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  • Understanding dot notation

    - by Starkers
    Here's my interpretation of dot notation: a = [2,6] b = [1,4] c = [0,8] a . b . c = (2*6)+(1*4)+(0*8) = 12 + 4 + 0 = 16 What is the significance of 16? Apparently it's a scalar. Am I right in thinking that a scalar is the number we times a unit vector by to get a vector that has a scaled up magnitude but the same direction as the unit vector? So again, what is the relevance of 16? When is it used? It's not the magnitude of all the vectors added up. The magnitude of all of them is calculated as follows: sqrt( ax * ax + ay * ay ) + sqrt( bx * bx + by * by ) + sqrt( cx * cx + cy * cy) sqrt( 2 * 2 + 6 * 6 ) + sqrt( 1 * 1 + 4 * 4 ) + sqrt( 0 * 0 + 8 * 8) sqrt( 4 + 36 ) + sqrt( 1 + 16 ) + sqrt( 0 + 64) sqrt( 40 ) + sqrt( 17 ) + sqrt( 64) 6.3 + 4.1 + 8 10.4 + 8 18.4 So I don't really get this diagram: Attempting with sensible numbers: a = [1,0] b = [4,3] a . b = (1*0) + (4*3) = 0 + 12 = 12 So what exactly is a . b describing here? The magnitude of that vector? Because that isn't right: the 'a.b' vector = [4,0] sqrt( x*x + y*y ) sqrt( 4*4 + 0*0 ) sqrt( 16 + 0 ) 4 So what is 12 describing?

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  • What type of security problems are mitigated by this .NET architecture?

    - by Jonno
    Given the following physical layout for a .NET web application: DB (sql server, windows) - No public route (no table access, only stored procs) Web Service DAL (iis, windows) - No public route (can be accessed by web server via port 80 and 443) Web Server (iis, windows) - Public route (only via port 80 and 443) What type(s) / examples of attack could be used to compromise the public web server but would be blocked by the Web Service DAL? i.e. can you think of concrete attack types that the DAL stops? Please note, I am interested only in the security aspect, not scaling / fault tolerance / performance / etc. In my mind if the web server has been compromised using an attack over port 80/443, then the same attack would work over port 80/443 to the Web Service DAL box.

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • XNA 3D coordinates seem off

    - by Peteyslatts
    I'm going through a book, and the example it gave me seems like is should work, but when I try and implement it, it falls short. My Camera class takes three vectors in to generate View and Projection matrices. I'm giving it a position vector of (0,0,5), a target vector of Vector.Zero and a top vector (which way is up) of Vector.Up. My Three vertices are placed at (0,1,0), (-1,-1,0), (1,-1,0). It seems like it should work because the vertices are centered around the origin, and thats where I'm telling the camera to look but when I run the game, the only way to get the camera to see the vertices is to set its position to (0,0,-5) and even then the triangle is skewed. Not sure what's wrong here. Any suggestions would be helpful. Just to make sure I've given you guys everything (I don't think these are important as the problem seems to be related to the coordinates, not the ability of the game to draw them): I'm using a VertexBuffer and a BasicEffect. My render code is as follows: effect.World = Matrix.Identity; effect.View = camera.view; effect.Projection = camera.projection; effect.VertexColorEnabled = true; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleStrip, verts, 0, 1); }

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • re-partition new drive and use new partition as 'home'

    - by vector
    Linux noob here. I installed Ubuntu 12.04 on a brand new drive (dual boot with windows on another drive) and re-partitioned it afterwards (with gparted off of live cd) like so (sudo fdisk -l) : Device Boot Start End Blocks Id System /dev/sdb1 * 2048 63735807 31866880 83 Linux /dev/sdb2 1448509438 1465147391 8318977 5 Extended Partition 2 does not start on physical sector boundary. /dev/sdb3 63735808 1448507391 692385792 83 Linux /dev/sdb5 1448509440 1465147391 8318976 82 Linux swap / Solaris I'd like to use sdb3 as default home for all work and fun related program installs and files, but I haven't even gotten as far as changing permissions on it. Any help will be most appreciated.

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  • share code between check and process methods

    - by undu
    My job is to refactor an old library for GIS vector data processing. The main class encapsulates a collection of building outlines, and offers different methods for checking data consistency. Those checking functions have an optional parameter that allows to perform some process. For instance: std::vector<Point> checkIntersections(int process_mode = 0); This method tests if some building outlines are intersecting, and return the intersection points. But if you pass a non null argument, the method will modify the outlines to remove the intersection. I think it's pretty bad (at call site, a reader not familiar with the code base will assume that a method called checkSomething only performs a check and doesn't modifiy data) and I want to change this. I also want to avoid code duplication as check and process methods are mostly similar. So I was thinking to something like this: // a private worker std::vector<Point> workerIntersections(int process_mode = 0) { // it's the equivalent of the current checkIntersections, it may perform // a process depending on process_mode } // public interfaces for check and process std::vector<Point> checkIntersections() /* const */ { workerIntersections(0); } std::vector<Point> processIntersections(int process_mode /*I have different process modes*/) { workerIntersections(process_mode); } But that forces me to break const correctness as workerIntersections is a non-const method. How can I separate check and process, avoiding code duplication and keeping const-correctness?

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  • Is SHA-1 secure for password storage?

    - by Tgr
    Some people throw around remarks like "SHA-1 is broken" a lot, so I'm trying to understand what exactly that means. Let's assume I have a database of SHA-1 password hashes, and an attacker whith a state of the art SHA-1 breaking algorithm and a botnet with 100,000 machines gets access to it. (Having control over 100k home computers would mean they can do about 10^15 operations per second.) How much time would they need to find out the password of any one user? find out the password of a given user? find out the password of all users? find a way to log in as one of the users? find a way to log in as a specific user? How does that change if the passwords are salted? Does the method of salting (prefix, postfix, both, or something more complicated like xor-ing) matter? Here is my current understanding, after some googling. Please correct in the answers if I misunderstood something. If there is no salt, a rainbow attack will immediately find all passwords (except extremely long ones). If there is a sufficiently long random salt, the most effective way to find out the passwords is a brute force or dictionary attack. Neither collision nor preimage attacks are any help in finding out the actual password, so cryptographic attacks against SHA-1 are no help here. It doesn't even matter much what algorithm is used - one could even use MD5 or MD4 and the passwords would be just as safe (there is a slight difference because computing a SHA-1 hash is slower). To evaluate how safe "just as safe" is, let's assume that a single sha1 run takes 1000 operations and passwords contain uppercase, lowercase and digits (that is, 60 characters). That means the attacker can test 1015*60*60*24 / 1000 ~= 1017 potential password a day. For a brute force attack, that would mean testing all passwords up to 9 characters in 3 hours, up to 10 characters in a week, up to 11 characters in a year. (It takes 60 times as much for every additional character.) A dictionary attack is much, much faster (even an attacker with a single computer could pull it off in hours), but only finds weak passwords. To log in as a user, the attacker does not need to find out the exact password; it is enough to find a string that results in the same hash. This is called a first preimage attack. As far as I could find, there are no preimage attacks against SHA-1. (A bruteforce attack would take 2160 operations, which means our theoretical attacker would need 1030 years to pull it off. Limits of theoretical possibility are around 260 operations, at which the attack would take a few years.) There are preimage attacks against reduced versions of SHA-1 with negligible effect (for the reduced SHA-1 which uses 44 steps instead of 80, attack time is down from 2160 operations to 2157). There are collision attacks against SHA-1 which are well within theoretical possibility (the best I found brings the time down from 280 to 252), but those are useless against password hashes, even without salting. In short, storing passwords with SHA-1 seems perfectly safe. Did I miss something?

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  • Problem storing text to a String[] and then storing the array to a Vector.

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Java - strange problem storing text to a String[] and then storing the array to a Vector. Help plea

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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  • pointPolygonTest in OpenCV 2.2

    - by Mathieu Dubois
    I wanted to use pointPolygonTest but I have a problem. I'm stuck to OpenCV2.2. I tried to use the code found here: http://docs.opencv.org/doc/tutorials/imgproc/shapedescriptors/point_polygon_test/point_polygon_test.html#point-polygon-test I use findContours to detect contours in an image. Under OpenCV 2.2 returns a vector< vector<Point> >. The problem is that pointPolygonTest accept a matrix as an entry. Therefore the code doesn't compile with OpenCV 2.2: erreur: invalid initialization of reference of type ‘const cv::Mat&’ from expression of type ‘std::vector<cv::Point_<int>, std::allocator<cv::Point_<int> > >’ Under more recent OpenCV versions, the findContours function returns vector<Mat> so it's easy to pass to pointPolygonTest (see the example). I guess I could convert the vector< vector<Point> > to vector<Mat>. Unfortunately the documentation is not very clear about the format. Does anybody have an advice?

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  • Academic question: typename

    - by Arman
    Hi, recently I accounted with a "simple problem" of porting code from VC++ to gcc/intel. The code is compiles w/o error on VC++: #include <vector> using std::vector; template <class T> void test_vec( std::vector<T> &vec) { typedef std::vector<T> M; /*==> add here typename*/ M::iterator ib=vec.begin(),ie=vec.end(); }; int main() { vector<double> x(100, 10); test_vec<double>(x); return 0; } then with g++ we have some unclear errors: g++ t.cpp t.cpp: In function 'void test_vec(std::vector<T, std::allocator<_CharT> >&)': t.cpp:13: error: expected `;' before 'ie' t.cpp: In function 'void test_vec(std::vector<T, std::allocator<_CharT> >&) [with T = double]': t.cpp:18: instantiated from here t.cpp:12: error: dependent-name 'std::M::iterator' is parsed as a non-type, but instantiation yields a type t.cpp:12: note: say 'typename std::M::iterator' if a type is meant If we add typename before iterator the code will compile w/o pb. If it is possible to make a compiler which can understand the code written in the more "natural way", then for me is unclear why we should add typename? Which rules of "C++ standards"(if there are some) will be broken if we allow all compilers to use without "typename"? kind regards Arman.

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  • Why an auto_ptr can "seal" a container

    - by icephere
    auto_ptr on wikipedia said that "an auto_ptr containing an STL container may be used to prevent further modification of the container.". It used the following example: auto_ptr<vector<ContainedType> > open_vec(new vector<ContainedType>); open_vec->push_back(5); open_vec->push_back(3); // Transfers control, but now the vector cannot be changed: auto_ptr<const vector<ContainedType> > closed_vec(open_vec); // closed_vec->push_back(8); // Can no longer modify If I uncomment the last line, g++ will report an error as t05.cpp:24: error: passing ‘const std::vector<int, std::allocator<int> >’ as ‘this’ argument of ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = int, _Alloc = std::allocator<int>]’ discards qualifiers I am curious why after transferring the ownership of this vector, it can no longer be modified? Thanks a lot!

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  • Inheritance and choose constructor from base class

    - by myle
    My question is rather simple, but I am stuck. How can I choose the desired constructor from base class? // node.h #ifndef NODE_H #define NODE_H #include <vector> // definition of an exception-class class WrongBoundsException { }; class Node { public: ... Node(double, double, std::vector<double>&) throw (WrongBoundsException); ... }; #endif // InternalNode.h #ifndef INTERNALNODE_H #define INTERNALNODE_H #include <vector> #include "Node.h" class InternalNode : public Node { public: // the position of the leftmost child (child left) int left_child; // the position of the parent int parent; InternalNode(double, double, std::vector<double>&, int parent, int left_child) throw (WrongBoundsException); private: int abcd; }; #endif // InternalNode.cpp #include "InternalNode.h" #define UNDEFINED_CHILD -1 #define ROOT -1 // Here is the problem InternalNode::InternalNode(double a, double b, std::vector<double> &v, int par, int lc) throw (WrongBoundsException) : Node(a, b, v), parent(par), left_child(lc) { std::cout << par << std::endl; } I get: $ g++ InternalNode.cpp InternalNode.cpp:16: error: declaration of ‘InternalNode::InternalNode(double, double, std::vector &, int, int) throw (WrongBoundsException)’ throws different exceptions InternalNode.h:17: error: from previous declaration ‘InternalNode::InternalNode(double, double, std::vector &, int, int)’ UPDATE 0: Fixed missing : UPDATE 1: Fixed throw exception

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  • StackOverflow Error at java.util.AbstractColllection.<init>(Unknown Source)

    - by thebulge
    I fixed my prior problem yesterday by just separating all the classes into separate files. Nevertheless, I wrote all the code down and seeing no errors was able to compile the program. Or so I thought. Here's the error code: Exception in thread "main" java.lang.StackOverflowError at java.util.AbstractCollection.<init>(Unknown Source) at java.util.AbstractList.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source Here are the spots where my I get the errors(marked with problem?) public class GameWorld implements IObservable, IGameWorld { // create collections class public Vector<GameObject> GameObjectList = new Vector<GameObject>(); // PROBLEM private Vector<IObserver> ObserverList = new Vector<IObserver>(); // declare objects Tank pTank = new Tank(10, 10); // other objects and variables to declare public GameWorld() { // add objects to GameObjectList } // accessors/mutators } I get another error here public class Tank extends Movable implements ISteerable { private int armorStrength; private int missileCount; public Tank() {} public Tank(int armStr, int misslCt) // problem? { armorStrength = armStr; // default armorStrength missileCount = misslCt; // default missileCount } public void setDirection(int direction) { this.setDirection(direction); // get input from left turn or right turn // updateValues(); } // access/mutators here I'm stumped on what to do here.

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  • Computing the scalar product of two vectors in C++

    - by HowardRoark
    I am trying to write a program with a function double_product(vector<double> a, vector<double> b) that computes the scalar product of two vectors. The scalar product is $a_{0}b_{0}+a_{1}b_{1}+...+a_{n-1}b_{n-1}$. Here is what I have. It is a mess, but I am trying! #include <iostream> #include <vector> using namespace std; class Scalar_product { public: Scalar_product(vector<double> a, vector<double> b); }; double scalar_product(vector<double> a, vector<double> b) { double product = 0; for (int i = 0; i <= a.size()-1; i++) for (int i = 0; i <= b.size()-1; i++) product = product + (a[i])*(b[i]); return product; } int main() { cout << product << endl; return 0; }

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  • C++: how serialize/deserialize objects without any library?

    - by Winte Winte
    I try to understand how serializing/deserializing works in c++, so I want to do that without any libs. But I really stuck with that. I start with simple objects but when I try to deserilize a vector I understand that I can't get a vector without if I don't write it size before. Moreover, I don't know which format of file I should choose because if digits will be existed before size of vector I haven't chance to read it right. However it is only the vector but I also want to do that with classes and map container. My task is serialize/deserialize a objects as this: PersonInfo { unsigned int age_; string name_; enum { undef, man, woman } sex_; } Person : PersonInfo { vector<Person> children_; map<string, PersonInfo> addrBook_; } Currently I know how to serialize simple objects in way as this: vector<PersonInfo> vecPersonInfo; vecPersonInfo.push_back(*personInfo); vecPersonInfo.push_back(*oneMorePersonInfo); ofstream file("file", ios::out | ios::binary); if (!file) { cout<<"can not open file"; } else { vector<PersonInfo>::const_iterator iterator = vecPersonInfo.begin(); for (; iterator != vecPersonInfo.end(); iterator++) { file<<*iterator; } Could you please suggest how I can do this for this conplex object or a good tutorial that explain it clearly?

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  • How do I make good guy attacks only hit bad guys and vice versa?

    - by tieTYT
    My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for either alignment. So bad guys should not be able to hit/damage other bad guys and good guys should not be able to hit/damage other good guys. The way I'm thinking of solving this is by making it so that the Unit instance (this is javascript, btw), has an alignment property that can be either good or bad. And I'll only let collision happen if the class Attack boolean didAttackCollideWithTarget(target) return attack.source.alignment != target.alignment and collisionDetected(attack.source, target) This is pseudo-code, of course. But I'm asking this question because I get the sense that there might be a much more elegant way to design this besides adding yet another property to my Unit class.

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  • Today in the OTN Lounge (Thursday October 4, 2012)

    - by Bob Rhubart
    Here's a quick rundown of today's activities in the OTN Lounge: OTN Lounge hours today: 8:00 am - 2:00pm 9:00 am - 1:00 pm RAC Attack Learn about Oracle Real Application Clustering (RAC) in this collaborative event. You'll work with experts from the IOUG RAC SIG to get an Oracle Database 11gR2 RAC cluster running inside a virtual machine. For more information: RAC attack at Oracle Open World (Pythian Blog) RAC Attack - Oracle Cluster Database at Home/Events (WikiBooks) The OTN Lounge is located in the Howard St. Tent, between 3rd and 4th, directly between Moscone North and Moscone South. Access to the OTN Lounge requires an Oracle OpenWorld or JavaOne conference badge.

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  • Today in the OTN Lounge (Monday October 1, 2012)

    - by Bob Rhubart
    Here's a quick rundown of today's activities in the OTN Lounge: (OTN Lounge hours today: 8:00 am - 7:00 pm)  9:00 am - 1:00 pm RAC Attack Learn about Oracle Real Application Clustering (RAC) in this collaborative event. You'll work with experts from the IOUG RAC SIG to get an Oracle Database 11gR2 RAC cluster running inside a virtual machine. For more information: RAC attack at Oracle Open World (Pythian Blog) RAC Attack - Oracle Cluster Database at Home/Events (WikiBooks) 4:00 pm - 8:00 pm Oracle Social Network Developer Challenge Office Hours Find information, expertise, and a collaborative work environment for those participating in the OSN Developer Challenge. Click here for more information. The OTN Lounge is located in the Howard St. Tent, between 3rd and 4th, directly between Moscone North and Moscone South. Access to the OTN Lounge requires an Oracle OpenWorld or JavaOne conference badge.

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • How to determine if someone is accessing our database remotely?

    - by Vednor
    I own a content publishing website developed using CakePHP(tm) v 2.1.2 and 5.1.63 MySQL. It was developed by a freelance developer who kept remote access to the database which I wasn’t aware of. One day he accessed to the site and overwrote all the data. After the attack, my hosting provider disabled the remote access to our database and changed the password. But somehow he accessed the site database again and overwrote some information. We’ve managed to stop the attack second time by taking the site down immediately. But now we’re suspecting that he’ll attack again. What we could identified that he’s running a query and changing every information from the database in matter of a sec. Is there any possible way to detect the way he’s accessing our database without remote access or knowing our Cpanel password? Or to identify whether he has left something inside the site that granting him access to our database?

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