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  • GCC ICE -- alternative function syntax, variadic templates and tuples

    - by Marc H.
    (Related to C++0x, How do I expand a tuple into variadic template function arguments?.) The following code (see below) is taken from this discussion. The objective is to apply a function to a tuple. I simplified the template parameters and modified the code to allow for a return value of generic type. While the original code compiles fine, when I try to compile the modified code with GCC 4.4.3, g++ -std=c++0x main.cc -o main GCC reports an internal compiler error (ICE) with the following message: main.cc: In function ‘int main()’: main.cc:53: internal compiler error: in tsubst_copy, at cp/pt.c:10077 Please submit a full bug report, with preprocessed source if appropriate. See <file:///usr/share/doc/gcc-4.4/README.Bugs> for instructions. Question: Is the code correct? or is the ICE triggered by illegal code? // file: main.cc #include <tuple> // Recursive case template<unsigned int N> struct Apply_aux { template<typename F, typename T, typename... X> static auto apply(F f, const T& t, X... x) -> decltype(Apply_aux<N-1>::apply(f, t, std::get<N-1>(t), x...)) { return Apply_aux<N-1>::apply(f, t, std::get<N-1>(t), x...); } }; // Terminal case template<> struct Apply_aux<0> { template<typename F, typename T, typename... X> static auto apply(F f, const T&, X... x) -> decltype(f(x...)) { return f(x...); } }; // Actual apply function template<typename F, typename T> auto apply(F f, const T& t) -> decltype(Apply_aux<std::tuple_size<T>::value>::apply(f, t)) { return Apply_aux<std::tuple_size<T>::value>::apply(f, t); } // Testing #include <string> #include <iostream> int f(int p1, double p2, std::string p3) { std::cout << "int=" << p1 << ", double=" << p2 << ", string=" << p3 << std::endl; return 1; } int g(int p1, std::string p2) { std::cout << "int=" << p1 << ", string=" << p2 << std::endl; return 2; } int main() { std::tuple<int, double, char const*> tup(1, 2.0, "xxx"); std::cout << apply(f, tup) << std::endl; std::cout << apply(g, std::make_tuple(4, "yyy")) << std::endl; } Remark: If I hardcode the return type in the recursive case (see code), then everything is fine. That is, substituting this snippet for the recursive case does not trigger the ICE: // Recursive case (hardcoded return type) template<unsigned int N> struct Apply_aux { template<typename F, typename T, typename... X> static int apply(F f, const T& t, X... x) { return Apply_aux<N-1>::apply(f, t, std::get<N-1>(t), x...); } }; Alas, this is an incomplete solution to the original problem.

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  • Is there a better way to avoid an infinite loop using winforms?

    - by Hamish Grubijan
    I am using .Net 3.5 for now. Right now I am using a using trick to disable and enable events around certain sections of code. The user can change either days, hours, minutes or total minutes, and that should not cause an infinite cascade of events (e.g. minutes changing total, total changing minutes, etc.) While the code does what I want, there might be a better / more straight-forward way. Do you know of any? For brawny points: This control will be used by multiple teams - I do not want to make it embarrassing. I suspect that I do not need to reinvent the wheel when defining hours in a day, days in week, etc. Some other standard .Net library out there must have it. Any other remarks regarding code? This using (EventHacker.DisableEvents(this)) business - that must be a common pattern in .Net ... changing the setting temporarily. What is the name of it? I'd like to be able to refer to it in a comment and also read up more on current implementations. In the general case not only a handle to the thing being changed needs to be remembered, but also the previous state (in this case previous state does not matter - events are turned on and off unconditionally). Then there is also a possibility of multi-threaded hacking. One could also utilize generics to make the code arguably cleaner. Figuring all this out can lead to a multi-page blog post. I'd be happy to hear some of the answers. P.S. Does it seem like I suffer from obsessive compulsive disorder? Some people like to get things finished and move on; I like to keep them open ... there is always a better way. // Corresponding Designer class is omitted. using System; using System.Windows.Forms; namespace XYZ // Real name masked { interface IEventHackable { void EnableEvents(); void DisableEvents(); } public partial class PollingIntervalGroupBox : GroupBox, IEventHackable { private const int DAYS_IN_WEEK = 7; private const int MINUTES_IN_HOUR = 60; private const int HOURS_IN_DAY = 24; private const int MINUTES_IN_DAY = MINUTES_IN_HOUR * HOURS_IN_DAY; private const int MAX_TOTAL_DAYS = 100; private static readonly decimal MIN_TOTAL_NUM_MINUTES = 1; // Anything faster than once per minute can bog down our servers. private static readonly decimal MAX_TOTAL_NUM_MINUTES = (MAX_TOTAL_DAYS * MINUTES_IN_DAY) - 1; // 99 days should be plenty. // The value above was chosen so to not cause an overflow exception. // Watch out for it - numericUpDownControls each have a MaximumValue setting. public PollingIntervalGroupBox() { InitializeComponent(); InitializeComponentCustom(); } private void InitializeComponentCustom() { this.m_upDownDays.Maximum = MAX_TOTAL_DAYS - 1; this.m_upDownHours.Maximum = HOURS_IN_DAY - 1; this.m_upDownMinutes.Maximum = MINUTES_IN_HOUR - 1; this.m_upDownTotalMinutes.Maximum = MAX_TOTAL_NUM_MINUTES; this.m_upDownTotalMinutes.Minimum = MIN_TOTAL_NUM_MINUTES; } private void m_upDownTotalMinutes_ValueChanged(object sender, EventArgs e) { setTotalMinutes(this.m_upDownTotalMinutes.Value); } private void m_upDownDays_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void m_upDownHours_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void m_upDownMinutes_ValueChanged(object sender, EventArgs e) { updateTotalMinutes(); } private void updateTotalMinutes() { this.setTotalMinutes( MINUTES_IN_DAY * m_upDownDays.Value + MINUTES_IN_HOUR * m_upDownHours.Value + m_upDownMinutes.Value); } public decimal TotalMinutes { get { return m_upDownTotalMinutes.Value; } set { m_upDownTotalMinutes.Value = value; } } public decimal TotalHours { set { setTotalMinutes(value * MINUTES_IN_HOUR); } } public decimal TotalDays { set { setTotalMinutes(value * MINUTES_IN_DAY); } } public decimal TotalWeeks { set { setTotalMinutes(value * DAYS_IN_WEEK * MINUTES_IN_DAY); } } private void setTotalMinutes(decimal nTotalMinutes) { if (nTotalMinutes < MIN_TOTAL_NUM_MINUTES) { setTotalMinutes(MIN_TOTAL_NUM_MINUTES); return; // Must be carefull with recursion. } if (nTotalMinutes > MAX_TOTAL_NUM_MINUTES) { setTotalMinutes(MAX_TOTAL_NUM_MINUTES); return; // Must be carefull with recursion. } using (EventHacker.DisableEvents(this)) { // First set the total minutes this.m_upDownTotalMinutes.Value = nTotalMinutes; // Then set the rest this.m_upDownDays.Value = (int)(nTotalMinutes / MINUTES_IN_DAY); nTotalMinutes = nTotalMinutes % MINUTES_IN_DAY; // variable reuse. this.m_upDownHours.Value = (int)(nTotalMinutes / MINUTES_IN_HOUR); nTotalMinutes = nTotalMinutes % MINUTES_IN_HOUR; this.m_upDownMinutes.Value = nTotalMinutes; } } // Event magic public void EnableEvents() { this.m_upDownTotalMinutes.ValueChanged += this.m_upDownTotalMinutes_ValueChanged; this.m_upDownDays.ValueChanged += this.m_upDownDays_ValueChanged; this.m_upDownHours.ValueChanged += this.m_upDownHours_ValueChanged; this.m_upDownMinutes.ValueChanged += this.m_upDownMinutes_ValueChanged; } public void DisableEvents() { this.m_upDownTotalMinutes.ValueChanged -= this.m_upDownTotalMinutes_ValueChanged; this.m_upDownDays.ValueChanged -= this.m_upDownDays_ValueChanged; this.m_upDownHours.ValueChanged -= this.m_upDownHours_ValueChanged; this.m_upDownMinutes.ValueChanged -= this.m_upDownMinutes_ValueChanged; } // We give as little info as possible to the 'hacker'. private sealed class EventHacker : IDisposable { IEventHackable _hackableHandle; public static IDisposable DisableEvents(IEventHackable hackableHandle) { return new EventHacker(hackableHandle); } public EventHacker(IEventHackable hackableHandle) { this._hackableHandle = hackableHandle; this._hackableHandle.DisableEvents(); } public void Dispose() { this._hackableHandle.EnableEvents(); } } } }

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  • How to programatically read native DLL imports in C#?

    - by Eric
    The large hunk of C# code below is intended to print the imports of a native DLL. I copied it from from this link and modified it very slightly, just to use LoadLibraryEx as Mike Woodring does here. I find that when I call the Foo.Test method with the original example's target, MSCOREE.DLL, it prints all the imports fine. But when I use other dlls like GDI32.DLL or WSOCK32.DLL the imports do not get printed. What's missing from this code that would let it print all the imports as, for example, DUMPBIN.EXE does? (Is there a hint I'm not grokking in the original comment that says, "using mscoree.dll as an example as it doesnt export any thing"?) Here's the extract that just shows how it's being invoked: public static void Test() { // WORKS: var path = @"c:\windows\system32\mscoree.dll"; // NO ERRORS, BUT NO IMPORTS PRINTED EITHER: //var path = @"c:\windows\system32\gdi32.dll"; //var path = @"c:\windows\system32\wsock32.dll"; var hLib = LoadLibraryEx(path, 0, DONT_RESOLVE_DLL_REFERENCES | LOAD_IGNORE_CODE_AUTHZ_LEVEL); TestImports(hLib, true); } And here is the whole code example: namespace PETest2 { [StructLayout(LayoutKind.Explicit)] public unsafe struct IMAGE_IMPORT_BY_NAME { [FieldOffset(0)] public ushort Hint; [FieldOffset(2)] public fixed char Name[1]; } [StructLayout(LayoutKind.Explicit)] public struct IMAGE_IMPORT_DESCRIPTOR { #region union /// <summary> /// CSharp doesnt really support unions, but they can be emulated by a field offset 0 /// </summary> [FieldOffset(0)] public uint Characteristics; // 0 for terminating null import descriptor [FieldOffset(0)] public uint OriginalFirstThunk; // RVA to original unbound IAT (PIMAGE_THUNK_DATA) #endregion [FieldOffset(4)] public uint TimeDateStamp; [FieldOffset(8)] public uint ForwarderChain; [FieldOffset(12)] public uint Name; [FieldOffset(16)] public uint FirstThunk; } [StructLayout(LayoutKind.Explicit)] public struct THUNK_DATA { [FieldOffset(0)] public uint ForwarderString; // PBYTE [FieldOffset(4)] public uint Function; // PDWORD [FieldOffset(8)] public uint Ordinal; [FieldOffset(12)] public uint AddressOfData; // PIMAGE_IMPORT_BY_NAME } public unsafe class Interop { #region Public Constants public static readonly ushort IMAGE_DIRECTORY_ENTRY_IMPORT = 1; #endregion #region Private Constants #region CallingConvention CALLING_CONVENTION /// <summary> /// Specifies the calling convention. /// </summary> /// <remarks> /// Specifies <see cref="CallingConvention.Winapi" /> for Windows to /// indicate that the default should be used. /// </remarks> private const CallingConvention CALLING_CONVENTION = CallingConvention.Winapi; #endregion CallingConvention CALLING_CONVENTION #region IMPORT DLL FUNCTIONS private const string KERNEL_DLL = "kernel32"; private const string DBGHELP_DLL = "Dbghelp"; #endregion #endregion Private Constants [DllImport(KERNEL_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "GetModuleHandleA"), SuppressUnmanagedCodeSecurity] public static extern void* GetModuleHandleA(/*IN*/ char* lpModuleName); [DllImport(KERNEL_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "GetModuleHandleW"), SuppressUnmanagedCodeSecurity] public static extern void* GetModuleHandleW(/*IN*/ char* lpModuleName); [DllImport(KERNEL_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "IsBadReadPtr"), SuppressUnmanagedCodeSecurity] public static extern bool IsBadReadPtr(void* lpBase, uint ucb); [DllImport(DBGHELP_DLL, CallingConvention = CALLING_CONVENTION, EntryPoint = "ImageDirectoryEntryToData"), SuppressUnmanagedCodeSecurity] public static extern void* ImageDirectoryEntryToData(void* Base, bool MappedAsImage, ushort DirectoryEntry, out uint Size); } static class Foo { // From winbase.h in the Win32 platform SDK. // const uint DONT_RESOLVE_DLL_REFERENCES = 0x00000001; const uint LOAD_IGNORE_CODE_AUTHZ_LEVEL = 0x00000010; [DllImport("kernel32.dll"), SuppressUnmanagedCodeSecurity] static extern uint LoadLibraryEx(string fileName, uint notUsedMustBeZero, uint flags); public static void Test() { //var path = @"c:\windows\system32\mscoree.dll"; //var path = @"c:\windows\system32\gdi32.dll"; var path = @"c:\windows\system32\wsock32.dll"; var hLib = LoadLibraryEx(path, 0, DONT_RESOLVE_DLL_REFERENCES | LOAD_IGNORE_CODE_AUTHZ_LEVEL); TestImports(hLib, true); } // using mscoree.dll as an example as it doesnt export any thing // so nothing shows up if you use your own module. // and the only none delayload in mscoree.dll is the Kernel32.dll private static void TestImports( uint hLib, bool mappedAsImage ) { unsafe { //fixed (char* pszModule = "mscoree.dll") { //void* hMod = Interop.GetModuleHandleW(pszModule); void* hMod = (void*)hLib; uint size = 0; uint BaseAddress = (uint)hMod; if (hMod != null) { Console.WriteLine("Got handle"); IMAGE_IMPORT_DESCRIPTOR* pIID = (IMAGE_IMPORT_DESCRIPTOR*)Interop.ImageDirectoryEntryToData((void*)hMod, mappedAsImage, Interop.IMAGE_DIRECTORY_ENTRY_IMPORT, out size); if (pIID != null) { Console.WriteLine("Got Image Import Descriptor"); while (!Interop.IsBadReadPtr((void*)pIID->OriginalFirstThunk, (uint)size)) { try { char* szName = (char*)(BaseAddress + pIID->Name); string name = Marshal.PtrToStringAnsi((IntPtr)szName); Console.WriteLine("pIID->Name = {0} BaseAddress - {1}", name, (uint)BaseAddress); THUNK_DATA* pThunkOrg = (THUNK_DATA*)(BaseAddress + pIID->OriginalFirstThunk); while (!Interop.IsBadReadPtr((void*)pThunkOrg->AddressOfData, 4U)) { char* szImportName; uint Ord; if ((pThunkOrg->Ordinal & 0x80000000) > 0) { Ord = pThunkOrg->Ordinal & 0xffff; Console.WriteLine("imports ({0}).Ordinal{1} - Address: {2}", name, Ord, pThunkOrg->Function); } else { IMAGE_IMPORT_BY_NAME* pIBN = (IMAGE_IMPORT_BY_NAME*)(BaseAddress + pThunkOrg->AddressOfData); if (!Interop.IsBadReadPtr((void*)pIBN, (uint)sizeof(IMAGE_IMPORT_BY_NAME))) { Ord = pIBN->Hint; szImportName = (char*)pIBN->Name; string sImportName = Marshal.PtrToStringAnsi((IntPtr)szImportName); // yes i know i am a lazy ass Console.WriteLine("imports ({0}).{1}@{2} - Address: {3}", name, sImportName, Ord, pThunkOrg->Function); } else { Console.WriteLine("Bad ReadPtr Detected or EOF on Imports"); break; } } pThunkOrg++; } } catch (AccessViolationException e) { Console.WriteLine("An Access violation occured\n" + "this seems to suggest the end of the imports section\n"); Console.WriteLine(e); } pIID++; } } } } } Console.WriteLine("Press Any Key To Continue......"); Console.ReadKey(); } }

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  • How to write simple code using TDD [migrated]

    - by adeel41
    Me and my colleagues do a small TDD-Kata practice everyday for 30 minutes. For reference this is the link for the excercise http://osherove.com/tdd-kata-1/ The objective is to write better code using TDD. This is my code which I've written public class Calculator { public int Add( string numbers ) { const string commaSeparator = ","; int result = 0; if ( !String.IsNullOrEmpty( numbers ) ) result = numbers.Contains( commaSeparator ) ? AddMultipleNumbers( GetNumbers( commaSeparator, numbers ) ) : ConvertToNumber( numbers ); return result; } private int AddMultipleNumbers( IEnumerable getNumbers ) { return getNumbers.Sum(); } private IEnumerable GetNumbers( string separator, string numbers ) { var allNumbers = numbers .Replace( "\n", separator ) .Split( new string[] { separator }, StringSplitOptions.RemoveEmptyEntries ); return allNumbers.Select( ConvertToNumber ); } private int ConvertToNumber( string number ) { return Convert.ToInt32( number ); } } and the tests for this class are [TestFixture] public class CalculatorTests { private int ArrangeAct( string numbers ) { var calculator = new Calculator(); return calculator.Add( numbers ); } [Test] public void Add_WhenEmptyString_Returns0() { Assert.AreEqual( 0, ArrangeAct( String.Empty ) ); } [Test] [Sequential] public void Add_When1Number_ReturnNumber( [Values( "1", "56" )] string number, [Values( 1, 56 )] int expected ) { Assert.AreEqual( expected, ArrangeAct( number ) ); } [Test] public void Add_When2Numbers_AddThem() { Assert.AreEqual( 3, ArrangeAct( "1,2" ) ); } [Test] public void Add_WhenMoreThan2Numbers_AddThemAll() { Assert.AreEqual( 6, ArrangeAct( "1,2,3" ) ); } [Test] public void Add_SeparatorIsNewLine_AddThem() { Assert.AreEqual( 6, ArrangeAct( @"1 2,3" ) ); } } Now I'll paste code which they have written public class StringCalculator { private const char Separator = ','; public int Add( string numbers ) { const int defaultValue = 0; if ( ShouldReturnDefaultValue( numbers ) ) return defaultValue; return ConvertNumbers( numbers ); } private int ConvertNumbers( string numbers ) { var numberParts = GetNumberParts( numbers ); return numberParts.Select( ConvertSingleNumber ).Sum(); } private string[] GetNumberParts( string numbers ) { return numbers.Split( Separator ); } private int ConvertSingleNumber( string numbers ) { return Convert.ToInt32( numbers ); } private bool ShouldReturnDefaultValue( string numbers ) { return String.IsNullOrEmpty( numbers ); } } and the tests [TestFixture] public class StringCalculatorTests { [Test] public void Add_EmptyString_Returns0() { ArrangeActAndAssert( String.Empty, 0 ); } [Test] [TestCase( "1", 1 )] [TestCase( "2", 2 )] public void Add_WithOneNumber_ReturnsThatNumber( string numberText, int expected ) { ArrangeActAndAssert( numberText, expected ); } [Test] [TestCase( "1,2", 3 )] [TestCase( "3,4", 7 )] public void Add_WithTwoNumbers_ReturnsSum( string numbers, int expected ) { ArrangeActAndAssert( numbers, expected ); } [Test] public void Add_WithThreeNumbers_ReturnsSum() { ArrangeActAndAssert( "1,2,3", 6 ); } private void ArrangeActAndAssert( string numbers, int expected ) { var calculator = new StringCalculator(); var result = calculator.Add( numbers ); Assert.AreEqual( expected, result ); } } Now the question is which one is better? My point here is that we do not need so many small methods initially because StringCalculator has no sub classes and secondly the code itself is so simple that we don't need to break it up too much that it gets confusing after having so many small methods. Their point is that code should read like english and also its better if they can break it up earlier than doing refactoring later and third when they will do refactoring it would be much easier to move these methods quite easily into separate classes. My point of view against is that we never made a decision that code is difficult to understand so why we are breaking it up so early. So I need a third person's opinion to understand which option is much better.

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  • glutPostRedisplay() does not update display

    - by A D
    I am currently drawing a rectangle to the screen and would like to move it by using the arrow keys. However, when I press an arrow key the vertex data changes but the display does refresh to reflect these changes, even though I am calling glutPostRedisplay(). Is there something else that I must do? My code: #include <GL/glew.h> #include <GL/freeglut.h> #include <GL/freeglut_ext.h> #include <iostream> #include "Shaders.h" using namespace std; const int NUM_VERTICES = 6; const GLfloat POS_Y = -0.1; const GLfloat NEG_Y = -0.01; struct Vertex { GLfloat x; GLfloat y; Vertex() : x(0), y(0) {} Vertex(GLfloat givenX, GLfloat givenY) : x(givenX), y(givenY) {} }; Vertex left_paddle[NUM_VERTICES]; void init() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); left_paddle[0] = Vertex(-0.95f, 0.95f); left_paddle[1] = Vertex(-0.95f, 0.0f); left_paddle[2] = Vertex(-0.85f, 0.95f); left_paddle[3] = Vertex(-0.85f, 0.95f); left_paddle[4] = Vertex(-0.95f, 0.0f); left_paddle[5] = Vertex(-0.85f, 0.0f); GLuint vao; glGenVertexArrays( 1, &vao ); glBindVertexArray( vao ); GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(left_paddle), NULL, GL_STATIC_DRAW); GLuint program = init_shaders( "vshader.glsl", "fshader.glsl" ); glUseProgram( program ); GLuint loc = glGetAttribLocation( program, "vPosition" ); glEnableVertexAttribArray( loc ); glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindVertexArray(vao); } void movePaddle(Vertex* array, GLfloat change) { for(int i = 0; i < NUM_VERTICES; i++) { array[i].y = array[i].y + change; } glutPostRedisplay(); } void special( int key, int x, int y ) { switch ( key ) { case GLUT_KEY_DOWN: movePaddle(left_paddle, NEG_Y); break; } } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); glutSwapBuffers(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(500,500); glutCreateWindow("Rectangle"); glewInit(); init(); glutDisplayFunc(display); glutSpecialFunc(special); glutMainLoop(); return 0; }

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • C - check if string is a substring of another string

    - by user69514
    I need to write a program that takes two strings as arguments and check if the second one is a substring of the first one. I need to do it without using any special library functions. I created this implementation, but I think it's always returning true as long as there is one letter that's the same in both strings. Can you help me out here. I'm not sure what I am doing wrong: #include <stdio.h> #include <string.h> int my_strstr( char const *s, char const *sub ) { char const *ret = sub; int r = 0; while ( ret = strchr( ret, *sub ) ) { if ( strcmp( ++ret, sub+1 ) == 0 ){ r = 1; } else{ r = 0; } } return r; } int main(int argc, char **argv){ if (argc != 3) { printf ("Usage: check <string one> <string two>\n"); } int result = my_strstr(argv[1], argv[2]); if(result == 1){ printf("%s is a substring of %s\n", argv[2], argv[1]); } else{ printf("%s is not a substring of %s\n", argv[2], argv[1]); } return 0; }

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  • NSURLConnection sendSynchronousRequest: fails when using POST

    - by Combat
    I'm using a custom NSURLCache to intercept calls for certain web pages in order to modify them dynamically. Inside cachedResponseForRequest: I modify the request, then send it out using sendSynchronousRequest. This works very well until you attempt to submit a form. If there is post data it fails. If i remove the HTTPBody and set the request to GET, it succeeds. But i need it to work with POST. If i send the request asynchronously it also works which is why i can't figure out why the synchronous request fails. Here's my stack trace: Date/Time: 2010-01-17 12:37:55.416 -0800 OS Version: iPhone OS 3.1.2 (7D11) Report Version: 104 Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000001c Crashed Thread: 2 Thread 2 Crashed: 0 CFNetwork 0x0000b4e4 HTTPMessage::copyHeaderFieldValue(__CFString const*) + 18 1 CFNetwork 0x0000b4c8 CFHTTPMessageCopyHeaderFieldValue + 16 2 CFNetwork 0x0000e022 HTTPProtocol::createStream() + 328 3 CFNetwork 0x0000de8a HTTPProtocol::createAndOpenStream() + 458 4 CFNetwork 0x0000cba2 HTTPProtocol::startLoad() + 278 5 CFNetwork 0x0000c8da URLConnectionLoader::loaderScheduleOriginLoad(_CFURLRequest const*) + 216 6 CFNetwork 0x0000c77c URLConnectionLoader::loaderScheduleLoad(_CFURLRequest const*) + 280 7 CFNetwork 0x0000c5e6 URLConnectionLoader::LoaderConnectionEventQueue::processAllEventsAndConsumePayload(XConnectionEventInfo, long) + 134 8 CFNetwork 0x0000c53a URLConnectionLoader::processEvents() + 60 9 CFNetwork 0x0000a892 URLConnection::multiplexerClientPerform(RunLoopMultiplexer) + 30 10 CFNetwork 0x0000a812 MultiplexerSource::perform() + 86 11 CFNetwork 0x0000a7b2 MultiplexerSource::_perform(void*) + 2 12 CoreFoundation 0x000573a0 CFRunLoopRunSpecific + 1908 13 CoreFoundation 0x00056c18 CFRunLoopRunInMode + 44 14 Foundation 0x0005a998 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 172 15 Foundation 0x00053ac6 -[NSThread main] + 42 16 Foundation 0x00001d0e __NSThread_main_ + 852 17 libSystem.B.dylib 0x0002b7b0 _pthread_body + 20 As you can see, copyHeaderFieldValue is causing the crash. What I don't understand is why.

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  • Source-to-source compiler framework wanted

    - by cheungcc_2000
    Dear all, I used to use OpenC++ (http://opencxx.sourceforge.net/opencxx/html/overview.html) to perform code generation like: Source: class MyKeyword A { public: void myMethod(inarg double x, inarg const std::vector<int>& y, outarg double& z); }; Generated: class A { public: void myMethod(const string& x, double& y); // generated method below: void _myMehtod(const string& serializedInput, string& serializedOutput) { double x; std::vector<int> y; // deserialized x and y from serializedInput double z; myMethod(x, y, z); } }; This kind of code generation directly matches the use case in the tutorial of OpenC++ (http://www.csg.is.titech.ac.jp/~chiba/opencxx/tutorial.pdf) by writing a meta-level program for handling "MyKeyword", "inarg" and "outarg" and performing the code generation. However, OpenC++ is sort of out-of-date and inactive now, and my code generator can only work on g++ 3.2 and it triggers error on parsing header files of g++ of higher version. I have looked at VivaCore, but it does not provide the infra-structure for compiling meta-level program. I'm also looking at LLVM, but I cannot find documentation that tutor me on working out my source-to-source compilation usage. I'm also aware of the ROSE compiler framework, but I'm not sure whether it suits my usage, and whether its proprietary C++ front-end binary can be used in a commercial product, and whether a Windows version is available. Any comments and pointers to specific tutorial/paper/documentation are much appreciated.

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  • Gmail: How to send an email programmatically

    - by Clint
    Possible Exact Duplicate: Sending Email in C#.NET Through Gmail Hi, I'm trying to send an email using gmail: I tried various examples that I found on this site and other sites but I always get the same error: Unable to connect to the remote server -- System.net.Sockets.SocketException: No connection could be made because the target actively refused it 209.85.147.109:587 public static void Attempt1() { var client = new SmtpClient("smtp.gmail.com", 587) { Credentials = new NetworkCredential("[email protected]", "MyPassWord"), EnableSsl = true }; client.Send("[email protected]", "[email protected]", "test", "testbody"); } Any ideas? UPDATE More details. Maybe I should say what other attempts I made that gave me the same error: (Note when i didn't specify a port it tryed port 25) public static void Attempt2() { var fromAddress = new MailAddress("[email protected]", "From Name"); var toAddress = new MailAddress("[email protected]", "To Name"); const string fromPassword = "pass"; const string subject = "Subject"; const string body = "Body"; var smtp = new SmtpClient { Host = "smtp.gmail.com", Port = 587, EnableSsl = true, DeliveryMethod = SmtpDeliveryMethod.Network, UseDefaultCredentials = false, Credentials = new NetworkCredential(fromAddress.Address, fromPassword) }; using (var message = new MailMessage(fromAddress, toAddress) { Subject = subject, Body = body } ) { smtp.Send(message); } } public static void Attempt3() { MailMessage mail = new MailMessage(); mail.To.Add("[email protected]"); mail.From = new MailAddress("[email protected]"); mail.Subject = "Email using Gmail"; string Body = "Hi, this mail is to test sending mail" + "using Gmail in ASP.NET"; mail.Body = Body; mail.IsBodyHtml = true; SmtpClient smtp = new SmtpClient(); smtp.Host = "smtp.gmail.com"; smtp.Credentials = new System.Net.NetworkCredential ("[email protected]", "pass"); smtp.EnableSsl = true; smtp.Send(mail); }

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  • iphone app scroll view is horizontal but i want it vertical - how do i change this?

    - by Billy Jones
    Hi Folks, Got this code for a viewscroller from the apple developers site. @synthesize scrollView1, scrollView2; const CGFloat kScrollObjHeight = 467.0; const CGFloat kScrollObjWidth = 320.0; const NSUInteger kNumImages = 6; (void)layoutScrollImages { UIImageView *view = nil; NSArray *subviews = [scrollView1 subviews]; // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } // set the content size so it can be scrollable [scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)]; } it works brilliantly the images are rotated by pulling them left or right. but I want to pull the images up and down to change them. Can anyone help me out with this? this part in the code looks as if it controls the direction but i'm not sure how to change it. // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } Any help most appreciated, thanks! Billy

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  • Why is the compiler not selecting my function-template overload in the following example?

    - by Steve Guidi
    Given the following function templates: #include <vector> #include <utility> struct Base { }; struct Derived : Base { }; // #1 template <typename T1, typename T2> void f(const T1& a, const T2& b) { }; // #2 template <typename T1, typename T2> void f(const std::vector<std::pair<T1, T2> >& v, Base* p) { }; Why is it that the following code always invokes overload #1 instead of overload #2? void main() { std::vector<std::pair<int, int> > v; Derived derived; f(100, 200); // clearly calls overload #1 f(v, &derived); // always calls overload #1 } Given that the second parameter of f is a derived type of Base, I was hoping that the compiler would choose overload #2 as it is a better match than the generic type in overload #1. Are there any techniques that I could use to rewrite these functions so that the user can write code as displayed in the main function (i.e., leveraging compiler-deduction of argument types)?

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  • linking to boost regex in gcc

    - by rboorgapally
    i am trying to compile my program which uses regex on linux. I built the boost library in the libs/regex/build by typing make -fgcc.mak which created a directory gcc which contains the following four files boost_regex-gcc-1_35 boost_regex-gcc-d-1_35 libboost_regex-gcc-1_35.a libboost_regex-gcc-d-1_35.a Now I want to use regex from my program which is in some arbitrary directory. I #included boost/regex.hpp I got the error which stated that regex.hpp is not found. Then I gave the -I option in the g++ compiler. I didn't get that error. But I get the following error undefined reference to `boost::re_detail::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::construct_init(boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags)' I googled and found that I need to somehow link one of the above 4 libraries to my program. How can I do it. Which one should I link and why?

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  • Can I use boost::make_shared with a private constructor?

    - by Billy ONeal
    Consider the following: class DirectoryIterator; namespace detail { class FileDataProxy; class DirectoryIteratorImpl { friend class DirectoryIterator; friend class FileDataProxy; WIN32_FIND_DATAW currentData; HANDLE hFind; std::wstring root; DirectoryIteratorImpl(); explicit DirectoryIteratorImpl(const std::wstring& pathSpec); void increment(); public: ~DirectoryIteratorImpl() {}; }; class FileDataProxy //Serves as a proxy to the WIN32_FIND_DATA struture inside the iterator. { friend class DirectoryIterator; boost::shared_ptr<DirectoryIteratorImpl> iteratorSource; FileDataProxy(boost::shared_ptr<DirectoryIteratorImpl> parent) : iteratorSource(parent) {}; public: std::wstring GetFolderPath() const { return iteratorSource->root; } }; } class DirectoryIterator : public boost::iterator_facade<DirectoryIterator, detail::FileDataProxy, std::input_iterator_tag> { friend class boost::iterator_core_access; boost::shared_ptr<detail::DirectoryIteratorImpl> impl; void increment() { impl->increment(); }; detail::FileDataProxy dereference() const { return detail::FileDataProxy(impl); }; public: DirectoryIterator() { impl = boost::make_shared<detail::DirectoryIteratorImpl>(); }; }; It seems like DirectoryIterator should be able to call boost::make_shared<DirectoryIteratorImpl>, because it is a friend of DirectoryIteratorImpl. However, this code fails to compile because the constructor for DirectoryIteratorImpl is private. Since this class is an internal implementation detail that clients of DirectoryIterator should never touch, it would be nice if I could keep the constructor private. Is this my fundamental misunderstanding around make_shared or do I need to mark some sort of boost piece as friend in order for the call to compile?

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  • Is there a better way of launching same app from GUI or Command line

    - by markhunte
    Hi All, I worked out a way of running my Cocoa (GUI) app. From either the normal double clicking it, Or from the CLI. I realised that when an app launches from a double click (GUI), it returns an argument count (argc) of 0. But when launched from the CLI it will have an argc of 1. So long as I do not put any arguments myself. Which means I can use if.. else.. to determine how the app was launched. This works fine for my app as I do not need to put arguments. But I wondered if there was a better way of doing it. Here is an example of the code in the main.m int main (int argc, const char * argv[]) { //This determins if the app is launched from the command line or app itself is opened. if (argc == 1) { //app was run from CLI // Create a object MyClass *mMyClass; mMyClass = [[MyClass alloc] init]; // Read the Buffer [mMyClass readBuffer]; // Write out file on disk [mMyClass createFile]; [mMyClass doMoreStuff]; [mMyClass release]; mMyClass = nil; return 0; } else { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; //app was doubled click, (Opened) return NSApplicationMain(argc, (const char **) argv); [pool drain]; // */ // return NSApplicationMain(argc, (const char **) argv); }} Many Thanks. M

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  • Boost.MultiIndex: How to make an effective set intersection?

    - by Arman
    Hello, assume that we have a data1 and data2. How can I intersect them with std::set_intersect()? struct pID { int ID; unsigned int IDf;// postition in the file pID(int id,const unsigned int idf):ID(id),IDf(idf){} bool operator<(const pID& p)const { return ID<p.ID;} }; struct ID{}; struct IDf{}; typedef multi_index_container< pID, indexed_by< ordered_unique< tag<IDf>, BOOST_MULTI_INDEX_MEMBER(pID,unsigned int,IDf)>, ordered_non_unique< tag<ID>,BOOST_MULTI_INDEX_MEMBER(pID,int,ID)> > > pID_set; ID_set data1, data2; Load(data1); Load(data2); pID_set::index<ID>::type& L1_ID_index=L1.data.get<ID>(); pID_set::index<ID>::type& L2_ID_index=L2.data.get<ID>(); // How do I use set_intersect? Kind regards, Arman.

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  • Copy Constructors and calling functions

    - by helixed
    Hello, I'm trying to call an accessor function in a copy constructor but it's not working. Here's an example of my problem: A.h class A { public: //Constructor A(int d); //Copy Constructor A(const A &rhs); //accessor for data int getData(); //mutator for data void setData(int d); private: int data; }; A.cpp #include "A.h" //Constructor A::A(int d) { this->setData(d); } //Copy Constructor A::A(const A &rhs) { this->setData(rhs.getData()); } //accessor for data int A::getData() { return data; } //mutator for data void A::setData(int d) { data = d; } When I try to compile this, I get the following error: error: passing 'const A' as 'this' argument of 'int A::getData()' discards qualifiers If I change rhs.getData() to rhs.data, then the constructor works fine. Am I not allowed to call functions in a copy constructor? Could somebody please tell me what I'm doing wrong? Thanks, helixed

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  • Why I am getting a Heap Corruption Error?

    - by vaidya.atul
    I am new to C++. I am getting HEAP CORRUPTION ERROR. Any help will be highly appreciated. Below is my code class CEntity { //some member variables CEntity(string section1,string section2); CEntity(); virtual ~CEntity(); //pure virtual function .. virtual CEntity* create()const =0; }; I derive CLine from CEntity as below class CLine:public CEntity { // Again some variables ... // Constructor and destructor CLine(string section1,string section2); CLine(); ~CLine(); CLine* Create() const; } // CLine Implementation CLine::CLine(string section1,string section2):CEntity(section1,section2){}; CLine::CLine(); CLine* CLine::create()const{return new CLine();} I have another class CReader which uses CLine object and populates it in a multimap as below class CReader { public: CReader(); ~CReader(); multimap<int,CEntity*>m_data_vs_entity; }; //CReader Implementation CReader::CReader() { m_data_vs_entity.clear(); }; CReader::~CReader() { multimap<int,CEntity*>::iterator iter; for(iter = m_data_vs_entity.begin();iter!=m_data_vs_entity.end();iter++) { CEntity* current_entity = iter->second; if(current_entity) delete current_entity; } m_data_vs_entity.clear(); } I am reading the data from a file and then populating the CLine Class.The map gets populated in a function of CReader class. Since CEntity has a virtual destructor, I hope the piece of code in CReader's destructor should work. In fact, it does work for small files but I get HEAP CORRUPTION ERROR while working with bigger files. If there is something fundamentally wrong, then, please help me find it, as I have been scratching my head for quit some time now. Thanks in advance and awaiting reply, Regards, Atul

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  • C++ Exceptions and Inheritance from std::exception

    - by fbrereto
    Given this sample code: #include <iostream> #include <stdexcept> class my_exception_t : std::exception { public: explicit my_exception_t() { } virtual const char* what() const throw() { return "Hello, world!"; } }; int main() { try { throw my_exception_t(); } catch (const std::exception& error) { std::cerr << "Exception: " << error.what() << std::endl; } catch (...) { std::cerr << "Exception: unknown" << std::endl; } return 0; } I get the following output: Exception: unknown Yet simply making the inheritance of my_exception_t from std::exception public, I get the following output: Exception: Hello, world! Could someone please explain to me why the type of inheritance matters in this case? Bonus points for a reference in the standard.

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  • Mutability design patterns in Objective C and C++

    - by Mac
    Having recently done some development for iPhone, I've come to notice an interesting design pattern used a lot in the iPhone SDK, regarding object mutability. It seems the typical approach there is to define an immutable class NSFoo, and then derive from it a mutable descendant NSMutableFoo. Generally, the NSFoo class defines data members, getters and read-only operations, and the derived NSMutableFoo adds on setters and mutating operations. Being more familiar with C++, I couldn't help but notice that this seems to be a complete opposite to what I'd do when writing the same code in C++. While you certainly could take that approach, it seems to me that a more concise approach is to create a single Foo class, mark getters and read-only operations as const functions, and also implement the mutable operations and setters in the same class. You would then end up with a mutable class, but the types Foo const*, Foo const& etc all are effectively the immutable equivalent. I guess my question is, does my take on the situation make sense? I understand why Objective-C does things differently, but are there any advantages to the two-class approach in C++ that I've missed? Or am I missing the point entirely? Not an overly serious question - more for my own curiosity than anything else.

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  • Overriding Only Some Default Parameters in ActionScript

    - by TheDarkIn1978
    i have a function which has all optional arguments. is it possible to override a an argument of a function without supplying the first? in the code below, i'd like to keep most of the default arguments for the drawSprite function, and only override the last argument, which is the sprite's color. but how can i call the object? DrawSprite(0x00FF00) clearly will not work. //Main Class package { import DrawSprite; import flash.display.Sprite; public class Start extends Sprite { public function Start():void { var myRect:DrawSprite = new DrawSprite(0x00FF00) addChild(myRect); } } } //Draw Sprite Class package { import flash.display.Sprite; import flash.display.Graphics; public class DrawSprite extends Sprite { private static const DEFAULT_WIDTH:Number = 100; private static const DEFAULT_HEIGHT:Number = 200; private static const DEFAULT_COLOR:Number = 0x000000; public function DrawSprite(spriteWidth:Number = DEFAULT_WIDTH, spriteHeight:Number = DEFAULT_HEIGHT, spriteColor:Number = DEFAULT_COLOR):void { graphics.beginFill(spriteColor, 1.0); graphics.drawRect(0, 0, spriteWidth, spriteHeight); graphics.endFill(); } } }

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  • MySQL stuck on "using filesort" when doing an "order by"

    - by noko
    I can't seem to get my query to stop using filesort. This is my query: SELECT s.`pilot`, p.`name`, s.`sector`, s.`hull` FROM `pilots` p LEFT JOIN `ships` s ON ( (s.`game` = p.`game`) AND (s.`pilot` = p.`id`) ) WHERE p.`game` = 1 AND p.`id` <> 2 AND s.`sector` = 43 AND s.`hull` > 0 ORDER BY p.`last_move` DESC Table structures: CREATE TABLE IF NOT EXISTS `pilots` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `last_move` int(10) NOT NULL DEFAULT '0', UNIQUE KEY `id` (`id`), KEY `last_move` (`last_move`), KEY `game_id_lastmove` (`game`,`id`,`last_move`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; CREATE TABLE IF NOT EXISTS `ships` ( `id` mediumint(5) unsigned NOT NULL AUTO_INCREMENT, `game` tinyint(3) unsigned NOT NULL DEFAULT '0', `pilot` mediumint(5) unsigned NOT NULL DEFAULT '0', `sector` smallint(5) unsigned NOT NULL DEFAULT '0', `hull` smallint(4) unsigned NOT NULL DEFAULT '50', UNIQUE KEY `id` (`id`), KEY `game` (`game`), KEY `pilot` (`pilot`), KEY `sector` (`sector`), KEY `hull` (`hull`), KEY `game_2` (`game`,`pilot`,`sector`,`hull`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 AUTO_INCREMENT=8 ; The explain: id select_type table type possible_keys key key_len ref rows Extra 1 SIMPLE p ref id,game_id_lastmove game_id_lastmove 1 const 7 Using where; Using filesort 1 SIMPLE s ref game,pilot,sector... game_2 6 const,fightclub_alpha.p.id,const 1 Using where; Using index edit: I cut some of the unnecessary pieces out of my queries/table structure. Anybody have any ideas?

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  • GCC emits extra code for boost::shared_ptr dereference

    - by Checkers
    I have the following code: #include <boost/shared_ptr.hpp> struct Foo { int a; }; static int A; void func_shared(const boost::shared_ptr<Foo> &foo) { A = foo->a; } void func_raw(Foo * const foo) { A = foo->a; } I thought the compiler would create identical code, but for shared_ptr version an extra seemingly redundant instruction is emitted. Disassembly of section .text: 00000000 <func_raw(Foo*)>: 0: 55 push ebp 1: 89 e5 mov ebp,esp 3: 8b 45 08 mov eax,DWORD PTR [ebp+8] 6: 5d pop ebp 7: 8b 00 mov eax,DWORD PTR [eax] 9: a3 00 00 00 00 mov ds:0x0,eax e: c3 ret f: 90 nop 00000010 <func_shared(boost::shared_ptr<Foo> const&)>: 10: 55 push ebp 11: 89 e5 mov ebp,esp 13: 8b 45 08 mov eax,DWORD PTR [ebp+8] 16: 5d pop ebp 17: 8b 00 mov eax,DWORD PTR [eax] 19: 8b 00 mov eax,DWORD PTR [eax] 1b: a3 00 00 00 00 mov ds:0x0,eax 20: c3 ret I'm just curious, is this necessary, or it is just an optimizer's shortcoming? Compiling with g++ 4.1.2, -O3 -NDEBUG.

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  • How to print a number with a space as thousand separator?

    - by dygi
    I've got a simple class Currency with overloaded operator<<. I don't know how can i separate the number with spaces every 3 digits, so it looks like: "1 234 567 ISK". #include <cstdlib> #include <iostream> using namespace std; class Currency { int val; char curr[4]; public: Currency(int _val, const char * _curr) { val = _val; strcpy(curr, _curr); } friend ostream & operator<< (ostream & out, const Currency & c); }; ostream & operator<< (ostream & out, const Currency & c) { out << c.val<< " " << c.curr; return out; } int main(int argc, char *argv[]) { Currency c(2354123, "ISK"); cout << c; } What interests me, is somehow the easiest solution for this particular situation.

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  • read access violation error

    - by user293569
    class Node{ private: string name; Node** adjacent; int adjNum; public: Node(); Node(string, int adj_num); Node(const Node &); bool addAdjacent(const Node &); Node** getAdjacents(); string getName(); ~Node(); }; bool Node::addAdjacent(const Node &anode){ Node** temp; temp= new Node*[adjNum+1]; for(int i=0;i<adjNum+1;i++) temp[i]=adjacent[i]; temp[adjNum]=const_cast<Node *>(&anode); delete[] adjacent; adjacent=new Node*[adjNum+1]; adjacent=temp; delete[] temp; adjNum++; return true; } int main() { Node node1("A",0); Node node2("B",0); node1.getName(); node1.addAdjacent(node2); system("PAUSE"); return 0; } when the program comes to this part: for(int i=0;i<adjNum+1;i++) temp[i]=adjacent[i]; it says Access violation reading location 0xcccccccc. The class must allocate the memory fore adjacent, but I think it didn't how can I solve this problem?

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