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  • Need help modifying C++ application to accept continuous piped input in Linux

    - by GreeenGuru
    The goal is to mine packet headers for URLs visited using tcpdump. So far, I can save a packet header to a file using: tcpdump "dst port 80 and tcp[13] & 0x08 = 8" -A -s 300 | tee -a ./Desktop/packets.txt And I've written a program to parse through the header and extract the URL when given the following command: cat ~/Desktop/packets.txt | ./packet-parser.exe But what I want to be able to do is pipe tcpdump directly into my program, which will then log the data: tcpdump "dst port 80 and tcp[13] & 0x08 = 8" -A -s 300 | ./packet-parser.exe Here is the script as it is. The question is: how do I need to change it to support continuous input from tcpdump? #include <boost/regex.hpp> #include <fstream> #include <cstdio> // Needed to define ios::app #include <string> #include <iostream> int main() { // Make sure to open the file in append mode std::ofstream file_out("/var/local/GreeenLogger/url.log", std::ios::app); if (not file_out) std::perror("/var/local/GreeenLogger/url.log"); else { std::string text; // Get multiple lines of input -- raw std::getline(std::cin, text, '\0'); const boost::regex pattern("GET (\\S+) HTTP.*?[\\r\\n]+Host: (\\S+)"); boost::smatch match_object; bool match = boost::regex_search(text, match_object, pattern); if(match) { std::string output; output = match_object[2] + match_object[1]; file_out << output << '\n'; std::cout << output << std::endl; } file_out.close(); } } Thank you ahead of time for the help!

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  • Specializing a class template constructor

    - by SilverSun
    I'm messing around with template specialization and I ran into a problem with trying to specialize the constructor based on what policy is used. Here is the code I am trying to get to work. #include <cstdlib> #include <ctime> class DiePolicies { public: class RollOnConstruction { }; class CallMethod { }; }; #include <boost/static_assert.hpp> #include <boost/type_traits/is_same.hpp> template<unsigned sides = 6, typename RollPolicy = DiePolicies::RollOnConstruction> class Die { // policy type check BOOST_STATIC_ASSERT(( boost::is_same<RollPolicy, DiePolicies::RollOnConstruction>::value || boost::is_same<RollPolicy, DiePolicies::CallMethod>::value )); unsigned m_die; unsigned random() { return rand() % sides; } public: Die(); void roll() { m_die = random(); } operator unsigned () { return m_die + 1; } }; template<unsigned sides> Die<sides, DiePolicies::RollOnConstruction>::Die() : m_die(random()) { } template<unsigned sides> Die<sides, DiePolicies::CallMethod>::Die() : m_die(0) { } ...\main.cpp(29): error C3860: template argument list following class template name must list parameters in the order used in template parameter list ...\main.cpp(29): error C2976: 'Die' : too few template arguments ...\main.cpp(31): error C3860: template argument list following class template name must list parameters in the order used in template parameter list Those are the errors I get in Microsoft Visual Studio 2010. I'm thinking either I can't figure out the right syntax for the specialization, or maybe it isn't possible to do it this way.

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  • Detecting const-ness of nested type

    - by Channel72
    Normally, if I need to detect whether a type is const I just use boost::is_const. However, I ran into trouble when trying to detect the const-ness of a nested type. Consider the following traits template, which is specialized for const types: template <class T> struct traits { typedef T& reference; }; template <class T> struct traits<const T> { typedef T const& reference; }; The problem is that boost::is_const doesn't seem to detect that traits<const T>::reference is a const type. For example: std::cout << std::boolalpha; std::cout << boost::is_const<traits<int>::reference>::value << " "; std::cout << boost::is_const<traits<const int>::reference>::value << std::endl; This outputs: false false Why doesn't it output false true?

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  • What is the rationale to not allow overloading of C++ conversions operator with non-member function

    - by Vicente Botet Escriba
    C++0x has added explicit conversion operators, but they must always be defined as members of the Source class. The same applies to the assignment operator, it must be defined on the Target class. When the Source and Target classes of the needed conversion are independent of each other, neither the Source can define a conversion operator, neither the Target can define a constructor from a Source. Usually we get it by defining a specific function such as Target ConvertToTarget(Source& v); If C++0x allowed to overload conversion operator by non member functions we could for example define the conversion implicitly or explicitly between unrelated types. template < typename To, typename From > operator To(const From& val); For example we could specialize the conversion from chrono::time_point to posix_time::ptime as follows template < class Clock, class Duration> operator boost::posix_time::ptime( const boost::chrono::time_point<Clock, Duration>& from) { using namespace boost; typedef chrono::time_point<Clock, Duration> time_point_t; typedef chrono::nanoseconds duration_t; typedef duration_t::rep rep_t; rep_t d = chrono::duration_cast<duration_t>( from.time_since_epoch()).count(); rep_t sec = d/1000000000; rep_t nsec = d%1000000000; return posix_time::from_time_t(0)+ posix_time::seconds(static_cast<long>(sec))+ posix_time::nanoseconds(nsec); } And use the conversion as any other conversion. For a more complete description of the problem, see here or on my Boost.Conversion library.. So the question is: What is the rationale to non allow overloading of C++ conversions operator with non-member functions?

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  • Visual C++ 2010, rvalue reference bug?

    - by Sergey Shandar
    Is it a bug in Visual C++ 2010 or right behaviour? template<class T> T f(T const &r) { return r; } template<class T> T f(T &&r) { static_assert(false, "no way"); return r; } int main() { int y = 4; f(y); } I thought, the function f(T &&) should never be called but it's called with T = int &. The output: main.cpp(10): error C2338: no way main.cpp(17) : see reference to function template instantiation 'T f<int&>(T)' being compiled with [ T=int & ] Update 1 Do you know any C++x0 compiler as a reference? I've tried comeau online test-drive but could not compile r-value reference. Update 2 Workaround (using SFINAE): #include <boost/utility/enable_if.hpp> #include <boost/type_traits/is_reference.hpp> template<class T> T f(T &r) { return r; } template<class T> typename ::boost::disable_if< ::boost::is_reference<T>, T>::type f(T &&r) { static_assert(false, "no way"); return r; } int main() { int y = 4; f(y); // f(5); // generates "no way" error, as expected. }

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  • Should this work?

    - by Noah Roberts
    I am trying to specialize a metafunction upon a type that has a function pointer as one of its parameters. The code compiles just fine but it will simply not match the type. #include <iostream> #include <boost/mpl/bool.hpp> #include <boost/mpl/identity.hpp> template < typename CONT, typename NAME, typename TYPE, TYPE (CONT::*getter)() const, void (CONT::*setter)(TYPE const&) > struct metafield_fun {}; struct test_field {}; struct test { int testing() const { return 5; } void testing(int const&) {} }; template < typename T > struct field_writable : boost::mpl::identity<T> {}; template < typename CONT, typename NAME, typename TYPE, TYPE (CONT::*getter)() const > struct field_writable< metafield_fun<CONT,NAME,TYPE,getter,0> > : boost::mpl::false_ {}; typedef metafield_fun<test, test_field, int, &test::testing, 0> unwritable; int main() { std::cout << typeid(field_writable<unwritable>::type).name() << std::endl; std::cin.get(); } Output is always the type passed in, never bool_.

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  • WDS 2008 R2 DHCP Error

    - by scampbell
    Im having a problem where I get the error 'An error occurred while obtaining an IP address from the DHCP server. Please check to ensure that there is an operational DHCP server on this network segment' when booting from a standard WDS boot.wim image taken from a Windows 7 DVD. I am using Server 2008 R2 and am adding the drivers to the boot using WDS, but also have the problem if the drivers are injected beforehand using DISM. When the error occurs I can shift + F10 and IPCONFIG and see it HAS picked up an internal IP from DHCP. Seems maybe it is timing out before it gets the IP? DHCP server is not on the WDS box but is in the same subnet. As per some fixes I have read I enabled RSTP on my switches but that didnt help. I have included the end of setupact.log to see if any of you have any ideas. Seems to be failing but as I say, the network IS initialized as I can see the internal IP assigned by DHCP when running IPCONFIG. I dont suppose theres any way of increasing the timeout? Thanks. 2011-04-11 17:26:31, Info [0x0b0022] WDS StartNetworking: Trying to start networking. 2011-04-11 17:26:31, Info WDS Network service dhcp not running or could not be queried: 264d00 1 1 2011-04-11 17:26:31, Info WDS Network service lmhosts not running or could not be queried: 264e18 1 1 2011-04-11 17:26:31, Info WDS Network service lanmanworkstation not running or could not be queried: 264d00 1 1 2011-04-11 17:26:31, Info WDS Network service bfe not running or could not be queried: 264e18 1 1 2011-04-11 17:26:31, Info WDS Network service ikeext not running or could not be queried: 264d00 1 1 2011-04-11 17:26:31, Info WDS Network service mpssvc not running or could not be queried: 264e18 1 1 2011-04-11 17:27:24, Info WDS Installing device pci\ven_14e4&dev_1691&subsys_04aa1028 X:\WINDOWS\INF\oem37.inf succeeded 2011-04-11 17:27:25, Info WDS No computer name specified, generating a random name. 2011-04-11 17:27:25, Info WDS Renaming computer to MININT-VN2P876. 2011-04-11 17:27:25, Info WDS Acquired profiling mutex 2011-04-11 17:27:25, Info WDS Service winmgmt disable: 0x00000000 2011-04-11 17:27:25, Info WDS Service winmgmt stop: 0x00000000 2011-04-11 17:27:25, Info WDS Service winmgmt enable: 0x00000000 2011-04-11 17:27:25, Info WDS Released profiling mutex 2011-04-11 17:27:25, Info WDS Acquired profiling mutex 2011-04-11 17:27:25, Info WDS Install MS_MSCLIENT: 0x0004a020 2011-04-11 17:27:25, Info WDS Install MS_NETBIOS: 0x0004a020 2011-04-11 17:27:25, Info WDS Install MS_SMB: 0x0004a020 2011-04-11 17:27:25, Info WDS Install MS_TCPIP6: 0x0004a020 2011-04-11 17:27:26, Info WDS Install MS_TCPIP: 0x0004a020 2011-04-11 17:27:26, Info WDS Service dhcp start: 0x00000000 2011-04-11 17:27:26, Info WDS Service lmhosts start: 0x00000000 2011-04-11 17:27:26, Info WDS Service ikeext start: 0x00000000 2011-04-11 17:27:26, Info WDS Service mpssvc start: 0x00000000 2011-04-11 17:27:26, Info WDS Released profiling mutex 2011-04-11 17:27:26, Info WDS Spent 967ms installing network components 2011-04-11 17:27:28, Info WDS Spent 2247ms installing network drivers 2011-04-11 17:27:38, Info WDS QueryAdapterStatus: no operational adapters found. 2011-04-11 17:27:38, Info WDS Spent 10140ms confirming network initialization; status 0x80004005 2011-04-11 17:27:38, Info WDS WaitForNetworkToInitialize failed; ignoring error 2011-04-11 17:27:38, Info WDS GetNetworkingInfo: WpeNetworkStatus returned [0x0]. Flags set: 2011-04-11 17:27:38, Error [0x0b003f] WDS StartNetworking: Failed to start networking. Error code [0x800704C6].[gle=0x000000cb] 2011-04-11 17:27:38, Info [0x0640ae] IBSLIB PublishMessage: Publishing message [WdsClient: An error occurred while obtaining an IP address from the DHCP server. Please check to ensure that there is an operational DHCP server on this network segment.]

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  • C# 4: The Curious ConcurrentDictionary

    - by James Michael Hare
    In my previous post (here) I did a comparison of the new ConcurrentQueue versus the old standard of a System.Collections.Generic Queue with simple locking.  The results were exactly what I would have hoped, that the ConcurrentQueue was faster with multi-threading for most all situations.  In addition, concurrent collections have the added benefit that you can enumerate them even if they're being modified. So I set out to see what the improvements would be for the ConcurrentDictionary, would it have the same performance benefits as the ConcurrentQueue did?  Well, after running some tests and multiple tweaks and tunes, I have good and bad news. But first, let's look at the tests.  Obviously there's many things we can do with a dictionary.  One of the most notable uses, of course, in a multi-threaded environment is for a small, local in-memory cache.  So I set about to do a very simple simulation of a cache where I would create a test class that I'll just call an Accessor.  This accessor will attempt to look up a key in the dictionary, and if the key exists, it stops (i.e. a cache "hit").  However, if the lookup fails, it will then try to add the key and value to the dictionary (i.e. a cache "miss").  So here's the Accessor that will run the tests: 1: internal class Accessor 2: { 3: public int Hits { get; set; } 4: public int Misses { get; set; } 5: public Func<int, string> GetDelegate { get; set; } 6: public Action<int, string> AddDelegate { get; set; } 7: public int Iterations { get; set; } 8: public int MaxRange { get; set; } 9: public int Seed { get; set; } 10:  11: public void Access() 12: { 13: var randomGenerator = new Random(Seed); 14:  15: for (int i=0; i<Iterations; i++) 16: { 17: // give a wide spread so will have some duplicates and some unique 18: var target = randomGenerator.Next(1, MaxRange); 19:  20: // attempt to grab the item from the cache 21: var result = GetDelegate(target); 22:  23: // if the item doesn't exist, add it 24: if(result == null) 25: { 26: AddDelegate(target, target.ToString()); 27: Misses++; 28: } 29: else 30: { 31: Hits++; 32: } 33: } 34: } 35: } Note that so I could test different implementations, I defined a GetDelegate and AddDelegate that will call the appropriate dictionary methods to add or retrieve items in the cache using various techniques. So let's examine the three techniques I decided to test: Dictionary with mutex - Just your standard generic Dictionary with a simple lock construct on an internal object. Dictionary with ReaderWriterLockSlim - Same Dictionary, but now using a lock designed to let multiple readers access simultaneously and then locked when a writer needs access. ConcurrentDictionary - The new ConcurrentDictionary from System.Collections.Concurrent that is supposed to be optimized to allow multiple threads to access safely. So the approach to each of these is also fairly straight-forward.  Let's look at the GetDelegate and AddDelegate implementations for the Dictionary with mutex lock: 1: var addDelegate = (key,val) => 2: { 3: lock (_mutex) 4: { 5: _dictionary[key] = val; 6: } 7: }; 8: var getDelegate = (key) => 9: { 10: lock (_mutex) 11: { 12: string val; 13: return _dictionary.TryGetValue(key, out val) ? val : null; 14: } 15: }; Nothing new or fancy here, just your basic lock on a private object and then query/insert into the Dictionary. Now, for the Dictionary with ReadWriteLockSlim it's a little more complex: 1: var addDelegate = (key,val) => 2: { 3: _readerWriterLock.EnterWriteLock(); 4: _dictionary[key] = val; 5: _readerWriterLock.ExitWriteLock(); 6: }; 7: var getDelegate = (key) => 8: { 9: string val; 10: _readerWriterLock.EnterReadLock(); 11: if(!_dictionary.TryGetValue(key, out val)) 12: { 13: val = null; 14: } 15: _readerWriterLock.ExitReadLock(); 16: return val; 17: }; And finally, the ConcurrentDictionary, which since it does all it's own concurrency control, is remarkably elegant and simple: 1: var addDelegate = (key,val) => 2: { 3: _concurrentDictionary[key] = val; 4: }; 5: var getDelegate = (key) => 6: { 7: string s; 8: return _concurrentDictionary.TryGetValue(key, out s) ? s : null; 9: };                    Then, I set up a test harness that would simply ask the user for the number of concurrent Accessors to attempt to Access the cache (as specified in Accessor.Access() above) and then let them fly and see how long it took them all to complete.  Each of these tests was run with 10,000,000 cache accesses divided among the available Accessor instances.  All times are in milliseconds. 1: Dictionary with Mutex Locking 2: --------------------------------------------------- 3: Accessors Mostly Misses Mostly Hits 4: 1 7916 3285 5: 10 8293 3481 6: 100 8799 3532 7: 1000 8815 3584 8:  9:  10: Dictionary with ReaderWriterLockSlim Locking 11: --------------------------------------------------- 12: Accessors Mostly Misses Mostly Hits 13: 1 8445 3624 14: 10 11002 4119 15: 100 11076 3992 16: 1000 14794 4861 17:  18:  19: Concurrent Dictionary 20: --------------------------------------------------- 21: Accessors Mostly Misses Mostly Hits 22: 1 17443 3726 23: 10 14181 1897 24: 100 15141 1994 25: 1000 17209 2128 The first test I did across the board is the Mostly Misses category.  The mostly misses (more adds because data requested was not in the dictionary) shows an interesting trend.  In both cases the Dictionary with the simple mutex lock is much faster, and the ConcurrentDictionary is the slowest solution.  But this got me thinking, and a little research seemed to confirm it, maybe the ConcurrentDictionary is more optimized to concurrent "gets" than "adds".  So since the ratio of misses to hits were 2 to 1, I decided to reverse that and see the results. So I tweaked the data so that the number of keys were much smaller than the number of iterations to give me about a 2 to 1 ration of hits to misses (twice as likely to already find the item in the cache than to need to add it).  And yes, indeed here we see that the ConcurrentDictionary is indeed faster than the standard Dictionary here.  I have a strong feeling that as the ration of hits-to-misses gets higher and higher these number gets even better as well.  This makes sense since the ConcurrentDictionary is read-optimized. Also note that I tried the tests with capacity and concurrency hints on the ConcurrentDictionary but saw very little improvement, I think this is largely because on the 10,000,000 hit test it quickly ramped up to the correct capacity and concurrency and thus the impact was limited to the first few milliseconds of the run. So what does this tell us?  Well, as in all things, ConcurrentDictionary is not a panacea.  It won't solve all your woes and it shouldn't be the only Dictionary you ever use.  So when should we use each? Use System.Collections.Generic.Dictionary when: You need a single-threaded Dictionary (no locking needed). You need a multi-threaded Dictionary that is loaded only once at creation and never modified (no locking needed). You need a multi-threaded Dictionary to store items where writes are far more prevalent than reads (locking needed). And use System.Collections.Concurrent.ConcurrentDictionary when: You need a multi-threaded Dictionary where the writes are far more prevalent than reads. You need to be able to iterate over the collection without locking it even if its being modified. Both Dictionaries have their strong suits, I have a feeling this is just one where you need to know from design what you hope to use it for and make your decision based on that criteria.

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  • mysql 5.0.23 vs 5.5 performance benefits and upgrade issues ?

    - by WarDoGG
    I have been told that mysql 5.5 has a significant performanance boost compared to 5.0 Our server handles alot of data (around 30 million records processed per 5-10 seconds) and requires every drop of performance boost we can give. Will it be beneficial if we upgrade from 5.0.23 to mysql 5.5 ? Also, we have lots of database indexes setup on the tables and i've been told that sometimes the indexes become corrupt after a version upgrade and they have to be rebuilt. Is this true ?

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  • mysql 5.0.23 vs 5.5 performance benefits and upgrade issues?

    - by WarDoGG
    I have been told that mysql 5.5 has a significant performance boost compared to 5.0 Our server handles a lot of data (around 30 million records processed per 5-10 seconds) and requires every drop of performance boost we can give. Will it be beneficial if we upgrade from 5.0.23 to mysql 5.5? Also, we have lots of database indexes setup on the tables and I've been told that sometimes the indexes become corrupt after a version upgrade and they have to be rebuilt. Is this true?

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  • CMake missing environment variables errors

    - by Ben Crowhurst
    Hello, I'm attempting to use cmake on Mac OSX i've installed both a binary version and then also from source. However i continue to receive the following errors when attempting to create a Makefile. cpc1-dumb4-2-0-cust166:build bcrowhurst$ cmake . CMake Error: Error required internal CMake variable not set, cmake may be not be built correctly. Missing variable is: CMAKE_On_COMPILER_ENV_VAR CMake Error: Error required internal CMake variable not set, cmake may be not be built correctly. Missing variable is: CMAKE_On_COMPILER CMake Error: Could not find cmake module file:/Users/bcrowhurst/NetBeansProjects/appon/build/CMakeFiles/CMakeOnCompiler.cmake CMake Error: Could not find cmake module file:CMakeOnInformation.cmake CMake Error: CMAKE_On_COMPILER not set, after EnableLanguage -- Boost version: 1.43.0 -- Found the following Boost libraries: -- system -- Configuring incomplete, errors occurred! My CMakeLists.txt is as follows: cmake_minimum_required( VERSION 2.6 ) project( Application On ) find_package( Boost COMPONENTS system REQUIRED ) link_directories( ${Boost_LIBRARY_DIRS} ) if(Boost_FOUND) include_directories( ${Boost_INCLUDE_DIRS} ) add_library( object ../source/object.cpp ../source/object.h ) target_link_libraries( object ${Boost_SYSTEM_LIBRARY} ) endif() Any help would be greatly appreciated. Thanks.

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  • Start Codeblocks project from external code

    - by Dnaiel
    I have C++ code that depends on boost and other libraries, and therefore this code has a makefile that invokes boost. I am now trying to start developing this code in codeblocks in linux, so in order to do that I have two basic questions: (1) How can I import the code into codeblocks as a codeblocks new project? (2) How do I invoke the makefile with codeblocks instead of codeblocks trying to compile the code (which it would fail since codeblocks does not know that it needs to invoke boost). Sorry if it's too basic but I am quite new to C++ and codeblocks. Thanks!

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  • VC7.1 C1204 internal compiler error

    - by Nathan Ernst
    I'm working on modifying Firaxis' Civilization 4 core game DLL. The host application is built using VC7, hence the constraint (source not provided for the host EXE). I've been working on rewriting a large chunk of the code (focusing on low-hanging performance issues & memory leaks). I recently ran into an internal compiler error when trying to mod the code to use an array class instead of dynamically allocated 2-d arrays, I was going to use matrices from the boost lib (Civ4 is already using boost, so why not?). Basically, the issue comes down to: if I include "boost/numeric/ublas/matrix.hpp", I run into an internal compiler error C1204. MSDN has this to say: MSDN C1204 KB has this to say: KB 883655 So, I'm curious, is it possible to solve this error without a KB/SP being applied and dramatically reducing the complexity of the code? Additionally, as VC7 is no longer "supported", does anyone have a valid (supported) link for a VC7 service pack?

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  • identifying the type

    - by Gokul
    Hi, In my application, there is a inheritance hierarchy in which only the classes that are at the end of the inheritance chain are non-abstract classes. Also there is some usage of boost::variant. I want to write a function which takes a pointer and a Type and says whether the object belongs to that type. For example template< typename Type, bool TypeisAbstract, typename ptrType > bool checkType( ptrType* t) { return ( typeid(*t) == typeid(Type) ); } template< typename Type, typename ptrType > bool checkType<Type, true, ptrType>( ptrType* t) { return ( dynamic_cast<Type*>(t) != NULL ); } Now if there is a boost variant, i want to find out whether the boost variant stores that particular type. Can someone help me with that? Thanks, Gokul.

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  • Subversion: Ignore a Directory in the Repo on Commit

    - by Charles
    I have all the boost header files in this repository and when I do a check in it takes a really long time to scan all those files that will never change. Because I want users that checkout the project to be able to compile without installing boost I am in a pickle. I want to checkout everything, and then ignore updates (there will never be any) on a directory. Tortoise svn has a ignore-on-commit change list, but I cannot find anyway to add an entire directory to this list, and I do not fancy the idea of 'modifying' all the boost files so I can add them to this change list. Is there a simple solution?

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  • C++ static classes & shared_ptr memory leaks

    - by HardCoder1986
    Hello! I can't understand why does the following code produce memory leaks (I am using boost::shared_ptr with static class instance). Could someone help me? #include <crtdbg.h> #include <boost/shared_ptr.hpp> using boost::shared_ptr; #define _CRTDBG_MAP_ALLOC #define NEW new(_NORMAL_BLOCK, __FILE__, __LINE__) static struct myclass { static shared_ptr<int> ptr; myclass() { ptr = shared_ptr<int>(NEW int); } } myclass_instance; shared_ptr<int> myclass::ptr; int main() { _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_ALWAYS_DF | _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG)); return 0; }

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  • CRT not initialized

    - by jfhs
    I'm trying to compile one project with MSVC 2010, compilation is ok, but when I try to run the app, it gives me CRT not initialized error. It is a console application, so I tried to specify mainCRTStartup as Entry Point, but it didn't help. In the same solution there are other projects, and they don't have such a problem. The difference which I see between them is that one which is not working, uses boost. Boost v1.38.0 if this is important. Runtime Library is Multi-threaded DLL. Linker command line is: /OUT:"D:\temp\ghost\Release\ghost.exe" /INCREMENTAL:NO /NOLOGO /LIBPATH:"..\zlib\lib" /LIBPATH:"..\mysql\lib\opt" /LIBPATH:"..\boost\lib" "ws2_32.lib" "winmm.lib" "zdll.lib" "StormLibRAS.lib" "kernel32.lib" "user32.lib" "gdi32.lib" "winspool.lib" "comdlg32.lib" "advapi32.lib" "shell32.lib" "ole32.lib" "oleaut32.lib" "uuid.lib" "odbc32.lib" "odbccp32.lib" "D:\temp\ghost\bncsutil\vc8_build\Release\BNCSutil.lib" /MANIFEST /ManifestFile:"Release\ghost.exe.intermediate.manifest" /ALLOWISOLATION /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"D:\temp\ghost\Release\ghost.pdb" /SUBSYSTEM:CONSOLE /OPT:REF /OPT:ICF /PGD:"D:\temp\ghost\Release\ghost.pgd" /LTCG /TLBID:1 /ENTRY:"mainCRTStartup" /DYNAMICBASE /NXCOMPAT /MACHINE:X86 /ERRORREPORT:QUEUE

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  • What's the best way to return something like a collection of `std::auto_ptr`s in C++03?

    - by Billy ONeal
    std::auto_ptr is not allowed to be stored in an STL container, such as std::vector. However, occasionally there are cases where I need to return a collection of polymorphic objects, and therefore I can't return a vector of objects (due to the slicing problem). I can use std::tr1::shared_ptr and stick those in the vector, but then I have to pay a high price of maintaining separate reference counts, and object that owns the actual memory (the container) no longer logically "owns" the objects because they can be copied out of it without regard to ownership. C++0x offers a perfect solution to this problem in the form of std::vector<std::unique_ptr<t>>, but I don't have access to C++0x. Some other notes: I don't have access to C++0x, but I do have TR1 available. I would like to avoid use of Boost (though it is available if there is no other option) I am aware of boost::ptr_container containers (i.e. boost::ptr_vector), but I would like to avoid this because it breaks the debugger (innards are stored in void *s which means it's difficult to view the object actually stored inside the container in the debugger)

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  • Thread implemented as a Singleton

    - by rocknroll
    Hi all, I have a commercial application made with C,C++/Qt on Linux platform. The app collects data from different sensors and displays them on GUI. Each of the protocol for interfacing with sensors is implemented using singleton pattern and threads from Qt QThreads class. All the protocols except one work fine. Each protocol's run function for thread has following structure: void <ProtocolClassName>::run() { while(!mStop) //check whether screen is closed or not { mutex.lock() while(!waitcondition.wait(&mutex,5)) { if(mStop) return; } //Code for receiving and processing incoming data mutex.unlock(); } //end while } Hierarchy of GUI. 1.Login screen. 2. Screen of action. When a user logs in from login screen, we enter the action screen where all data is displayed and all the thread's for different sensors start. They wait on mStop variable in idle time and when data arrives they jump to receiving and processing data. Incoming data for the problem protocol is 117 bytes. In the main GUI threads there are timers which when timeout, grab the running instance of protocol using <ProtocolName>::instance() function Check the update variable of singleton class if its true and display the data. When the data display is done they reset the update variable in singleton class to false. The problematic protocol has the update time of 1 sec, which is also the frame rate of protocol. When I comment out the display function it runs fine. But when display is activated the application hangs consistently after 6-7 hours. I have asked this question on many forums but haven't received any worthwhile suggestions. I Hope that here I will get some help. Also, I have read a lot of literature on Singleton, multithreading, and found that people always discourage the use of singletons especially in C++. But in my application I can think of no other design for implementation. Thanks in advance A Hapless programmer

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  • efficient thread-safe singleton in C++

    - by user168715
    The usual pattern for a singleton class is something like static Foo &getInst() { static Foo *inst = NULL; if(inst == NULL) inst = new Foo(...); return *inst; } However, it's my understanding that this solution is not thread-safe, since 1) Foo's constructor might be called more than once (which may or may not matter) and 2) inst may not be fully constructed before it is returned to a different thread. One solution is to wrap a mutex around the whole method, but then I'm paying for synchronization overhead long after I actually need it. An alternative is something like static Foo &getInst() { static Foo *inst = NULL; if(inst == NULL) { pthread_mutex_lock(&mutex); if(inst == NULL) inst = new Foo(...); pthread_mutex_unlock(&mutex); } return *inst; } Is this the right way to do it, or are there any pitfalls I should be aware of? For instance, are there any static initialization order problems that might occur, i.e. is inst always guaranteed to be NULL the first time getInst is called?

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  • OpenGL multiple threads, variable handling [closed]

    - by toeplitz
    I have written an OpenGL program which runs in the following way: Main: - Initialize SDL - Create thread which has the OpenGL context: - Renderloop - Set camera (view) matrix with glUniform. - glDrawElements() .... etc. - Swapbuffers(); - Main SDL loop handling input events and such. - Update camera matrix of type glm::mat4. This is how I pass my camera object to the class that handles opengl. Camera *cam = new Camera(); gl.setCam(cam); where void setCam(Camera *camera) { this->camera = camera; } For rendering in the opengl context thread, this happens: glm::mat4 modelView = camera->view * model; glUniformMatrix4fv(shader->bindUniform("modelView"), 1, GL_FALSE, glm::value_ptr(modelView)); In the main program where my SDL and other things are handles I then recompute the view matrix. This his working fine without me using any mutex locks. Is this correct? On the other hand, I add objects to my scene by an "upload queue" and in this case I have to mutex lock my upload queue vector (vector class type) when adding items to it or else the program crashes. In summary: I recompute my matrix in a different thread and then use it in the opengl thread without any mutex lock. Why is this working? Edit: I think my question is similar to what was asked here: Should I lock a variable in one thread if I only need it's value in other threads, and why does it work if I don't?, only in my case it is even more simple with only one matrix being changed.

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  • Ogre Specific libraries

    - by Molmasepic
    i have a simple question. For people that know and built ogre3D from source as a Static library, What is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason im asking is because in the Ogre forums, I have asked about this and didnt get a good reply...yet. The other reason is because even though i link to the boost library, i get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW with CodeBlocks as the IDE And my Main Computer Im building on is Windows Vista 32 bit

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  • Intel TurboBoost not working under 12.04 LTS

    - by Panák Tibor
    Please help me someone :) My notebook has Intel core i5 3337U CPU with Intel turbo boost. Under 12.04 the turbo boost is not working properly. It's frequency maximum is 1.8Ghz but the CPU can run 2.7GHz. How can I fix it? pano@dell-inspiron:~$ grep MHz /proc/cpuinfo cpu MHz : 774.000 cpu MHz : 1801.000 cpu MHz : 774.000 cpu MHz : 1801.000 pano@dell-inspiron:~$ grep MHz /proc/cpuinfo cpu MHz : 774.000 cpu MHz : 1801.000 cpu MHz : 774.000 cpu MHz : 1801.000 pano@dell-inspiron:~$ grep MHz /proc/cpuinfo cpu MHz : 774.000 cpu MHz : 1801.000 cpu MHz : 1800.000 cpu MHz : 1801.000 pano@dell-inspiron:~$ grep MHz /proc/cpuinfo cpu MHz : 774.000 cpu MHz : 1801.000 cpu MHz : 774.000 cpu MHz : 1700.000

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