screen } private void initGLFr() { egl = (EGL10) EGLContext.getEGL(); display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int[] ver = new int[2]; egl.eglInitialize(display, ver); int[] configSpec = {EGL10.EGL_NONE}; EGLConfig[] configOut = new EGLConfig[1]; int[] nConfig = new int[1]; egl.eglChooseConfig(display, configSpec, configOut, 1, nConfig); config = configOut[0]; eglContext = egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); surface = egl.eglCreateWindowSurface(display, config, SurfaceHolder.SURFACE_TYPE_GPU, null); egl.eglMakeCurrent(display, surface, surface, eglContext); gl = (GL11) eglContext.getGL(); } public void savePixels(int x, int y, int w, int h, GL10 gl) { if (gl == null) return; synchronized (this) { if (mSavedBM != null) { mSavedBM.recycle(); mSavedBM = null; } } int b[] = new int[w * (y + h)]; int bt[] = new int[w * h]; IntBuffer ib = IntBuffer.wrap(b); ib.position(0); gl.glReadPixels(x, 0, w, y + h, GL10.GL_RGBA,GL10.GL_UNSIGNED_BYTE,ib); for (int i = 0, k = 0; i < h; i++, k++) { //OpenGLbitmap is incompatible with Android bitmap //and so, some corrections need to be done. for (int j = 0; j < w; j++) { int pix = b[i * w + j]; int pb = (pix >> 16) & 0xff; int pr = (pix << 16) & 0x00ff0000; int pix1 = (pix & 0xff00ff00) | pr | pb; bt[(h - k - 1) * w + j] = pix1; } } Bitmap sb = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888); synchronized (this) { mSavedBM = sb; } } static String saveBitmap(Bitmap bitmap, String dir, String baseName) { try { File sdcard = Environment.getExternalStorageDirectory(); File pictureDir = new File(sdcard, dir); pictureDir.mkdirs(); File f = null; for (int i = 1; i < 200; ++i) { String name = baseName + i + ".png"; f = new File(pictureDir, name); if (!f.exists()) { break; } } if (!f.exists()) { String name = f.getAbsolutePath(); FileOutputStream fos = new FileOutputStream(name); bitmap.compress(Bitmap.CompressFormat.PNG, 100, fos); fos.flush(); fos.close(); return name; } } catch (Exception e) { } finally { //if (fos != null) { // fos.close(); // } } return null; } } Also, if some one can direct me to better way to read the framebuffer it would be great. I am using Android 2.2 and virtual device of API level 8. I have gone through many previous discussions and have found that we can not know read frame buffer directly throuh the "/dev/graphics/fb0". Thanks, Muhammad Ali

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  • Concurrent Generation of Sequential Keys

    - by GenTiradentes
    I'm working on a project which generates a very large number of sequential text strings, in a very tight loop. My application makes heavy use of SIMD instruction set extensions like SSE and MMX, in other parts of the program, but the key generator is plain C++. The way my key generator works is I have a keyGenerator class, which holds a single char array that stores the current key. To get the next key, there is a function called "incrementKey," which treats the string as a number, adding one to the string, carrying where necessary. Now, the problem is, the keygen is somewhat of a bottleneck. It's fast, but it would be nice if it were faster. One of the biggest problems is that when I'm generating a set of sequential keys to be processed using my SSE2 code, I have to have the entire set stored in an array, which means I have to sequentially generate and copy 12 strings into an array, one by one, like so: char* keys[12]; for(int i = 0; i < 12; i++) { keys[i] = new char[16]; strcmp(keys[i], keygen++); } So how would you efficiently generate these plaintext strings in order? I need some ideas to help move this along. Concurrency would be nice; as my code is right now, each successive key depends on the previous one, which means that the processor can't start work on the next key until the current one has been completely generated. Here is the code relevant to the key generator: KeyGenerator.h class keyGenerator { public: keyGenerator(unsigned long long location, characterSet* charset) : location(location), charset(charset) { for(int i = 0; i < 16; i++) key[i] = 0; charsetStr = charset->getCharsetStr(); integerToKey(); } ~keyGenerator() { } inline void incrementKey() { register size_t keyLength = strlen(key); for(register char* place = key; place; place++) { if(*place == charset->maxChar) { // Overflow, reset char at place *place = charset->minChar; if(!*(place+1)) { // Carry, no space, insert char *(place+1) = charset->minChar; ++keyLength; break; } else { continue; } } else { // Space available, increment char at place if(*place == charset->charSecEnd[0]) *place = charset->charSecBegin[0]; else if(*place == charset->charSecEnd[1]) *place = charset->charSecBegin[1]; (*place)++; break; } } } inline char* operator++() // Pre-increment { incrementKey(); return key; } inline char* operator++(int) // Post-increment { memcpy(postIncrementRetval, key, 16); incrementKey(); return postIncrementRetval; } void integerToKey() { register unsigned long long num = location; if(!num) { key[0] = charsetStr[0]; } else { num++; while(num) { num--; unsigned int remainder = num % charset->length; num /= charset->length; key[strlen(key)] = charsetStr[remainder]; } } } inline unsigned long long keyToInteger() { // TODO return 0; } inline char* getKey() { return key; } private: unsigned long long location; characterSet* charset; std::string charsetStr; char key[16]; // We need a place to store the key for the post increment operation. char postIncrementRetval[16]; }; CharacterSet.h struct characterSet { characterSet() { } characterSet(unsigned int len, int min, int max, int charsec0, int charsec1, int charsec2, int charsec3) { init(length, min, max, charsec0, charsec1, charsec2, charsec3); } void init(unsigned int len, int min, int max, int charsec0, int charsec1, int charsec2, int charsec3) { length = len; minChar = min; maxChar = max; charSecEnd[0] = charsec0; charSecBegin[0] = charsec1; charSecEnd[1] = charsec2; charSecBegin[1] = charsec3; } std::string getCharsetStr() { std::string retval; for(int chr = minChar; chr != maxChar; chr++) { for(int i = 0; i < 2; i++) if(chr == charSecEnd[i]) chr = charSecBegin[i]; retval += chr; } return retval; } int minChar, maxChar; // charSec = character set section int charSecEnd[2], charSecBegin[2]; unsigned int length; };

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  • Image/"most resembling pixel" search optimization?

    - by SigTerm
    The situation: Let's say I have an image A, say, 512x512 pixels, and image B, 5x5 or 7x7 pixels. Both images are 24bit rgb, and B have 1bit alpha mask (so each pixel is either completely transparent or completely solid). I need to find within image A a pixel which (with its' neighbors) most closely resembles image B, OR the pixel that probably most closely resembles image B. Resemblance is calculated as "distance" which is sum of "distances" between non-transparent B's pixels and A's pixels divided by number of non-transparent B's pixels. Here is a sample SDL code for explanation: struct Pixel{ unsigned char b, g, r, a; }; void fillPixel(int x, int y, SDL_Surface* dst, SDL_Surface* src, int dstMaskX, int dstMaskY){ Pixel& dstPix = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*x + dst->pitch*y)); int xMin = x + texWidth - searchWidth; int xMax = xMin + searchWidth*2; int yMin = y + texHeight - searchHeight; int yMax = yMin + searchHeight*2; int numFilled = 0; for (int curY = yMin; curY < yMax; curY++) for (int curX = xMin; curX < xMax; curX++){ Pixel& cur = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*(curX & texMaskX) + dst->pitch*(curY & texMaskY))); if (cur.a != 0) numFilled++; } if (numFilled == 0){ int srcX = rand() % src->w; int srcY = rand() % src->h; dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*srcX + src->pitch*srcY)); dstPix.a = 0xFF; return; } int storedSrcX = rand() % src->w; int storedSrcY = rand() % src->h; float lastDifference = 3.40282347e+37F; //unsigned char mask = for (int srcY = searchHeight; srcY < (src->h - searchHeight); srcY++) for (int srcX = searchWidth; srcX < (src->w - searchWidth); srcX++){ float curDifference = 0; int numPixels = 0; for (int tmpY = -searchHeight; tmpY < searchHeight; tmpY++) for(int tmpX = -searchWidth; tmpX < searchWidth; tmpX++){ Pixel& tmpSrc = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*(srcX+tmpX) + src->pitch*(srcY+tmpY))); Pixel& tmpDst = *((Pixel*)((char*)(dst->pixels) + sizeof(Pixel)*((x + dst->w + tmpX) & dstMaskX) + dst->pitch*((y + dst->h + tmpY) & dstMaskY))); if (tmpDst.a){ numPixels++; int dr = tmpSrc.r - tmpDst.r; int dg = tmpSrc.g - tmpDst.g; int db = tmpSrc.g - tmpDst.g; curDifference += dr*dr + dg*dg + db*db; } } if (numPixels) curDifference /= (float)numPixels; if (curDifference < lastDifference){ lastDifference = curDifference; storedSrcX = srcX; storedSrcY = srcY; } } dstPix = *((Pixel*)((char*)(src->pixels) + sizeof(Pixel)*storedSrcX + src->pitch*storedSrcY)); dstPix.a = 0xFF; } This thing is supposed to be used for texture generation. Now, the question: The easiest way to do this is brute force search (which is used in example routine). But it is slow - even using GPU acceleration and dual core cpu won't make it much faster. It looks like I can't use modified binary search because of B's mask. So, how can I find desired pixel faster? Additional Info: It is allowed to use 2 cores, GPU acceleration, CUDA, and 1.5..2 gigabytes of RAM for the task. I would prefer to avoid some kind of lengthy preprocessing phase that will take 30 minutes to finish. Ideas?

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  • Transferring data from 2d Dynamic array in C to CUDA and back

    - by Soumya
    I have a dynamically declared 2D array in my C program, the contents of which I want to transfer to a CUDA kernel for further processing. Once processed, I want to populate the dynamically declared 2D array in my C code with the CUDA processed data. I am able to do this with static 2D C arrays but not with dynamically declared C arrays. Any inputs would be welcome! I mean the dynamic array of dynamic arrays. The test code that I have written is as below. #include "cuda_runtime.h" #include "device_launch_parameters.h" #include <stdio.h> #include <conio.h> #include <math.h> #include <stdlib.h> const int nItt = 10; const int nP = 5; __device__ int d_nItt = 10; __device__ int d_nP = 5; __global__ void arr_chk(float *d_x_k, float *d_w_k, int row_num) { int index = (blockIdx.x * blockDim.x) + threadIdx.x; int index1 = (row_num * d_nP) + index; if ( (index1 >= row_num * d_nP) && (index1 < ((row_num +1)*d_nP))) //Modifying only one row data pertaining to one particular iteration { d_x_k[index1] = row_num * d_nP; d_w_k[index1] = index; } } float **mat_create2(int r, int c) { float **dynamicArray; dynamicArray = (float **) malloc (sizeof (float)*r); for(int i=0; i<r; i++) { dynamicArray[i] = (float *) malloc (sizeof (float)*c); for(int j= 0; j<c;j++) { dynamicArray[i][j] = 0; } } return dynamicArray; } /* Freeing memory - here only number of rows are passed*/ void cleanup2d(float **mat_arr, int x) { int i; for(i=0; i<x; i++) { free(mat_arr[i]); } free(mat_arr); } int main() { //float w_k[nItt][nP]; //Static array declaration - works! //float x_k[nItt][nP]; // if I uncomment this dynamic declaration and comment the static one, it does not work..... float **w_k = mat_create2(nItt,nP); float **x_k = mat_create2(nItt,nP); float *d_w_k, *d_x_k; // Device variables for w_k and x_k int nblocks, blocksize, nthreads; for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { x_k[i][j] = (nP*i); w_k[i][j] = j; } } for(int i=0;i<nItt;i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } int size1 = nItt * nP * sizeof(float); printf("\nThe array size in memory bytes is: %d\n",size1); cudaMalloc( (void**)&d_x_k, size1 ); cudaMalloc( (void**)&d_w_k, size1 ); if((nP*nItt)<32) { blocksize = nP*nItt; nblocks = 1; } else { blocksize = 32; // Defines the number of threads running per block. Taken equal to warp size nthreads = blocksize; nblocks = ceil(float(nP*nItt) / nthreads); // Calculated total number of blocks thus required } for(int i = 0; i< nItt; i++) { cudaMemcpy( d_x_k, x_k, size1,cudaMemcpyHostToDevice ); //copy of x_k to device cudaMemcpy( d_w_k, w_k, size1,cudaMemcpyHostToDevice ); //copy of w_k to device arr_chk<<<nblocks, blocksize>>>(d_x_k,d_w_k,i); cudaMemcpy( x_k, d_x_k, size1, cudaMemcpyDeviceToHost ); cudaMemcpy( w_k, d_w_k, size1, cudaMemcpyDeviceToHost ); } printf("\nVerification after return from gpu\n"); for(int i = 0; i<nItt; i++) { for(int j=0;j<nP;j++) { printf("x_k[%d][%d] = %f\t",i,j,x_k[i][j]); printf("w_k[%d][%d] = %f\n",i,j,w_k[i][j]); } } cudaFree( d_x_k ); cudaFree( d_w_k ); cleanup2d(x_k,nItt); cleanup2d(w_k,nItt); getch(); return 0;

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  • OpenGL, draw two polygons in the same time (by mouse clicks)

    - by YoungSalafi
    im trying to draw 2 polygons at the same time depending on user input from the opengl screen... so i made 2 arrays which each one of them will carry the vertices of each polygon ... i think my logic is right but the program still prints only polygon and delete the old polygon if you draw a polygon again . and its acting weird too please check the code yourself here it is : P.S dont mind the delete function right now.. i know it missing something. #include <windows.h> #include <gl/gl.h> #include <gl/glut.h> void Draw(); void Set_Transformations(); void Initialize(int argc, char *argv[]); void OnKeyPress(unsigned char key, int x, int y); void DeleteVer(); void MouseClick(int bin, int state , int x , int y); void GetOGLPos(int x, int y,float* arrY,float* arrX); void DrawPolygon(float* arrX,float* arrY); float xPos[20]; float yPos[20]; float xPos2[20]; float yPos2[20]; float fx = 0,fy = 0; float size = 10; int count = 0; bool done = false; bool flag = true; void Initialize(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(600, 600); glutCreateWindow("OpenGL Lab1"); Set_Transformations(); glutDisplayFunc(Draw); glutMouseFunc(MouseClick); glutKeyboardFunc(OnKeyPress); glutMainLoop(); } void Set_Transformations() { glClearColor(1, 1, 1, 1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(-200, 200, -200, 200); } void OnKeyPress(unsigned char key, int x, int y) { if (key == 27) exit(0); switch(key) { case 13: //enter key it will draw done = true; glutPostRedisplay(); flag=!flag; // this flag to switch to the other array that the vertices will be stored in, in order to draw the second polygon break; } } void MouseClick(int button, int state , int x , int y) { switch (button) { case GLUT_RIGHT_BUTTON: if (state == GLUT_DOWN) { if (count>0) { DeleteVer(); //dont mind this right now } } break; case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) { if(count<20) { if(flag =true){ // drawing first polygon GetOGLPos(x, y,xPos,yPos);} if (flag=false) //drawing second polygon after Enter is pressed GetOGLPos(x, y,xPos2,yPos2); } } break; } } void GetOGLPos(int x, int y,float* arrY,float* arrX) //getting the vertices from the user { GLint viewport[4]; GLdouble modelview[16]; GLdouble projection[16]; GLfloat winX, winY, winZ; GLdouble posX, posY, posZ; glGetDoublev( GL_MODELVIEW_MATRIX, modelview ); glGetDoublev( GL_PROJECTION_MATRIX, projection ); glGetIntegerv( GL_VIEWPORT, viewport ); winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ ); gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ); arrX[count] = posX; arrY[count] = posY; count++; glPointSize( 6.0 ); glBegin(GL_POINTS); glVertex2f(posX,posY); glEnd(); glFlush(); } void DeleteVer(){ //dont mind this glColor3f ( 1, 1, 1); glBegin(GL_POINTS); glVertex2f(xPos[count-1],yPos[count-1]); glEnd(); glFlush(); xPos[count] = NULL; yPos[count] = NULL; count--; glColor3f ( 0, 0, 0); } void DrawPolygon(float* arrX,float* arrY) { int n=0; glColor3f ( 0, 0, 0); glBegin(GL_POLYGON); while(n<count) { glVertex2f(arrX[n],arrY[n]); n++; } count=0; glEnd(); glFlush(); } void Draw() //main drawing func { glClear(GL_COLOR_BUFFER_BIT); glColor3f(0, 0, 0); if(done) { DrawPolygon(xPos,yPos); DrawPolygon(xPos2,yPos2); } glFlush(); } int main(int argc, char *argv[]) { Initialize(argc, argv); return 0; }

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  • C++ FBX Animation Importer Using the FBX SDK

    - by Mike Sawayda
    Does anyone have any experience using the FBX SDK to load in animations. I got the meshes loaded in correctly with all of their verts, indices, UV's, and normals. I am just now trying to get the Animations working correctly. I have looked at the FBX SDK documentation with little help. If someone could just help me get started or point me in the right direction I would greatly appreciate it. I added some code so you can kinda get an idea of what I am doing. I should be able to place that code anywhere in the load FBX function and have it work. //GETTING ANIMAION DATA for(int i = 0; i < scene->GetSrcObjectCount<FbxAnimStack>(); ++i) { FbxAnimStack* lAnimStack = scene->GetSrcObject<FbxAnimStack>(i); FbxString stackName = "Animation Stack Name: "; stackName += lAnimStack->GetName(); string sStackName = stackName; int numLayers = lAnimStack->GetMemberCount<FbxAnimLayer>(); for(int j = 0; j < numLayers; ++j) { FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(j); FbxString layerName = "Animation Stack Name: "; layerName += lAnimLayer->GetName(); string sLayerName = layerName; queue<FbxNode*> nodes; FbxNode* tempNode = scene->GetRootNode(); while(tempNode != NULL) { FbxAnimCurve* lAnimCurve = tempNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if(lAnimCurve != NULL) { //I know something needs to be done here but I dont know what. } for(int i = 0; i < tempNode->GetChildCount(false); ++i) { nodes.push(tempNode->GetChild(i)); } if(nodes.size() > 0) { tempNode = nodes.front(); nodes.pop(); } else { tempNode = NULL; } } } } Here is the full function bool FBXLoader::LoadFBX(ParentMeshObject* _parentMesh, char* _filePath, bool _hasTexture) { FbxManager* fbxManager = FbxManager::Create(); if(!fbxManager) { printf( "ERROR %s : %d failed creating FBX Manager!\n", __FILE__, __LINE__ ); } FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); fbxManager->SetIOSettings(ioSettings); FbxString filePath = FbxGetApplicationDirectory(); fbxManager->LoadPluginsDirectory(filePath.Buffer()); FbxScene* scene = FbxScene::Create(fbxManager, ""); int fileMinor, fileRevision; int sdkMajor, sdkMinor, sdkRevision; int fileFormat; FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision); FbxImporter* importer = FbxImporter::Create(fbxManager, ""); if(!fbxManager->GetIOPluginRegistry()->DetectReaderFileFormat(_filePath, fileFormat)) { //Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY fileFormat = fbxManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)"); } bool importStatus = importer->Initialize(_filePath, fileFormat, fbxManager->GetIOSettings()); importer->GetFileVersion(fileMinor, fileMinor, fileRevision); if(!importStatus) { printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ ); return false; } importStatus = importer->Import(scene); if(!importStatus) { printf( "ERROR %s : %d FbxImporter failed to import the file to the scene!\n", __FILE__, __LINE__ ); return false; } FbxAxisSystem sceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem axisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded ); if(sceneAxisSystem != axisSystem) { axisSystem.ConvertScene(scene); } TriangulateRecursive(scene->GetRootNode()); FbxArray<FbxMesh*> meshes; FillMeshArray(scene, meshes); unsigned short vertexCount = 0; unsigned short triangleCount = 0; unsigned short faceCount = 0; unsigned short materialCount = 0; int numberOfVertices = 0; for(int i = 0; i < meshes.GetCount(); ++i) { numberOfVertices += meshes[i]->GetPolygonVertexCount(); } Face face; vector<Face> faces; int indicesCount = 0; int ptrMove = 0; float wValue = 0.0f; if(!_hasTexture) { wValue = 1.0f; } for(int i = 0; i < meshes.GetCount(); ++i) { int vertexCount = 0; vertexCount = meshes[i]->GetControlPointsCount(); if(vertexCount == 0) continue; VertexType* vertices; vertices = new VertexType[vertexCount]; int triangleCount = meshes[i]->GetPolygonVertexCount() / 3; indicesCount = meshes[i]->GetPolygonVertexCount(); FbxVector4* fbxVerts = new FbxVector4[vertexCount]; int arrayIndex = 0; memcpy(fbxVerts, meshes[i]->GetControlPoints(), vertexCount * sizeof(FbxVector4)); for(int j = 0; j < triangleCount; ++j) { int index = 0; FbxVector4 fbxNorm(0, 0, 0, 0); FbxVector2 fbxUV(0, 0); bool texCoordFound = false; face.indices[0] = index = meshes[i]->GetPolygonVertex(j, 0); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 0, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 0, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[1] = index = meshes[i]->GetPolygonVertex(j, 1); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 1, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 1, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; face.indices[2] = index = meshes[i]->GetPolygonVertex(j, 2); vertices[index].position.x = (float)fbxVerts[index][0]; vertices[index].position.y = (float)fbxVerts[index][1]; vertices[index].position.z = (float)fbxVerts[index][2]; vertices[index].position.w = wValue; meshes[i]->GetPolygonVertexNormal(j, 2, fbxNorm); vertices[index].normal.x = (float)fbxNorm[0]; vertices[index].normal.y = (float)fbxNorm[1]; vertices[index].normal.z = (float)fbxNorm[2]; texCoordFound = meshes[i]->GetPolygonVertexUV(j, 2, "map1", fbxUV); vertices[index].texture.x = (float)fbxUV[0]; vertices[index].texture.y = (float)fbxUV[1]; faces.push_back(face); } meshes[i]->Destroy(); meshes[i] = NULL; int indexCount = faces.size() * 3; unsigned long* indices = new unsigned long[faces.size() * 3]; int indicie = 0; for(unsigned int i = 0; i < faces.size(); ++i) { indices[indicie++] = faces[i].indices[0]; indices[indicie++] = faces[i].indices[1]; indices[indicie++] = faces[i].indices[2]; } faces.clear(); _parentMesh->AddChild(vertices, indices, vertexCount, indexCount); } return true; }

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  • Parallelism in .NET – Part 17, Think Continuations, not Callbacks

    - by Reed
    In traditional asynchronous programming, we’d often use a callback to handle notification of a background task’s completion.  The Task class in the Task Parallel Library introduces a cleaner alternative to the traditional callback: continuation tasks. Asynchronous programming methods typically required callback functions.  For example, MSDN’s Asynchronous Delegates Programming Sample shows a class that factorizes a number.  The original method in the example has the following signature: public static bool Factorize(int number, ref int primefactor1, ref int primefactor2) { //... .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } However, calling this is quite “tricky”, even if we modernize the sample to use lambda expressions via C# 3.0.  Normally, we could call this method like so: int primeFactor1 = 0; int primeFactor2 = 0; bool answer = Factorize(10298312, ref primeFactor1, ref primeFactor2); Console.WriteLine("{0}/{1} [Succeeded {2}]", primeFactor1, primeFactor2, answer); If we want to make this operation run in the background, and report to the console via a callback, things get tricker.  First, we need a delegate definition: public delegate bool AsyncFactorCaller( int number, ref int primefactor1, ref int primefactor2); Then we need to use BeginInvoke to run this method asynchronously: int primeFactor1 = 0; int primeFactor2 = 0; AsyncFactorCaller caller = new AsyncFactorCaller(Factorize); caller.BeginInvoke(10298312, ref primeFactor1, ref primeFactor2, result => { int factor1 = 0; int factor2 = 0; bool answer = caller.EndInvoke(ref factor1, ref factor2, result); Console.WriteLine("{0}/{1} [Succeeded {2}]", factor1, factor2, answer); }, null); This works, but is quite difficult to understand from a conceptual standpoint.  To combat this, the framework added the Event-based Asynchronous Pattern, but it isn’t much easier to understand or author. Using .NET 4’s new Task<T> class and a continuation, we can dramatically simplify the implementation of the above code, as well as make it much more understandable.  We do this via the Task.ContinueWith method.  This method will schedule a new Task upon completion of the original task, and provide the original Task (including its Result if it’s a Task<T>) as an argument.  Using Task, we can eliminate the delegate, and rewrite this code like so: var background = Task.Factory.StartNew( () => { int primeFactor1 = 0; int primeFactor2 = 0; bool result = Factorize(10298312, ref primeFactor1, ref primeFactor2); return new { Result = result, Factor1 = primeFactor1, Factor2 = primeFactor2 }; }); background.ContinueWith(task => Console.WriteLine("{0}/{1} [Succeeded {2}]", task.Result.Factor1, task.Result.Factor2, task.Result.Result)); This is much simpler to understand, in my opinion.  Here, we’re explicitly asking to start a new task, then continue the task with a resulting task.  In our case, our method used ref parameters (this was from the MSDN Sample), so there is a little bit of extra boiler plate involved, but the code is at least easy to understand. That being said, this isn’t dramatically shorter when compared with our C# 3 port of the MSDN code above.  However, if we were to extend our requirements a bit, we can start to see more advantages to the Task based approach.  For example, supposed we need to report the results in a user interface control instead of reporting it to the Console.  This would be a common operation, but now, we have to think about marshaling our calls back to the user interface.  This is probably going to require calling Control.Invoke or Dispatcher.Invoke within our callback, forcing us to specify a delegate within the delegate.  The maintainability and ease of understanding drops.  However, just as a standard Task can be created with a TaskScheduler that uses the UI synchronization context, so too can we continue a task with a specific context.  There are Task.ContinueWith method overloads which allow you to provide a TaskScheduler.  This means you can schedule the continuation to run on the UI thread, by simply doing: Task.Factory.StartNew( () => { int primeFactor1 = 0; int primeFactor2 = 0; bool result = Factorize(10298312, ref primeFactor1, ref primeFactor2); return new { Result = result, Factor1 = primeFactor1, Factor2 = primeFactor2 }; }).ContinueWith(task => textBox1.Text = string.Format("{0}/{1} [Succeeded {2}]", task.Result.Factor1, task.Result.Factor2, task.Result.Result), TaskScheduler.FromCurrentSynchronizationContext()); This is far more understandable than the alternative.  By using Task.ContinueWith in conjunction with TaskScheduler.FromCurrentSynchronizationContext(), we get a simple way to push any work onto a background thread, and update the user interface on the proper UI thread.  This technique works with Windows Presentation Foundation as well as Windows Forms, with no change in methodology.

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