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  • pointer and malloc [closed]

    - by gcc
    How many methods/ways are there taking input by using with pointer and dynamic memory? Input: 3 1 2 n k l 2 1 2 p 4 55 62 * # x (x is stop value, first input always integer) Example code: p=malloc(sizeof(int)); scanf("%d",&num_arrays); while(1) { scanf("%c",&(*(p+i))); if(*(p+i)=='x') break; ++i; } "3" is stored in num_arrays. The other input values are stored in pointer[array].

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  • Pointers in C with binary file

    - by darkie15
    Hi All, I am reading the contents of the file using fread into an char array. But I am not sure why it is not getting printed in the output. Here is the code: void getInfo(FILE* inputFile) { char chunk[4]; int liIndex; for (liIndex = 0 ; liIndex < 4 ; liIndex++) { fread(chunk, sizeof(char), 4, inputFile); } printf("\n chunk %s", chunk); } Output prints nothing at all. Where am I going wrong? Regards , darkie

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  • Allocate from buffer in C

    - by Grimless
    I am building a simple particle system and want to use a single array buffer of structs to manage my particles. That said, I can't find a C function that allows me to malloc() and free() from an arbitrary buffer. Here is some pseudocode to show my intent: Particle* particles = (Particle*) malloc( sizeof(Particle) * numParticles ); Particle* firstParticle = <buffer_alloc>( particles ); initialize_particle( firstParticle ); // ... Some more stuff if (firstParticle->life < 0) <buffer_free>( firstParticle ); // @ program's end free(particles); Where <buffer_alloc> and <buffer_free> are functions that allocate and free memory chunks from arbitrary pointers (possibly with additional metadata such as buffer length, etc.). Do such functions exist and/or is there a better way to do this? Thank you!

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  • Understanding behaviour of read() and write()

    - by neo730
    hi i am a student and just start learning low level c programming.i tried to understand read() and write() methods with this program. #include <unistd.h> #include <stdlib.h> main() { char *st; st=calloc(sizeof(char),2);//allocate memory for 2 char read(0,st,2); write(1,st,2); } i was expecting that it would give segmentation fault when i would try to input more than 2 input characters.but when i execute program and enter " asdf " after giving " as " as output it executes "df" command. i want to know why it doesn't give segmentation fault when we assign more than 2 char to a string of size 2.and why is it executing rest(after 2 char)of input as command instead of giving it as output only? also reading man page of read() i found read() should give EFAULT error,but it doesn't. I am using linux.

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  • What's the outcome if I use free with new or delete with malloc?

    - by skydoor
    It is a compiler error or runtime error? The code below can be compiled! class Base{ void g(); void h(); }; int main() { Base* p = new Base(); free(p); return 0; } However it can't be compiled with a virtual function if I declare the class Base like this class Base{ virtual void g(); void h(); }; The code below can be compiled all the time, no matter the function is virtual or not. class Base{ void g(); void h(); }; int main() { Base* p = (Base*)malloc(sizeof(Base)); delete p; return 0; }

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  • memcpy does not copy the data

    - by user437777
    I am caught up with a weird problem. I have one build that copies data using memcpy, while another build does not. I don't understand why, because the relevant file is still the same. I am using following code: memcpy(pxCurrentInfo, &pxInfoBuffer->axgInfoBuffer[0], sizeof(tInfo)); Data in pxInfoBuffer is fine. When I check pxCurrentInfo they are all 0s. tInfo is a structure. To give a pointer, when I put the break point and change the value pxCurrentInfo->xDL.eMethod=0 it automatically updates/copies all the correct info from pxInfoBuffer->axgInfoBuffer[0], afterwards. I don't know why.

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  • I was making this program and the server wont send to the client

    - by crstin
    void CApplication::SendData( const char pBuffer[] ) { if( pBuffer == NULL ) { Log()->Write( ELogMessageType_ERROR, "Cannot send NULL message."); return; } // calculate the size of that data unsigned long messageSize = strlen( pBuffer ); // fix our byte ordering messageSize = htonl( messageSize ); if( isServer == true ) { for( unsigned int i = ESocket_CLIENT0; i < ESocket_MAX; ++i ) { // send the message size if( m_Socket[ i ] > 0 ) { if( send( m_Socket[ i ], (char*)&messageSize, sizeof( messageSize ), 0 ) == SOCKET_ERROR ) { Log()->Write( ELogMessageType_ERROR, "[Application] Send error: %i to socket %i", WSAGetLastError(), m_Socket[ i ] ); continue; } // fix our message size back to host ordering messageSize = ntohl(messageSize); // send the actual message if( send( m_Socket[ i ], pBuffer, messageSize, 0 ) == SOCKET_ERROR ) { Log()->Write( ELogMessageType_ERROR, "[Application] Send error: %i to socket %i", WSAGetLastError(), m_Socket[ i ] ); continue; } Log()->Write( ELogMessageType_MESSAGE, "[Application] SEND: %s", pBuffer ); } } }

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  • C++ putting a 2d array of floats into a char*

    - by sam
    Hello, I'm trying to take a 2d vector of floats (input) and put them into a char* (output) in c++. void foo(const std::vector<std::vector<float> > &input, char* &output ) { char charBuf[sizeof(output)]; int counter = 0; for(unsigned int i=0; i<input.size(); i++) { for(unsigned int p=0; p<input.at(i).size(); p++) { //what the heck goes here } }

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  • Memory alignment in C

    - by user1758245
    Here is a snippet: #pragma pack(4) struct s1 { char a; long b; }; #pragma pack() #pragma pack(2) struct s2 { char c; struct s1 st1; }; #pragma pack() #pragma pack(2) struct s3 { char a; long b; }; #pragma pack() #pragma pack(4) struct s4 { char c; struct s3 st3; }; #pragma pack() I though sizeof(s4) should be 10 or 12. But it turns out to be 8. I am using Visual C++ 6.0. Could someone tell me why?

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  • [VC++ 2010] Stack around the variable 'xyz' was corrupted.

    - by tirolerhut
    hi, I'm trying to get some simple piece of code I found on a website to work in VC++ 2010 on windows vista 64: #include "stdafx.h" #include <windows.h> int _tmain(int argc, _TCHAR* argv[]) { DWORD dResult; BOOL result; char oldWallPaper[MAX_PATH]; result = SystemParametersInfo(SPI_GETDESKWALLPAPER, sizeof(oldWallPaper)-1, oldWallPaper, 0); fprintf(stderr, "Current desktop background is %s\n", oldWallPaper); return 0; } it does compile, but when I run it, I always get this error: Run-Time Check Failure #2 - Stack around the variable 'oldWallPaper' was corrupted. I'm not sure what is going wrong, but I noticed, that the value of oldWallPaper looks something like "C\0\:\0\0U\0s\0e\0r\0s[...]" -- I'm wondering where all the \0s come from. A friend of mine compiled it on windows xp 32 (also VC++ 2010) and is able to run it without problems any clues/hints/opinions? thanks

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  • casting a node to integer

    - by user1708762
    The code gives an error saying that "no operator matches these two operands" in the if comparison statement. I interpret,it should mean that "a node can't be converted/casted into an integer". But, the print statement prints an integer value for w[2] when used with %d format. Why is that happening? Isn't printf casting it? NODE *w=(NODE *)malloc(4*sizeof(NODE)); if(w[2]==0) printf("%d\n",w[2]); The structure of the node is- struct node{ int key; struct node *father; struct node *child[S]; int *ss; int current; };

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  • When is "this" pointer initialized in C++?

    - by skydoor
    Hi I have a question about this pointer, when an object is constructed, when it is initialized? Which means, when can I use it? The virtual table is constructed in the constructor, is the same with this pointer? For example, I have a code like this. The output is 8. Does it mean that before the constructor is entered, this pointer is already initialized? class A{ public: A() { cout<<sizeof(*this);} int i; int *p; }; int main() { A a; } If it is true, what else would happen before the constructor is entered? If it is not true, when is the this pointer initialized?

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  • wstring in union

    - by Oops
    Hi, I'd like to define a union, for reading special kind of binary files. The union should have two members one of int and the other a kind of string, or any other that's the question; what is the best way to do this? union uu { int intval; wstring strval; uu(){ memset(this, 0, sizeof(this)); } } it says: "Member strval of union has copy constructor" I think strval should have a * or a &; how would you define it? thanks in advance Oops

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  • Quick C Style Question

    - by LearningC
    Which is considered better style? int set_int(int *source){ *source = 5; return 0; } int main(){ int x*; set_int(x); } OR int *set_int(){ int *temp = NULL; temp = malloc(sizeof (int)); *temp = 5; return temp; } int main(){ int *x = set_int(); } Coming for a higher level programming background I gotta say I like the second version more. Any, tips would be very helpful. Still learning C.

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  • how to get the value of an php array in jQuery

    - by user1933824
    i have a PHP code that will obtain the total images of a certain website via CURL, and put it inside an PHP loop. $z=1; for ($i=0;$i<=sizeof($images_array);$i++) { ....<img src = "$images_array[$i]" id="$z"> .. $z++; } a user can then scan through the array with a prev/next button and the current image being shown will be displayed in my $('$current_image').val(1); $.post("curl_fetch.php?url="+ extracted_url, { }, function(response){ $('#loader').html($(response).fadeIn('slow')); $('#current_image').val(1); // insert loop value in .val() when i click a button, i want to get the value of the array, and not the loop value $(function() { $(document).on('click','.submit', function () { var img = $('#current_image').val(); //get the array value, not the loop value alert(img); });}); now, how do i properly get the array value in my $('#current_image').val(1); in Jquery.

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  • cant figure out pointer assignment in c

    - by vadiklk
    int add(char *var1, char *var2, char **var3) { int num1, num2, length1 = strlen(var1), length2 = strlen(var2), length = max(length1, length2) + 1; char *result = (char*) calloc(length, sizeof(char)); ... free(*var3); *var3 = result; return 0; } out side of the function i get its still nothing(var3); more detail: int addSubCommand(char **vars, int isAdd) { ... return add(vars[index1], var2, &(vars[index3])); } that's where i call add. the char** vars goes from every function to the other.

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  • what wrong are there

    - by gcc
    int main(void) { char *tutar[100][20],temp; int i; int n; i=0; while(temp!='x') { scanf("%c",&temp); tutar[i]=malloc(sizeof(int)); tutar[i]=temp; ++i; } n =i; for(i=0;i<=n;++i) { printf(" %c ",*tutar[i]); } printf("\n\n"); /*for(i=0;i<=n;++i) { printf("%d",atoi(*tutar[i])); } */

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  • Reversing linked list C

    - by user2976389
    node *rever(node *root) { node *prev = NULL; node *xnew = NULL; while (root != NULL) { xnew = malloc(sizeof(root)); xnew->value = root->value; xnew->next = prev; prev = xnew; root = root->next; } return xnew; } Hello I wrote this linked list reverse function. However it doesn't work(empty response): I suspect it's because of prev index getting overwritten. Could someone explain me whats going on? I know I could find working code on the internet but I wanna know what am I doing wrong. Thanks

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Windows CE: Changing Static IP Address

    - by Bruce Eitman
    A customer contacted me recently and asked me how to change a static IP address at runtime.  Of course this is not something that I know how to do, but with a little bit of research I figure out how to do it. It turns out that the challenge is to request that the adapter update itself with the new IP Address.  Otherwise, the change in IP address is a matter of changing the address in the registry for the adapter.   The registry entry is something like: [HKEY_LOCAL_MACHINE\Comm\LAN90001\Parms\TcpIp]    "EnableDHCP"=dword:0    "IpAddress"="192.168.0.100"     "DefaultGateway"="192.168.0.1"    "Subnetmask"="255.255.255.0" Where LAN90001 would be replace with your adapter name.  I have written quite a few articles about how to modify the registry, including a registry editor that you could use. Requesting that the adapter update itself is a matter of getting a handle to the NDIS driver, and then asking it to refresh the adapter.  The code is: #include <windows.h> #include "winioctl.h" #include "ntddndis.h"   void RebindAdapter( TCHAR *adaptername ) {       HANDLE hNdis;       BOOL fResult = FALSE;       int count;         // Make this function easier to use - hide the need to have two null characters.       int length = wcslen(adaptername);       int AdapterSize = (length + 2) * sizeof( TCHAR );       TCHAR *Adapter = malloc(AdapterSize);       wcscpy( Adapter, adaptername );       Adapter[ length ] = '\0';       Adapter[ length +1 ] = '\0';           hNdis = CreateFile(DD_NDIS_DEVICE_NAME,                   GENERIC_READ | GENERIC_WRITE,                   FILE_SHARE_READ | FILE_SHARE_WRITE,                   NULL,                   OPEN_ALWAYS,                   0,                   NULL);         if (INVALID_HANDLE_VALUE != hNdis)       {             fResult = DeviceIoControl(hNdis,                         IOCTL_NDIS_REBIND_ADAPTER,                         Adapter,                         AdapterSize,                         NULL,                         0,                         &count,                         NULL);             if( !fResult )             {                   RETAILMSG( 1, (TEXT("DeviceIoControl failed %d\n"), GetLastError() ));             }             CloseHandle(hNdis);       }       else       {             RETAILMSG( 1, (TEXT("Failed to open NDIS Handle\n")));       }   }       int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR    lpCmdLine, int       nCmdShow) {     RebindAdapter( TEXT("LAN90001") );     return 0; }   If you don’t want to write any code, but instead plan to use a registry editor to change the IP Address, then there is a command line utility to do the same thing.  NDISConfig.exe can be used: Ndisconfig adapter rebind LAN90001    Copyright © 2012 – Bruce Eitman All Rights Reserved

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  • How do you play or record audio (to .WAV) on Linux in C++? [closed]

    - by Jacky Alcine
    Hello, I've been looking for a way to play and record audio on a Linux (preferably Ubuntu) system. I'm currently working on a front-end to a voice recognition toolkit that'll automate a few steps required to adapt a voice model for PocketSphinx and Julius. Suggestions of alternative means of audio input/output are welcome, as well as a fix to the bug shown below. Here is the current code I've used so far to play a .WAV file: void Engine::sayText ( const string OutputText ) { string audioUri = "temp.wav"; string requestUri = this->getRequestUri( OPENMARY_PROCESS , OutputText.c_str( ) ); int error , audioStream; pa_simple *pulseConnection; pa_sample_spec simpleSpecs; simpleSpecs.format = PA_SAMPLE_S16LE; simpleSpecs.rate = 44100; simpleSpecs.channels = 2; eprintf( E_MESSAGE , "Generating audio for '%s' from '%s'..." , OutputText.c_str( ) , requestUri.c_str( ) ); FILE* audio = this->getHttpFile( requestUri , audioUri ); fclose(audio); eprintf( E_MESSAGE , "Generated audio."); if ( ( audioStream = open( audioUri.c_str( ) , O_RDONLY ) ) < 0 ) { fprintf( stderr , __FILE__": open() failed: %s\n" , strerror( errno ) ); goto finish; } if ( dup2( audioStream , STDIN_FILENO ) < 0 ) { fprintf( stderr , __FILE__": dup2() failed: %s\n" , strerror( errno ) ); goto finish; } close( audioStream ); pulseConnection = pa_simple_new( NULL , "AudioPush" , PA_STREAM_PLAYBACK , NULL , "openMary C++" , &simpleSpecs , NULL , NULL , &error ); for (int i = 0;;i++ ) { const int bufferSize = 1024; uint8_t audioBuffer[bufferSize]; ssize_t r; eprintf( E_MESSAGE , "Buffering %d..",i); /* Read some data ... */ if ( ( r = read( STDIN_FILENO , audioBuffer , sizeof (audioBuffer ) ) ) <= 0 ) { if ( r == 0 ) /* EOF */ break; eprintf( E_ERROR , __FILE__": read() failed: %s\n" , strerror( errno ) ); if ( pulseConnection ) pa_simple_free( pulseConnection ); } /* ... and play it */ if ( pa_simple_write( pulseConnection , audioBuffer , ( size_t ) r , &error ) < 0 ) { fprintf( stderr , __FILE__": pa_simple_write() failed: %s\n" , pa_strerror( error ) ); if ( pulseConnection ) pa_simple_free( pulseConnection ); } usleep(2); } /* Make sure that every single sample was played */ if ( pa_simple_drain( pulseConnection , &error ) < 0 ) { fprintf( stderr , __FILE__": pa_simple_drain() failed: %s\n" , pa_strerror( error ) ); if ( pulseConnection ) pa_simple_free( pulseConnection ); } } NOTE: If you want the rest of the code to this file, you can download it here directly from Launchpad.

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  • iOS - pass UIImage to shader as texture

    - by martin pilch
    I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { highp vec4 color = texture2D(inputImageTexture, textureCoordinate); highp vec4 color2 = texture2D(inputImageTexture2, textureCoordinate); gl_FragColor = color * color2; } What I want to do is send images from camera and do multiply blend with texture. When I just send data from camera, everything is fine. So problem should be with sending another texture to shader. I am doing it this way: - (void)setTexture:(UIImage*)image forUniform:(NSString*)uniform { CGSize sizeOfImage = [image size]; CGFloat scaleOfImage = [image scale]; CGSize pixelSizeOfImage = CGSizeMake(scaleOfImage * sizeOfImage.width, scaleOfImage * sizeOfImage.height); //create context GLubyte * spriteData = (GLubyte *)malloc(pixelSizeOfImage.width * pixelSizeOfImage.height * 4 * sizeof(GLubyte)); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, pixelSizeOfImage.width, pixelSizeOfImage.height, 8, pixelSizeOfImage.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); //draw image into context CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, pixelSizeOfImage.width, pixelSizeOfImage.height), image.CGImage); //get uniform of texture GLuint uniformIndex = glGetUniformLocation(__programPointer, [uniform UTF8String]); //generate texture GLuint textureIndex; glGenTextures(1, &textureIndex); glBindTexture(GL_TEXTURE_2D, textureIndex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //create texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixelSizeOfImage.width, pixelSizeOfImage.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureIndex); //"send" to shader glUniform1i(uniformIndex, 1); free(spriteData); CGContextRelease(spriteContext); } Uniform for texture is fine, glGetUniformLocation function do not returns -1. The texture is PNG file of resolution 2000x2000 pixels. PROBLEM: When the texture is passed to shader, I have got "black screen". Maybe problem are parameters of the CGContext or parameters of the function glTexImage2D Thank you

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  • WinAPI window taking 50% of CPU when idle

    - by henryprescott
    I'm currently working on a game that creates a window using WindowsAPI. However, at the moment the process is taking up 50% of my CPU. All I am doing is creating the window and looping using the code found below: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { MSG message = {0}; WNDCLASSEX wcl = {0}; wcl.cbSize = sizeof(wcl); wcl.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; wcl.lpfnWndProc = WindowProc; wcl.cbClsExtra = 0; wcl.cbWndExtra = 0; wcl.hInstance = hInstance = hInstance; wcl.hIcon = LoadIcon(0, IDI_APPLICATION); wcl.hCursor = LoadCursor(0, IDC_ARROW); wcl.hbrBackground = 0; wcl.lpszMenuName = 0; wcl.lpszClassName = "GL2WindowClass"; wcl.hIconSm = 0; if (!RegisterClassEx(&wcl)) return 0; hWnd = CreateAppWindow(wcl, "Application"); if (hWnd) { if (Init()) { ShowWindow(hWnd, nShowCmd); UpdateWindow(hWnd); while (true) { while (PeekMessage(&message, 0, 0, 0, PM_REMOVE)) { if (message.message == WM_QUIT) break; TranslateMessage(&message); DispatchMessage(&message); } if (message.message == WM_QUIT) break; if (hasFocus) { elapsedTime = GetElapsedTimeInSeconds(); lastEarth += elapsedTime; lastUpdate += elapsedTime; lastFrame += elapsedTime; lastParticle += elapsedTime; if(lastUpdate >= (1.0f / 100.0f)) { Update(lastUpdate); lastUpdate = 0; } if(lastFrame >= (1.0f / 60.0f)) { UpdateFrameRate(lastFrame); lastFrame = 0; Render(); SwapBuffers(hDC); } if(lastEarth >= (1.0f / 10.0f)) { UpdateEarthAnimation(); lastEarth = 0; } if(lastParticle >= (1.0f / 30.0f)) { particleManager->rightBooster->Update(); particleManager->rightBoosterSmoke->Update(); particleManager->leftBooster->Update(); particleManager->leftBoosterSmoke->Update(); particleManager->breakUp->Update(); lastParticle = 0; } } else { WaitMessage(); } } } Cleanup(); UnregisterClass(wcl.lpszClassName, hInstance); } return static_cast<int>(message.wParam); } So even when I am not drawing anything when the window has focus it still takes up 50%. I don't understand how this is taking up so much system resources. Am I doing something wrong? Any help would be much appreciated, thank you!

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  • Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

    - by stoney78us
    I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. I was trying to do something quite opposite which is storing multiple object data into 1 vbo then drawing it. There is story behind why i want to do this. I want to group many of objects as a single object sometime. However my code doesn't do the justice. Following is my pseudo code: //Data double[] vertices = {line strip 1, line strip 2, line strip 3}; //series of vertices int linestrip1offset = index of the first vertex in line strip 1; int linestrip2offset = index of the first vertex in line strip 2; int linestrip3offset = index of the first vertex in line strip 3; int linestrip1VertexNum = number of vertices in linestrip 1; int linestrip2VertexNum = number of vertices in linestrip 2; int linestrip3VertexNum = number of vertices in linestrip 3; //Setting Up void init() { int[] vBO = new int[1]; GL.GenBuffer(1, vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(_vertices.Length * sizeof(double)), _vertices, BufferUsageHint.StaticDraw); GL.EnableClientState(Array.VertexArray); } //Drawing void draw() { GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.EnableClientState(ArrayCap.VertexArray); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip1offset); //drawing first linestrip GL.DrawArrays(drawMode, linestrip1offset , linestrip1VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip2offset); //drawing second linestrip GL.DrawArrays(drawMode, linestrip2offset , linestrip2VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip3offset); //drawing third linestrip GL.DrawArrays(drawMode, linestrip3offset , linestrip3VertexNum ); GL.DisableClientState(ArrayCap.VertexArray); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } I don't know what i did wrong but i think technically it should work where we can tell OpenGL which part of the data in the vBO to be drawn.

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  • Why won't my vertex buffer render in GLFW3?

    - by sm81095
    I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f(), and such), I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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