Search Results

Search found 3389 results on 136 pages for 'const'.

Page 40/136 | < Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >

  • Visual Studio Little Wonders: Box Selection

    - by James Michael Hare
    So this week I decided I’d do a Little Wonder of a different kind and focus on an underused IDE improvement: Visual Studio’s Box Selection capability. This is a handy feature that many people still don’t realize was made available in Visual Studio 2010 (and beyond).  True, there have been other editors in the past with this capability, but now that it’s fully part of Visual Studio we can enjoy it’s goodness from within our own IDE. So, for those of you who don’t know what box selection is and what it allows you to do, read on! Sometimes, we want to select beyond the horizontal… The problem with traditional text selection in many editors is that it is horizontally oriented.  Sure, you can select multiple rows, but if you do you will pull in the entire row (at least for the middle rows).  Under the old selection scheme, if you wanted to select a portion of text from each row (a “box” of text) you were out of luck.  Box selection rectifies this by allowing you to select a box of text that bounded by a selection rectangle that you can grow horizontally or vertically.  So let’s think a situation that could occur where this comes in handy. Let’s say, for instance, that we are defining an enum in our code that we want to be able to translate into some string values (possibly to be stored in a database, output to screen, etc.). Perhaps such an enum would look like this: 1: public enum OrderType 2: { 3: Buy, // buy shares of a commodity 4: Sell, // sell shares of a commodity 5: Exchange, // exchange one commodity for another 6: Cancel, // cancel an order for a commodity 7: } 8:  Now, let’s say we are in the process of creating a Dictionary<K,V> to translate our OrderType: 1: var translator = new Dictionary<OrderType, string> 2: { 3: // do I really want to retype all this??? 4: }; Yes the example above is contrived so that we will pull some garbage if we do a multi-line select. I could select the lines above using the traditional multi-line selection: And then paste them into the translator code, which would result in this: 1: var translator = new Dictionary<OrderType, string> 2: { 3: Buy, // buy shares of a commodity 4: Sell, // sell shares of a commodity 5: Exchange, // exchange one commodity for another 6: Cancel, // cancel an order for a commodity 7: }; But I have a lot of junk there, sure I can manually clear it out, or use some search and replace magic, but if this were hundreds of lines instead of just a few that would quickly become cumbersome. The Box Selection Now that we have the ability to create box selections, we can select the box of text to delete!  Most of us are familiar with the fact we can drag the mouse (or hold [Shift] and use the arrow keys) to create a selection that can span multiple rows: Box selection, however, actually allows us to select a box instead of the typical horizontal lines: Then we can press the [delete] key and the pesky comments are all gone! You can do this either by holding down [Alt] while you select with your mouse, or by holding down [Alt+Shift] and using the arrow keys on the keyboard to grow the box horizontally or vertically. So now we have: 1: var translator = new Dictionary<OrderType, string> 2: { 3: Buy, 4: Sell, 5: Exchange, 6: Cancel, 7: }; Which is closer, but we still need an opening curly, the string to translate to, and the closing curly and comma. Fortunately, again, this is easy with box selections due to the fact box selection can even work for a zero-width selection! That is, hold down [Alt] and either drag down with no width, or hold down [Alt+Shift] and arrow down and you will define a selection range with no width, essentially, a vertical line selection: Notice the faint selection line on the right? So why is this useful? Well, just like with any selected range, we can type and it will replace the selection. What does this mean for box selections? It means that we can insert the same text all the way down on each line! If we have the same selection above, and type a curly and a space, we’d get: Imagine doing this over hundreds of lines and think of what a time saver it could be! Now make a zero-width selection on the other side: And type a curly and a comma, and we’d get: So close! Now finally, imagine we’ve already defined these strings somewhere and want to paste them in: 1: const private string BuyText = "Buy Shares"; 2: const private string SellText = "Sell Shares"; 3: const private string ExchangeText = "Exchange"; 4: const private string CancelText = "Cancel"; We can, again, use our box selection to pull out the constant names: And clicking copy (or [CTRL+C]) and then selecting a range to paste into: And finally clicking paste (or [CTRL+V]) to get the final result: 1: var translator = new Dictionary<OrderType, string> 2: { 3: { Buy, BuyText }, 4: { Sell, SellText }, 5: { Exchange, ExchangeText }, 6: { Cancel, CancelText }, 7: };   Sure, this was a contrived example, but I’m sure you’ll agree that it adds myriad possibilities of new ways to copy and paste vertical selections, as well as inserting text across a vertical slice. Summary: While box selection has been around in other editors, we finally get to experience it in VS2010 and beyond. It is extremely handy for selecting columns of information for cutting, copying, and pasting. In addition, it allows you to create a zero-width vertical insertion point that can be used to enter the same text across multiple rows. Imagine the time you can save adding repetitive code across multiple lines!  Try it, the more you use it, the more you’ll love it! Technorati Tags: C#,CSharp,.NET,Visual Studio,Little Wonders,Box Selection

    Read the article

  • texture mapping with lib3ds and SOIL help

    - by Adam West
    I'm having trouble with my project for loading a texture map onto a model. Any insight into what is going wrong with my code is fantastic. Right now the code only renders a teapot which I have assinged after creating it in 3DS Max. 3dsloader.cpp #include "3dsloader.h" Object::Object(std:: string filename) { m_TotalFaces = 0; m_model = lib3ds_file_load(filename.c_str()); // If loading the model failed, we throw an exception if(!m_model) { throw strcat("Unable to load ", filename.c_str()); } // set properties of texture coordinate generation for both x and y coordinates glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); // if not already enabled, enable texture generation if(! glIsEnabled(GL_TEXTURE_GEN_S)) glEnable(GL_TEXTURE_GEN_S); if(! glIsEnabled(GL_TEXTURE_GEN_T)) glEnable(GL_TEXTURE_GEN_T); } Object::~Object() { if(m_model) // if the file isn't freed yet lib3ds_file_free(m_model); //free up memory glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } void Object::GetFaces() { m_TotalFaces = 0; Lib3dsMesh * mesh; // Loop through every mesh. for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { // Add the number of faces this mesh has to the total number of faces. m_TotalFaces += mesh->faces; } } void Object::CreateVBO() { assert(m_model != NULL); // Calculate the number of faces we have in total GetFaces(); // Allocate memory for our vertices and normals Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3]; Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3]; Lib3dsMesh * mesh; unsigned int FinishedFaces = 0; // Loop through all the meshes for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next) { lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]); // Loop through every face for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++) { Lib3dsFace * face = &mesh->faceL[cur_face]; for(unsigned int i = 0;i < 3;i++) { memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel)); memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector)); } FinishedFaces++; } } // Generate a Vertex Buffer Object and store it with our vertices glGenBuffers(1, &m_VertexVBO); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW); // Generate another Vertex Buffer Object and store the normals in it glGenBuffers(1, &m_NormalVBO); glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW); // Generate a third VBO and store the texture coordinates in it. glGenBuffers(1, &m_TexCoordVBO); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW); // Clean up our allocated memory delete vertices; delete normals; delete texCoords; // We no longer need lib3ds lib3ds_file_free(m_model); m_model = NULL; } void Object::applyTexture(const char*texfilename) { float imageWidth; float imageHeight; glGenTextures(1, & textureObject); // allocate memory for one texture textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&imageWidth); glGetTexLevelParameterfv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&imageHeight); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat textureglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,& textureObject); } void Object::Draw() const { // Enable vertex, normal and texture-coordinate arrays. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Bind the VBO with the normals. glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO); // The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO. glNormalPointer(GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO); glTexCoordPointer(2, GL_FLOAT, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO); glVertexPointer(3, GL_FLOAT, 0, NULL); // Render the triangles. glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } 3dsloader.h #include "main.h" #include "lib3ds/file.h" #include "lib3ds/mesh.h" #include "lib3ds/material.h" class Object { public: Object(std:: string filename); virtual ~Object(); virtual void Draw() const; virtual void CreateVBO(); void applyTexture(const char*texfilename); protected: void GetFaces(); unsigned int m_TotalFaces; Lib3dsFile * m_model; Lib3dsMesh* Mesh; GLuint textureObject; GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO; }; Called in the main cpp file with: VBO,apply texture and draw (pretty simple, how ironic) and thats it, please help me forum :)

    Read the article

  • boost::serialization of mutual pointers

    - by KneLL
    First, please take a look at these code: class Key; class Door; class Key { public: int id; Door *pDoor; Key() : id(0), pDoor(NULL) {} private: friend class boost::serialization::access; template <typename A> void serialize(A &ar, const unsigned int ver) { ar & BOOST_SERIALIZATION_NVP(id) & BOOST_SERIALIZATION_NVP(pDoor); } }; class Door { public: int id; Key *pKey; Door() : id(0), pKey(NULL) {} private: friend class boost::serialization::access; template <typename A> void serialize(A &ar, const unsigned int ver) { ar & BOOST_SERIALIZATION_NVP(id) & BOOST_SERIALIZATION_NVP(pKey); } }; BOOST_CLASS_TRACKING(Key, track_selectively); BOOST_CLASS_TRACKING(Door, track_selectively); int main() { Key k1, k_in; Door d1, d_in; k1.id = 1; d1.id = 2; k1.pDoor = &d1; d1.pKey = &k1; // Save data { wofstream f1("test.xml"); boost::archive::xml_woarchive ar1(f1); // !!!!! (1) const Key *pK = &k1; const Door *pD = &d1; ar1 << BOOST_SERIALIZATION_NVP(pK) << BOOST_SERIALIZATION_NVP(pD); } // Load data { wifstream i1("test.xml"); boost::archive::xml_wiarchive ar1(i1); // !!!!! (2) A *pK = &k_in; B *pD = &d_in; // (2.1) //ar1 >> BOOST_SERIALIZATION_NVP(k_in) >> BOOST_SERIALIZATION_NVP(d_in); // (2.2) ar1 >> BOOST_SERIALIZATION_NVP(pK) >> BOOST_SERIALIZATION_NVP(pD); } } The first (1) is a simple question - is it possible to pass objects to archive without pointers? If simply pass objects 'as is' that boost throws exception about duplicated pointers. But I'm confused of creating pointers to save objects. The second (2) is a real trouble. If comment out string after (2.1) then boost will corectly load a first Key object (and init internal Door pointer pDoor), but will not init a second Door (d_in) object. After this I have an inited *k_in* object with valid pointer to Door and empty *d_in* object. If use string (2.2) then boost will create two Key and Door objects somewhere in memory and save addresses in pointers. But I want to have two objects *k_in* and *d_in*. So, if I copy a values of memory objects to local variables then I store only addresses, for example, I can write code after (2.2): d_in.id = pD->id; d_in.pKey = pD->pKey; But in this case I store only a pointer and memory object remains in memory and I cannot delete it, because *d_in.pKey* will be unvalid. And I cannot perform a deep copy with operator=(), because if I write code like this: Key &operator==(const Key &k) { if (this != &k) { id = k.id; // call to Door::operator=() that calls *pKey = *d.pKey and so on *pDoor = *k.pDoor; } return *this; } then I will get a something like recursion of operator=()s of Key and Door. How to implement proper serialization of such pointers?

    Read the article

  • Problem with socket communication between C# and Flex

    - by Chris Lee
    Hi all, I am implementing a simulated b/s stock data system. I am using flex and c# for client and server sides. I found flash has a security policy and I handled the policy-file-request in my server code. But seems it doesn't work, because the code jumped out at "socket.Receive(b)" after connection. I've tried sending message on client in the connection handler, in that case the server can receive correct message. But the auto-generated "policy-file-request" can never be received, and the client can get no data sending from server. Here I put my code snippet. my ActionScript code: public class StockClient extends Sprite { private var hostName:String = "192.168.84.103"; private var port:uint = 55555; private var socket:XMLSocket; public function StockClient() { socket = new XMLSocket(); configureListeners(socket); socket.connect(hostName, port); } public function send(data:Object) : void{ socket.send(data); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.CLOSE, closeHandler); dispatcher.addEventListener(Event.CONNECT, connectHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler); dispatcher.addEventListener(ProgressEvent.SOCKET_DATA, dataHandler); } private function closeHandler(event:Event):void { trace("closeHandler: " + event); } private function connectHandler(event:Event):void { trace("connectHandler: " + event); //following testing message can be received, but client can't invoke data handler //send("<policy-file-request/>"); } private function dataHandler(event:ProgressEvent):void { //never fired trace("dataHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { trace("ioErrorHandler: " + event); } private function progressHandler(event:ProgressEvent):void { trace("progressHandler loaded:" + event.bytesLoaded + " total: " + event.bytesTotal); } private function securityErrorHandler(event:SecurityErrorEvent):void { trace("securityErrorHandler: " + event); } } my C# code: const int PORT_NUMBER = 55555; const String BEGIN_REQUEST = "begin"; const String END_REQUEST = "end"; const String POLICY_REQUEST = "<policy-file-request/>\u0000"; const String POLICY_FILE = "<?xml version=\"1.0\"?>\n" + "<!DOCTYPE cross-domain-policy SYSTEM \"http://www.adobe.com/xml/dtds/cross-domain-policy.dtd\">\n" + "<cross-domain-policy> \n" + " <allow-access-from domain=\"*\" to-ports=\"55555\"/> \n" + "</cross-domain-policy>\u0000"; ................ private void startListening() { provider = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); provider.Bind(new IPEndPoint(IPAddress.Parse("192.168.84.103"), PORT_NUMBER)); provider.Listen(10); isListened = true; while (isListened) { Socket socket = provider.Accept(); Console.WriteLine("connect!"); byte[] b = new byte[1024]; int receiveLength = 0; try { // code jump out at this statement receiveLength = socket.Receive(b); } catch (Exception e) { Debug.WriteLine(e.ToString()); } String request = System.Text.Encoding.UTF8.GetString(b, 0, receiveLength); Console.WriteLine("request:"+request); if (request == POLICY_REQUEST) { socket.Send(Encoding.UTF8.GetBytes(POLICY_FILE)); Console.WriteLine("response:" + POLICY_FILE); } else if (request == END_REQUEST) { Dispose(socket); } else { StartSocket(socket); break; } } } Sorry for the long code, please someone help with it, thanks a million

    Read the article

  • How do I solve an unresolved external when using C++ Builder packages?

    - by David M
    I'm experimenting with reconfiguring my application to make heaving use of packages. Both I and another developer running a similar experiment are running into a bit of trouble when linking using several different packages. We're probably both doing something wrong, but goodness knows what :) The situation is this: The first package, PackageA.bpl, contains C++ class FooA. The class is declared with the PACKAGE directive. The second package, PackageB.bpl, contains a class inheriting from FooA, called FooB. It includes FooB.h, and the package is built using runtime packages, and links to PackageA by adding a reference to PackageA.bpi. When building PackageB, it compiles fine but linking fails with a number of unresolved externals, the first few of which are: [ILINK32 Error] Error: Unresolved external '__tpdsc__ FooA' referenced from C:\blah\FooB.OBJ [ILINK32 Error] Error: Unresolved external 'FooA::' referenced from C:\blah\FooB.OBJ [ILINK32 Error] Error: Unresolved external '__fastcall FooA::~FooA()' referenced from blah\FooB.OBJ etc. Running TDump on PackageA.bpl shows: Exports from PackageA.bpl 14 exported name(s), 14 export addresse(s). Ordinal base is 1. Sorted by Name: RVA Ord. Hint Name -------- ---- ---- ---- 00002A0C 8 0000 __tpdsc__ FooA 00002AD8 10 0001 __linkproc__ FooA::Finalize 00002AC8 9 0002 __linkproc__ FooA::Initialize 00002E4C 12 0003 __linkproc__ PackageA::Finalize 00002E3C 11 0004 __linkproc__ PackageA::Initialize 00006510 14 0007 FooA:: 00002860 5 0008 FooA::FooA(FooA&) 000027E4 4 0009 FooA::FooA() 00002770 3 000A __fastcall FooA::~FooA() 000028DC 6 000B __fastcall FooA::Method1() const 000028F4 7 000C __fastcall FooA::Method2() const 00001375 2 000D Finalize 00001368 1 000E Initialize 0000610C 13 000F ___CPPdebugHook So the class definitely seems to be exported and available to link. I can see entries for the specific things ILink32 says it's looking for and not finding. Running TDump on the BPI file shows similar entries. Other info The class does descend from TObject, though originally before refactoring into packages it was a normal C++ class. (More detail below. It seems "safer" using VCL-style classes when trying to solve problems with a very Delphi-ish thing like this anyway. Changing this only changes the order of unresolved externals to first not find Method1 and Method2, then others.) Declaration for FooA: class PACKAGE FooA: public TObject { public: FooA(); virtual __fastcall ~FooA(); FooA(const FooA&); virtual __fastcall long Method1() const; virtual __fastcall long Method2() const; }; and FooB: class FooB: public FooA { public: FooB(); virtual __fastcall ~FooB(); ... other methods... }; All methods definitely are implemented in the .cpp files, so it's not not finding them because they don't exist! The .cpp files also contain #pragma package(smart_init) near the top, under the includes. Questions that might help... Are packages reliable using C++, or are they only useable with Delphi code? Is linking to the first package by adding a reference to its BPI correct - is that how you're supposed to do it? I could use a LIB but it seems to make the second package much larger, and I suspect it's statically linking in the contents of the first. Can we use the PACKAGE directive only on TObject-derived classes? There is no compiler warning using it on standard C++ classes. Is splitting code into packages the best way to achieve the goal of isolating code and communicating through defined layers / interfaces? I've been investigating this path because it seems to be the C++Builder / Delphi Way, and if it worked it looks attractive. But are there better alternatives? I'm very new to using packages and have only known about them through using components before. Any general words of advice would be great! We're using C++Builder 2010. I've fabricated the class and method names in the above code examples, but other than that the details are exactly what we're seeing. Cheers, David

    Read the article

  • Pythonika installation error on ubuntu 12

    - by user1426913
    I have been following links: to install pythonika on ubuntu: How to install Pythonika on Ubuntu? I get error: $ sudo make -f Makefile.linux cc -c Pythonika.c -I/usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions -I/usr/include/python2.7/ Pythonika.c: In function ‘PyUnicodeString’: Pythonika.c:109:5: warning: passing argument 1 of ‘PyUnicodeUCS4_FromUnicode’ from incompatible pointer type [enabled by default] /usr/include/python2.7/unicodeobject.h:464:23: note: expected ‘const Py_UNICODE *’ but argument is of type ‘short unsigned int *’ Pythonika.c: In function ‘python_to_mathematica_object’: Pythonika.c:411:13: warning: passing argument 2 of ‘MLPutUnicodeString’ from incompatible pointer type [enabled by default] /usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mathlink.h:4299:1: note: expected ‘const short unsigned int *’ but argument is of type ‘Py_UNICODE ’ "/usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mprep" Pythonika.tm -o Pythonikatm.c /bin/sh: 1: /usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mprep: not found make: ** [Pythonikatm.o] Error 127

    Read the article

  • C++ - Constructor or Initialize Method to Startup

    - by Bob Fincheimer
    I want to determine when to do non-trivial initialization of a class. I see two times to do initialization: constructor and other method. I want to figure out when to use each. Choice 1: Constructor does initialization MyClass::MyClass(Data const& data) : m_data() { // does non-trivial initialization here } MyClass::~MyClass() { // cleans up here } Choice 2: Defer initialization to an initialize method MyClass::MyClass() : m_data() {} MyClass::Initialize(Data const& data) { // does non-trivial initialization here } MyClass::~MyClass() { // cleans up here } So to try and remove any subjectivity I want to figure out which is better in a couple of situations: Class that encapsulates a resource (window/font/some sort of handle) Class that composites resources to do something (a control/domain object) Data structure classes (tree/list/etc.) [Anything else you can think of] Things to analyze: Performance Ease of use by other developers How error-prone/opportunities for bugs [Anything else you can think of]

    Read the article

  • Explicitly instantiating a generic member function of a generic structure

    - by Dennis Zickefoose
    I have a structure with a template parameter, Stream. Within that structure, there is a function with its own template parameter, Type. If I try to force a specific instance of the function to be generated and called, it works fine, if I am in a context where the exact type of the structure is known. If not, I get a compile error. This feels like a situation where I'm missing a typename, but there are no nested types. I suspect I'm missing something fundamental, but I've been staring at this code for so long all I see are redheads, and frankly writing code that uses templates has never been my forte. The following is the simplest example I could come up with that illustrates the issue. #include <iostream> template<typename Stream> struct Printer { Stream& str; Printer(Stream& str_) : str(str_) { } template<typename Type> Stream& Exec(const Type& t) { return str << t << std::endl; } }; template<typename Stream, typename Type> void Test1(Stream& str, const Type& t) { Printer<Stream> out = Printer<Stream>(str); /****** vvv This is the line the compiler doesn't like vvv ******/ out.Exec<bool>(t); /****** ^^^ That is the line the compiler doesn't like ^^^ ******/ } template<typename Type> void Test2(const Type& t) { Printer<std::ostream> out = Printer<std::ostream>(std::cout); out.Exec<bool>(t); } template<typename Stream, typename Type> void Test3(Stream& str, const Type& t) { Printer<Stream> out = Printer<Stream>(str); out.Exec(t); } int main() { Test2(5); Test3(std::cout, 5); return 0; } As it is written, gcc-4.4 gives the following: test.cpp: In function 'void Test1(Stream&, const Type&)': test.cpp:22: error: expected primary-expression before 'bool' test.cpp:22: error: expected ';' before 'bool' Test2 and Test3 both compile cleanly, and if I comment out Test1 the program executes, and I get "1 5" as I expect. So it looks like there's nothing wrong with the idea of what I want to do, but I've botched something in the implementation. If anybody could shed some light on what I'm overlooking, it would be greatly appreciated.

    Read the article

  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

    Read the article

  • taglib link errors

    - by Vihaan Verma
    I m using taglib for one of my projects . The Debug/Release library is build using MSVC 10. On compiling the code with the library in taglib/taglib/Release some linker error are thrown . id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: class TagLib::AudioPropertie s * __cdecl TagLib::FileRef::audioProperties(void)const " (__imp_?audioProperties@FileRef@TagLib@@QEBAPEAVAudioProp erties@2@XZ) referenced in function "struct MetaData __cdecl ID3::getMetaDataOfFile(class std::basic_string<char,st ruct std::char_traits<char>,class std::allocator<char> >)" (?getMetaDataOfFile@ID3@@YA?AUMetaData@@V?$basic_string@ DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __cdecl TagLib::Stri ng::~String(void)" (__imp_??1String@TagLib@@UEAA@XZ) referenced in function "struct MetaData __cdecl ID3::getMetaDa taOfFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?getMetaDataOfF ile@ID3@@YA?AUMetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: class std::basic_string<char ,struct std::char_traits<char>,class std::allocator<char> > __cdecl TagLib::String::to8Bit(bool)const " (__imp_?to8 Bit@String@TagLib@@QEBA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@_N@Z) referenced in function "struct MetaData __cdecl ID3::getMetaDataOfFile(class std::basic_string<char,struct std::char_traits<char>,class s td::allocator<char> >)" (?getMetaDataOfFile@ID3@@YA?AUMetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator @D@2@@std@@@Z) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __cdecl TagLib::File Ref::~FileRef(void)" (__imp_??1FileRef@TagLib@@UEAA@XZ) referenced in function "struct MetaData __cdecl ID3::getMet aDataOfFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?getMetaData OfFile@ID3@@YA?AUMetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: class TagLib::Tag * __cdecl TagLib::FileRef::tag(void)const " (__imp_?tag@FileRef@TagLib@@QEBAPEAVTag@2@XZ) referenced in function "struct Meta Data __cdecl ID3::getMetaDataOfFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator <char> >)" (?getMetaDataOfFile@ID3@@YA?AUMetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z ) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: bool __cdecl TagLib::FileRef ::isNull(void)const " (__imp_?isNull@FileRef@TagLib@@QEBA_NXZ) referenced in function "struct MetaData __cdecl ID3: :getMetaDataOfFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?getM etaDataOfFile@ID3@@YA?AUMetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __cdecl TagLib::FileRef::Fil eRef(class TagLib::FileName,bool,enum TagLib::AudioProperties::ReadStyle)" (__imp_??0FileRef@TagLib@@QEAA@VFileName @1@_NW4ReadStyle@AudioProperties@1@@Z) referenced in function "struct MetaData __cdecl ID3::getMetaDataOfFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?getMetaDataOfFile@ID3@@YA?AU MetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) id3.cpp.1.o : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __cdecl TagLib::FileName::Fi leName(char const *)" (__imp_??0FileName@TagLib@@QEAA@PEBD@Z) referenced in function "struct MetaData __cdecl ID3:: getMetaDataOfFile(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?getMe taDataOfFile@ID3@@YA?AUMetaData@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) I m only including tag.lib from taglib/taglib/Release folder . Is there some other library I m missing out?

    Read the article

  • Mysql 100% CPU + Slow query

    - by felipeclopes
    I'm using the RDS database from amazon with a some very big tables, and yesterday I started to face 100% CPU utilisation on the server and a bunch of slow query logs that were not happening before. I tried to check the queries that were running and faced this result from the explain command +----+-------------+-------------------------------+--------+----------------------------------------------------------------------------------------------+---------------------------------------+---------+-----------------------------------------------------------------+------+----------------------------------------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+-------------------------------+--------+----------------------------------------------------------------------------------------------+---------------------------------------+---------+-----------------------------------------------------------------+------+----------------------------------------------+ | 1 | SIMPLE | businesses | const | PRIMARY | PRIMARY | 4 | const | 1 | Using index; Using temporary; Using filesort | | 1 | SIMPLE | activities_businesses | ref | PRIMARY,index_activities_users_on_business_id,index_tweets_users_on_tweet_id_and_business_id | index_activities_users_on_business_id | 9 | const | 2252 | Using index condition; Using where | | 1 | SIMPLE | activities_b_taggings_975e9c4 | ref | taggings_idx | taggings_idx | 782 | const,myapp_production.activities_businesses.id,const | 1 | Using index condition; Using where | | 1 | SIMPLE | activities | eq_ref | PRIMARY,index_activities_on_created_at | PRIMARY | 8 | myapp_production.activities_businesses.activity_id | 1 | Using where | +----+-------------+-------------------------------+--------+----------------------------------------------------------------------------------------------+---------------------------------------+---------+-----------------------------------------------------------------+------+----------------------------------------------+ Also checkin in the process list, I got something like this: +----+-----------------+-------------------------------------+----------------------------+---------+------+--------------+------------------------------------------------------------------------------------------------------+ | Id | User | Host | db | Command | Time | State | Info | +----+-----------------+-------------------------------------+----------------------------+---------+------+--------------+------------------------------------------------------------------------------------------------------+ | 1 | my_app | my_ip:57152 | my_app_production | Sleep | 0 | | NULL | | 2 | my_app | my_ip:57153 | my_app_production | Sleep | 2 | | NULL | | 3 | rdsadmin | localhost:49441 | NULL | Sleep | 9 | | NULL | | 6 | my_app | my_other_ip:47802 | my_app_production | Sleep | 242 | | NULL | | 7 | my_app | my_other_ip:47807 | my_app_production | Query | 231 | Sending data | SELECT my_fields... | | 8 | my_app | my_other_ip:47809 | my_app_production | Query | 231 | Sending data | SELECT my_fields... | | 9 | my_app | my_other_ip:47810 | my_app_production | Query | 231 | Sending data | SELECT my_fields... | | 10 | my_app | my_other_ip:47811 | my_app_production | Query | 231 | Sending data | SELECT my_fields... | | 11 | my_app | my_other_ip:47813 | my_app_production | Query | 231 | Sending data | SELECT my_fields... | ... So based on the numbers, it looks like there is no reason to have a slow query, since the worst execution plan is the one that goes through 2k rows which is not much. Edit 1 Another information that might be useful is the slow query_log SET timestamp=1401457485; SELECT my_query... # User@Host: myapp[myapp] @ ip-10-195-55-233.ec2.internal [IP] Id: 435 # Query_time: 95.830497 Lock_time: 0.000178 Rows_sent: 0 Rows_examined: 1129387 Edit 2 After profiling, I got this result. The result have approximately 250 rows with two columns each. +----------------------+----------+ | state | duration | +----------------------+----------+ | Sending data | 272 | | removing tmp table | 0 | | optimizing | 0 | | Creating sort index | 0 | | init | 0 | | cleaning up | 0 | | executing | 0 | | checking permissions | 0 | | freeing items | 0 | | Creating tmp table | 0 | | query end | 0 | | statistics | 0 | | end | 0 | | System lock | 0 | | Opening tables | 0 | | logging slow query | 0 | | Sorting result | 0 | | starting | 0 | | closing tables | 0 | | preparing | 0 | +----------------------+----------+ Edit 3 Adding query as requested SELECT activities.share_count, activities.created_at FROM `activities_businesses` INNER JOIN `businesses` ON `businesses`.`id` = `activities_businesses`.`business_id` INNER JOIN `activities` ON `activities`.`id` = `activities_businesses`.`activity_id` JOIN taggings activities_b_taggings_975e9c4 ON activities_b_taggings_975e9c4.taggable_id = activities_businesses.id AND activities_b_taggings_975e9c4.taggable_type = 'ActivitiesBusiness' AND activities_b_taggings_975e9c4.tag_id = 104 AND activities_b_taggings_975e9c4.created_at >= '2014-04-30 13:36:44' WHERE ( businesses.id = 1 ) AND ( activities.created_at > '2014-04-30 13:36:44' ) AND ( activities.created_at < '2014-05-30 12:27:03' ) ORDER BY activities.created_at; Edit 4 There may be a chance that the indexes are not being applied due to difference in column type between the taggings and the activities_businesses, on the taggable_id column. mysql> SHOW COLUMNS FROM activities_businesses; +-------------+------------+------+-----+---------+----------------+ | Field | Type | Null | Key | Default | Extra | +-------------+------------+------+-----+---------+----------------+ | id | int(11) | NO | PRI | NULL | auto_increment | | activity_id | bigint(20) | YES | MUL | NULL | | | business_id | bigint(20) | YES | MUL | NULL | | +-------------+------------+------+-----+---------+----------------+ 3 rows in set (0.01 sec) mysql> SHOW COLUMNS FROM taggings; +---------------+--------------+------+-----+---------+----------------+ | Field | Type | Null | Key | Default | Extra | +---------------+--------------+------+-----+---------+----------------+ | id | int(11) | NO | PRI | NULL | auto_increment | | tag_id | int(11) | YES | MUL | NULL | | | taggable_id | bigint(20) | YES | | NULL | | | taggable_type | varchar(255) | YES | | NULL | | | tagger_id | int(11) | YES | | NULL | | | tagger_type | varchar(255) | YES | | NULL | | | context | varchar(128) | YES | | NULL | | | created_at | datetime | YES | | NULL | | +---------------+--------------+------+-----+---------+----------------+ So it is examining way more rows than it shows in the explain query, probably because some indexes are not being applied. Do you guys can help m with that?

    Read the article

  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

    Read the article

  • Constructor ambiguous quesiton

    - by Crystal
    I'm trying to create a simple date class, but I get an error on my main file that says, "call of overloaded Date() is ambiguous." I'm not sure why since I thought as long as I had different parameters for my constructor, I was ok. Here is my code: header file: #ifndef DATE_H #define DATE_H using std::string; class Date { public: static const int monthsPerYear = 12; // num of months in a yr Date(int = 1, int = 1, int = 1900); // default constructor Date(); // uses system time to create object void print() const; // print date in month/day/year format ~Date(); // provided to confirm destruction order string getMonth(int month) const; // gets month in text format private: int month; // 1 - 12 int day; // 1 - 31 int year; // any year int checkDay(int) const; }; #endif .cpp file #include <iostream> #include <iomanip> #include <string> #include <ctime> #include "Date.h" using namespace std; Date::Date() { time_t seconds = time(NULL); struct tm* t = localtime(&seconds); month = t->tm_mon; day = t->tm_mday; year = t->tm_year; } Date::Date(int mn, int dy, int yr) { if (mn > 0 && mn <= monthsPerYear) month = mn; else { month = 1; // invalid month set to 1 cout << "Invalid month (" << mn << ") set to 1.\n"; } year = yr; // could validate yr day = checkDay(dy); // validate the day // output Date object to show when its constructor is called cout << "Date object constructor for date "; print(); cout << endl; } void Date::print() const { string str; cout << month << '/' << day << '/' << year << '\n'; // new code for HW2 cout << setfill('0') << setw(3) << day; // prints in ddd cout << " " << year << '\n'; // yyyy format str = getMonth(month); // prints in month (full word), day, year cout << str << " " << day << ", " << year << '\n'; } and my main.cpp #include <iostream> #include "Date.h" using std::cout; int main() { Date date1(4, 30, 1980); date1.print(); cout << '\n'; Date date2; date2.print(); }

    Read the article

  • How Can I Improve/SpeedUp This FrequentFunction in C?

    - by Peter Lee
    Hi folks, How can I improve / speed up this frequent function? #include <math.h> #include <stdio.h> #include <stdlib.h> #include <time.h> // Assumptions: x, y, z, a, b and c are all array of 10. // Requirement: return the value of ret; // get all elements of array c float fnFrequentFunction(const float* x, const float* y, const float* z, const float *a, const float *b, float *c, int M) { register float tmp; register float sum; register float ret = 0; int i; for (i = 0; i < M; i++) // M == 1, 2, 4, or 8 { sum = 0; tmp = x[0] - y[0]; sum += tmp * tmp * z[0]; tmp = x[1] - y[1]; sum += tmp * tmp * z[1]; tmp = x[2] - y[2]; sum += tmp * tmp * z[2]; tmp = x[3] - y[3]; sum += tmp * tmp * z[3]; tmp = x[4] - y[4]; sum += tmp * tmp * z[4]; tmp = x[5] - y[5]; sum += tmp * tmp * z[5]; tmp = x[6] - y[6]; sum += tmp * tmp * z[6]; tmp = x[7] - y[7]; sum += tmp * tmp * z[7]; tmp = x[8] - y[8]; sum += tmp * tmp * z[8]; tmp = x[9] - y[9]; sum += tmp * tmp * z[9]; ret += (c[i] = log(a[i] * b[i]) + sum); } return ret; } int main() { float x[10] = {0.001251f, 0.563585f, 0.193304f, 0.808741f, 0.585009f, 0.479873f, 0.350291f, 0.895962f, 0.622840f, 0.746605f}; float y[10] = {0.864406f, 0.709006f, 0.091433f, 0.995727f, 0.227180f, 0.902585f, 0.659047f, 0.865627f, 0.846767f, 0.514359f}; float z[10] = {0.866817f, 0.581347f, 0.175542f, 0.620197f, 0.781823f, 0.778588f, 0.938688f, 0.721610f, 0.940214f, 0.811353f}; float a[10] = {0.870205f, 0.733879f, 0.711386f, 0.588244f, 0.484176f, 0.852962f, 0.168126f, 0.684286f, 0.072573f, 0.632160f}; float b[10] = {0.871487f, 0.998108f, 0.798608f, 0.134831f, 0.576281f, 0.410779f, 0.402936f, 0.522935f, 0.623218f, 0.193030f}; float c[8]; int i; int n = 10000000; long start; // Speed test here: start = clock(); while(--n) fnFrequentFunction(x, y, z, a, b, c, 8); printf("Time used: %ld\n", clock() - start); printf("fnFrequentFunction == %f\n", fnFrequentFunction(x, y, z, a, b, c, 8)); for(i = 0; i < 8; ++i) printf(" c[%d] == %f\n", i, c[i]); printf("\n"); return 0; } Any suggestions are welcome :-)

    Read the article

  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

    Read the article

  • Should functions of a C library always expect a string's length?

    - by Benjamin Kloster
    I'm currently working on a library written in C. Many functions of this library expect a string as char* or const char* in their arguments. I started out with those functions always expecting the string's length as a size_t so that null-termination wasn't required. However, when writing tests, this resulted in frequent use of strlen(), like so: const char* string = "Ugh, strlen is tedious"; libFunction(string, strlen(string)); Trusting the user to pass properly terminated strings would lead to less safe, but more concise and (in my opinion) readable code: libFunction("I hope there's a null-terminator there!"); So, what's the sensible practice here? Make the API more complicated to use, but force the user to think of their input, or document the requirement for a null-terminated string and trust the caller?

    Read the article

  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

    Read the article

  • Do I need the 'w' component in my Vector class?

    - by bobobobo
    Assume you're writing matrix code that handles rotation, translation etc for 3d space. Now the transformation matrices have to be 4x4 to fit the translation component in. However, you don't actually need to store a w component in the vector do you? Even in perspective division, you can simply compute and store w outside of the vector, and perspective divide before returning from the method. For example: // post multiply vec2=matrix*vector Vector operator*( const Matrix & a, const Vector& v ) { Vector r ; // do matrix mult r.x = a._11*v.x + a._12*v.y ... real w = a._41*v.x + a._42*v.y ... // perspective divide r /= w ; return r ; } Is there a point in storing w in the Vector class?

    Read the article

  • How can I read from multiple textures in an OpenGL ES 2 shader?

    - by Peyman Tahghighi
    How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. This is how I'm currently dealing with the texture for my car: glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this->texture2DObj); glUniform1i(1, 0); glBindBuffer(GL_ARRAY_BUFFER, this->vertexBuffer); glEnableVertexAttribArray(0); int offset = 0; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, this->vertexBufferSize,(const void *)offset); offset += 3 * sizeof(GLfloat); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, this->vertexBufferSize, (const void*)offset); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->indexBuffer); glDrawElements(GL_TRIANGLES, this->indexBufferSize, GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1);

    Read the article

  • GDI+ & Delphi, PNG resource, DrawImage, ColorConversion -> Out of Memory

    - by Paul
    I have started to toy around with GDI+ in Delphi 2009. Among the things that I wanted to do was to load a PNG resource and apply a Color Conversion to it when drawing it to the Graphics object. I am using the code provided in http://www.bilsen.com/gdiplus/. To do that I just added a new constructor to TGPBitmap that uses the same code found in <www.codeproject.com>/KB/GDI-plus/cgdiplusbitmap.aspx (C++) or <www.masm32.com>/board/index.php?topic=10191.0 (MASM) converted to Delphi. For reference, the converted code is as follows: constructor TGPBitmap.Create(const Instance: HInst; const PngName: String; dummy : PngResource_t); const cPngType : string = 'PNG'; var hResource : HRSRC; imageSize : DWORD; pResourceData : Pointer; hBuffer : HGLOBAL; pBuffer : Pointer; pStream : IStream; begin inherited Create; hResource := FindResource(Instance, PWideChar(PngName), PWideChar(cPngType)); if hResource = 0 then Exit; imageSize := SizeofResource(Instance, hResource); if imageSize = 0 then Exit; pResourceData := LockResource(LoadResource(Instance, hResource)); if pResourceData = nil then Exit; hBuffer := GlobalAlloc(GMEM_MOVEABLE, imageSize); if hBuffer <> 0 then begin try pBuffer := GlobalLock(hBuffer); if pBuffer <> nil then begin try CopyMemory(pBuffer, pResourceData, imageSize); if CreateStreamOnHGlobal(hBuffer, FALSE, pStream) = S_OK then begin GdipCheck(GdipCreateBitmapFromStream(pStream, FNativeHandle)); end; finally GlobalUnlock(hBuffer); pStream := nil; end; end; finally GlobalFree(hBuffer); end; end; end; The code seems to work fine as I am able to draw the loaded image without any problems. However, if I try to apply a Color Conversion when drawing it, then I get a lovely error: (GDI+ Error) Out of Memory. If I load the bitmap from a file, or if I create a temporary to which I draw the initial bitmap and then use the temporary, then it works just fine. What bugs me is that if I take the C++ project from codeproject, add the same PNG as resource and use the same color conversion (in other words, do the exact same thing I am doing in Delphi in the same order and with the same function calls that happen to go to the same DLL), then it works. The C++ code looks like this: const Gdiplus::ColorMatrix cTrMatrix = { { {1.0, 0.0, 0.0, 0.0, 0.0}, {0.0, 1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 0.5, 0.0}, {0.0, 0.0, 0.0, 0.0, 1.0} } }; Gdiplus::ImageAttributes imgAttrs; imgAttrs.SetColorMatrix(&cTrMatrix, Gdiplus::ColorMatrixFlagsDefault, Gdiplus::ColorAdjustTypeBitmap); graphics.DrawImage(*pBitmap, Gdiplus::Rect(0, 0, pBitmap->m_pBitmap->GetWidth(), pBitmap->m_pBitmap->GetHeight()), 0, 0, pBitmap->m_pBitmap->GetWidth(), pBitmap->m_pBitmap->GetHeight(), Gdiplus::UnitPixel, &imgAttrs); The Delphi counterpart is: const cTrMatrix: TGPColorMatrix = ( M: ((1.0, 0.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.5, 0.0), (0.0, 0.0, 0.0, 0.0, 1.0))); var lImgAttrTr : IGPImageAttributes; lBitmap : IGPBitmap; begin // ... lImgAttrTr := TGPImageAttributes.Create; lImgAttrTr.SetColorMatrix(cTrMatrix, ColorMatrixFlagsDefault, ColorAdjustTypeBitmap); aGraphics.DrawImage ( lBitmap, TGPRect.Create ( 0, 0, lBitmap.Width, lBitmap.Height ), 0, 0, lBitmap.Width, lBitmap.Height, UnitPixel, lImgAttrTr ); I am completely clueless as to what may be causing the issue, and Google has not been of any help. Any ideas, comments and explanations are highly appreciated.

    Read the article

  • C++ Optimize if/else condition

    - by Heye
    I have a single line of code, that consumes 25% - 30% of the runtime of my application. It is a less-than comparator for an std::set (the set is implemented with a Red-Black-Tree). It is called about 180 Million times within 52 seconds. struct Entry { const float _cost; const long _id; // some other vars Entry(float cost, float id) : _cost(cost), _id(id) { } }; template<class T> struct lt_entry: public binary_function <T, T, bool> { bool operator()(const T &l, const T &r) const { // Most readable shape if(l._cost != r._cost) { return r._cost < l._cost; } else { return l._id < r._id; } } }; The entries should be sorted by cost and if the cost is the same by their id. I have many insertions for each extraction of the minimum. I thought about using Fibonacci-Heaps, but I have been told that they are theoretically nice, but suffer from high constants and are pretty complicated to implement. And since insert is in O(log(n)) the runtime increase is nearly constant with large n. So I think its okay to stick to the set. To improve performance I tried to express it in different shapes: return l._cost < r._cost || r._cost > l._cost || l._id < r._id; return l._cost < r._cost || (l._cost == r._cost && l._id < r._id); Even this: typedef union { float _f; int _i; } flint; //... flint diff; diff._f = (l._cost - r._cost); return (diff._i && diff._i >> 31) || l._id < r._id; But the compiler seems to be smart enough already, because I haven't been able to improve the runtime. I also thought about SSE but this problem is really not very applicable for SSE... The assembly looks somewhat like this: movss (%rbx),%xmm1 mov $0x1,%r8d movss 0x20(%rdx),%xmm0 ucomiss %xmm1,%xmm0 ja 0x410600 <_ZNSt8_Rb_tree[..]+96> ucomiss %xmm0,%xmm1 jp 0x4105fd <_ZNSt8_Rb_[..]_+93> jne 0x4105fd <_ZNSt8_Rb_[..]_+93> mov 0x28(%rdx),%rax cmp %rax,0x8(%rbx) jb 0x410600 <_ZNSt8_Rb_[..]_+96> xor %r8d,%r8d I have a very tiny bit experience with assembly language, but not really much. I thought it would be the best (only?) point to squeeze out some performance, but is it really worth the effort? Can you see any shortcuts that could save some cycles? The platform the code will run on is an ubuntu 12 with gcc 4.6 (-stl=c++0x) on a many-core intel machine. Only libraries available are boost, openmp and tbb. I am really stuck on this one, it seems so simple, but takes that much time. I have been crunching my head since days thinking how I could improve this line... Can you give me a suggestion how to improve this part, or is it already at its best?

    Read the article

  • "Whole-team" C++ features?

    - by Blaisorblade
    In C++, features like exceptions impact your whole program: you can either disable them in your whole program, or you need to deal with them throughout your code. As a famous article on C++ Report puts it: Counter-intuitively, the hard part of coding exceptions is not the explicit throws and catches. The really hard part of using exceptions is to write all the intervening code in such a way that an arbitrary exception can propagate from its throw site to its handler, arriving safely and without damaging other parts of the program along the way. Since even new throws exceptions, every function needs to provide basic exception safety — unless it only calls functions which guarantee throwing no exception — unless you disable exceptions altogether in your whole project. Hence, exceptions are a "whole-program" or "whole-team" feature, since they must be understood by everybody in a team using them. But not all C++ features are like that, as far as I know. A possible example is that if I don't get templates but I do not use them, I will still be able to write correct C++ — or will I not?. I can even call sort on an array of integers and enjoy its amazing speed advantage wrt. C's qsort (because no function pointer is called), without risking bugs — or not? It seems templates are not "whole-team". Are there other C++ features which impact code not directly using them, and are hence "whole-team"? I am especially interested in features not present in C. Update: I'm especially looking for features where there's no language-enforced sign you need to be aware of them. The first answer I got mentioned const-correctness, which is also whole-team, hence everybody needs to learn about it; however, AFAICS it will impact you only if you call a function which is marked const, and the compiler will prevent you from calling it on non-const objects, so you get something to google for. With exceptions, you don't even get that; moreover, they're always used as soon as you use new, hence exceptions are more "insidious". Since I can't phrase this as objectively, though, I will appreciate any whole-team feature. Appendix: Why this question is objective (if you wonder) C++ is a complex language, so many projects or coding guides try to select "simple" C++ features, and many people try to include or exclude some ones according to mostly subjective criteria. Questions about that get rightfully closed regularly here on SO. Above, instead, I defined (as precisely as possible) what a "whole-team" language feature is, provide an example (exceptions), together with extensive supporting evidence in the literature about C++, and ask for whole-team features in C++ beyond exceptions. Whether you should use "whole-team" features, or whether that's a relevant concept, might be subjective — but that only means the importance of this question is subjective, like always.

    Read the article

  • What is the correct way to use glTexCoordPointer?

    - by RubyKing
    I'm trying to work out how to use this function glTexCoordPointer. The man page states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array: static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, -0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f, 1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly for the fifth element on the 2nd quad first row? I was thinking something like this: glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast<const GLvoid *>(29 * sizeof(float)));

    Read the article

  • Critique my heap debugger

    - by FredOverflow
    I wrote the following heap debugger in order to demonstrate memory leaks, double deletes and wrong forms of deletes (i.e. trying to delete an array with delete p instead of delete[] p) to beginning programmers. I would love to get some feedback on that from strong C++ programmers because I have never done this before and I'm sure I've done some stupid mistakes. Thanks! #include <cstdlib> #include <iostream> #include <new> namespace { const int ALIGNMENT = 16; const char* const ERR = "*** ERROR: "; int counter = 0; struct heap_debugger { heap_debugger() { std::cerr << "*** heap debugger started\n"; } ~heap_debugger() { std::cerr << "*** heap debugger shutting down\n"; if (counter > 0) { std::cerr << ERR << "failed to release memory " << counter << " times\n"; } else if (counter < 0) { std::cerr << ERR << (-counter) << " double deletes detected\n"; } } } instance; void* allocate(size_t size, const char* kind_of_memory, size_t token) throw (std::bad_alloc) { void* raw = malloc(size + ALIGNMENT); if (raw == 0) throw std::bad_alloc(); *static_cast<size_t*>(raw) = token; void* payload = static_cast<char*>(raw) + ALIGNMENT; ++counter; std::cerr << "*** allocated " << kind_of_memory << " at " << payload << " (" << size << " bytes)\n"; return payload; } void release(void* payload, const char* kind_of_memory, size_t correct_token, size_t wrong_token) throw () { if (payload == 0) return; std::cerr << "*** releasing " << kind_of_memory << " at " << payload << '\n'; --counter; void* raw = static_cast<char*>(payload) - ALIGNMENT; size_t* token = static_cast<size_t*>(raw); if (*token == correct_token) { *token = 0xDEADBEEF; free(raw); } else if (*token == wrong_token) { *token = 0x177E6A7; std::cerr << ERR << "wrong form of delete\n"; } else { std::cerr << ERR << "double delete\n"; } } } void* operator new(size_t size) throw (std::bad_alloc) { return allocate(size, "non-array memory", 0x5AFE6A8D); } void* operator new[](size_t size) throw (std::bad_alloc) { return allocate(size, " array memory", 0x5AFE6A8E); } void operator delete(void* payload) throw () { release(payload, "non-array memory", 0x5AFE6A8D, 0x5AFE6A8E); } void operator delete[](void* payload) throw () { release(payload, " array memory", 0x5AFE6A8E, 0x5AFE6A8D); }

    Read the article

  • Ambiguous constructor call

    - by Crystal
    I'm trying to create a simple date class, but I get an error on my main file that says, "call of overloaded Date() is ambiguous." I'm not sure why since I thought as long as I had different parameters for my constructor, I was ok. Here is my code: header file: #ifndef DATE_H #define DATE_H using std::string; class Date { public: static const int monthsPerYear = 12; // num of months in a yr Date(int = 1, int = 1, int = 1900); // default constructor Date(); // uses system time to create object void print() const; // print date in month/day/year format ~Date(); // provided to confirm destruction order string getMonth(int month) const; // gets month in text format private: int month; // 1 - 12 int day; // 1 - 31 int year; // any year int checkDay(int) const; }; #endif .cpp file #include <iostream> #include <iomanip> #include <string> #include <ctime> #include "Date.h" using namespace std; Date::Date() { time_t seconds = time(NULL); struct tm* t = localtime(&seconds); month = t->tm_mon; day = t->tm_mday; year = t->tm_year; } Date::Date(int mn, int dy, int yr) { if (mn > 0 && mn <= monthsPerYear) month = mn; else { month = 1; // invalid month set to 1 cout << "Invalid month (" << mn << ") set to 1.\n"; } year = yr; // could validate yr day = checkDay(dy); // validate the day // output Date object to show when its constructor is called cout << "Date object constructor for date "; print(); cout << endl; } void Date::print() const { string str; cout << month << '/' << day << '/' << year << '\n'; // new code for HW2 cout << setfill('0') << setw(3) << day; // prints in ddd cout << " " << year << '\n'; // yyyy format str = getMonth(month); // prints in month (full word), day, year cout << str << " " << day << ", " << year << '\n'; } and my main.cpp #include <iostream> #include "Date.h" using std::cout; int main() { Date date1(4, 30, 1980); date1.print(); cout << '\n'; Date date2; date2.print(); }

    Read the article

< Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >