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  • Deallocation doesn't free mem. in Windows/C++ Application

    - by Paul Baumer
    Hi, My Windows/C++ application allocates ~1Gb of data in memory with the new operator and processes this data. The data is deleted after processing. I noticed that if I run the processing again without exiting the application, the second call to "new" operator to allocate ~1gb of data fails. I would expect Windows to deliver back the memory again. Could this be managed in a better way with some other win32 calls etc. ? Thanks, Paul

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  • C++ adding friend to a template class in order to typecast

    - by user1835359
    I'm currently reading "Effective C++" and there is a chapter that contains code similiar to this: template <typename T> class Num { public: Num(int n) { ... } }; template <typename T> Num<T> operator*(const Num<T>& lhs, const Num<T>& rhs) { ... } Num<int> n = 5 * Num<int>(10); The book says that this won't work (and indeed it doesn't) because you can't expect the compiler to use implicit typecasting to specialize a template. As a soluting it is suggested to use the "friend" syntax to define the function inside the class. //It works template <typename T> class Num { public: Num(int n) { ... } friend Num operator*(const Num& lhs, const Num& rhs) { ... } }; Num<int> n = 5 * Num<int>(10); And the book suggests to use this friend-declaration thing whenever I need implicit conversion to a template class type. And it all seems to make sense. But why can't I get the same example working with a common function, not an operator? template <typename T> class Num { public: Num(int n) { ... } friend void doFoo(const Num& lhs) { ... } }; doFoo(5); This time the compiler complaints that he can't find any 'doFoo' at all. And if i declare the doFoo outside the class, i get the reasonable mismatched types error. Seems like the "friend ..." part is just being ignored. So is there a problem with my understanding? What is the difference between a function and an operator in this case?

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  • Dynamic Comparison Operators in PHP

    - by BenTheDesigner
    Hi All Is it possible, in any way, to pass comparison operators as variables to a function? I am looking at producing some convenience functions, for example (and I know this won't work): function isAnd($var, $value, $operator = '==') { if(isset($var) && $var $operator $value) return true; } if(isAnd(1, 1, '===')) echo 'worked'; Thanks in advance.

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  • Does string concatenation use StringBuilder internally?

    - by JamesBrownIsDead
    Three of my coworkers just told me that there's no reason to use a StringBuilder in place of concatenation using the + operator. In other words, this is fine to do with a bunch of strings: myString1 + myString2 + myString3 + myString4 + mySt... The rationale that they used was that since .NET 2, the C# compiler will build the same IL if you use the + operator as if you used a StringBuilder. This is news to me. Are they correct?

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  • references in C++

    - by Alexander
    Once I read in a statement that The language feature that "sealed the deal" to include references is operator overloading. Why are references needed to effectively support operator overloading?? Any good explanation?

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  • How do i cast an object to a string when object is not a string?

    - by acidzombie24
    I have class A, B, C. They all can implicitly convert to a string public static implicit operator A(string sz_) { ... return sz; } I have code that does this object AClassWhichImplicitlyConvertsToString { ... ((KnownType)(String)AClassWhichImplicitlyConvertsToString).KnownFunc() } The problem is, AClassWhichImplicitlyConvertsToString isnt a string even though it can be typecast into one implicitly. I get a bad cast exception. How do i say its ok as long as the class has an operator to convert into a string?

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  • overloading new/delete problem

    - by hidayat
    This is my scenario, Im trying to overload new and delete globally. I have written my allocator class in a file called allocator.h. And what I am trying to achieve is that if a file is including this header file, my version of new and delete should be used. So in a header file "allocator.h" i have declared the two functions extern void* operator new(std::size_t size); extern void operator delete(void *p, std::size_t size); I the same header file I have a class that does all the allocator stuff, class SmallObjAllocator { ... }; I want to call this class from the new and delete functions and I would like the class to be static, so I have done this: template<unsigned dummy> struct My_SmallObjectAllocatorImpl { static SmallObjAllocator myAlloc; }; template<unsigned dummy> SmallObjAllocator My_SmallObjectAllocatorImpl<dummy>::myAlloc(DEFAULT_CHUNK_SIZE, MAX_OBJ_SIZE); typedef My_SmallObjectAllocatorImpl<0> My_SmallObjectAllocator; and in the cpp file it looks like this: allocator.cc void* operator new(std::size_t size) { std::cout << "using my new" << std::endl; if(size > MAX_OBJ_SIZE) return malloc(size); else return My_SmallObjectAllocator::myAlloc.allocate(size); } void operator delete(void *p, std::size_t size) { if(size > MAX_OBJ_SIZE) free(p); else My_SmallObjectAllocator::myAlloc.deallocate(p, size); } The problem is when I try to call the constructor for the class SmallObjAllocator which is a static object. For some reason the compiler are calling my overloaded function new when initializing it. So it then tries to use My_SmallObjectAllocator::myAlloc.deallocate(p, size); which is not defined so the program crashes. So why are the compiler calling new when I define a static object? and how can I solve it?

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  • string.format vs + for string concatenatoin

    - by AMissico
    Which is better in respect to performance and memory utilization? // + Operator oMessage.Subject = "Agreement, # " + sNumber + ", Name: " + sName; // String.Format oMessage.Subject = string.Format("Agreement, # {0}, Name: {1}", sNumber, sName); My preference is memory utilization. The + operator is used throughout the application. String.Format and StringBuilder is rarely use. I want to reduce the amount of memory fragmentation caused by excessive string allocations.

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  • c++ template and its element type

    - by David
    This is my template matrix class: template<typename T> class Matrix { public: .... Matrix<T> operator / (const T &num); } However, in my Pixel class, I didn't define the Pixel/Pixel operator at all! Why in this case, the compiler still compiles?

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  • C++: How to require that one template type is derived from the other

    - by Will
    In a comparison operator: template<class R1, class R2> bool operator==(Manager<R1> m1, Manager<R2> m2) { return m1.internal_field == m2.internal_field; } Is there any way I could enforce that R1 and R2 must have a supertype or subtype relation? That is, I'd like to allow either R1 to be derived from R2, or R2 to be derived from R1, but disallow the comparison if R1 and R2 are unrelated types.

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  • Lifting a math symbol in LaTeX

    - by Chris Conway
    I'm using the symbol \otimes as a unary operator and it's vertical alignment doesn't seem right to me. It wants to sit a bit below the baseline: and I tried using \raisebox to fix this, e.g., \raisebox{1pt}{$\otimes$}: But \raisebox doesn't seem to be sensitive to subscripts. The operator stays the same size while everything around it shrinks: The problem, I think, is that \raisebox creates its own LR box, which doesn't inherit the settings in the surrounding math environment. Is there a version of \raisebox that "respects math"?

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  • by reference in C++

    - by lego69
    I have this snippet of the code Stack& Stack:: operator=(const Stack& stack){ if(this == &stack){ return *this } } here I define operator = but I can't understand, if I receive by reference stack why it should be & in this == &stack and not this == stack and why we return * in return *this and not this thanks in advance for any help

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  • What am I calling?

    - by Knowing me knowing you
    Is there a way to check inside a fnc what is this fnc name? I'm working currently on LargeInt class and I've realized that code for oparator and operator< is almost identical so I would like to know what operator is calling me and react accordingly. Thank you.

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  • safe dereferencing and deletion

    - by serejko
    Hi, I'm relatively new to C++ and OOP in general and currently trying to make such a class that allows to dereference and delete a dead or invalid pointer without any care of having undefined behavior or program fault in result, and I want to ask you is it a good idea and is there something similar which is already implemented by someone else? or maybe I'm doing something completely wrong? I've just started making it and here is the code I currently have: template<class T> class SafeDeref { public: T& operator *() { hash_set<T*>::iterator it = theStore.find(reinterpret_cast<T*>(ptr)); if (it != theStore.end()) return *this; return theDefaultObject; } T* operator ->() { hash_set<T*>::iterator it = theStore.find(reinterpret_cast<T*>(ptr)); if (it != theStore.end()) return this; return &theDefaultObject; } void* operator new(size_t size) { void* ptr = malloc(size * sizeof(T)); if (ptr != 0) theStore.insert(reinterpret_cast<T*>(ptr)); return ptr; } void operator delete(void* ptr) { hash_set<T*>::iterator it = theStore.find(reinterpret_cast<T*>(ptr)); if (it != theStore.end()) { theStore.erase(it); free(ptr); } } protected: static bool isInStore(T* ptr) { return theStore.find(ptr) != theStore.end(); } private: static T theDefaultObject; static hash_set<T*> theStore; }; The idea is that each class with the safe dereference should be inherited from it like this: class Foo : public SafeDeref<Foo> { void doSomething(); }; So... Any advices? Thanks in advance. P.S. If you're wondering why I need this... well, I'm creating a set of native functions for some scripting environment, and all of them use pointers to internally allocated objects as handles to them and they're able to delete them as well (input data can be wrong), so this is kinda protection from damaging host application's memory And I really sorry for my bad English

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  • C++ require that one template type is derived from the other

    - by Will
    In a comparison operator: template<class R1, class R2> bool operator==(Manager<R1> m1, Manager<R2> m2) { return p1.internal_field == p2.internal_field; } Is there any way I could enforce that R1 and R2 must have a supertype or subtype relation? That is, I'd like to allow either R1 to be derived from R2, or R2 to be derived from R1, but disallow the comparison if R1 and R2 are unrelated types.

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  • With Bluetooth keyboard, Bluetooth mouse movement is jerky on Macbook Pro

    - by donut
    I have a Macbook Pro 2,2 from early 2007. I've been using a Targus Bluetooth Laser Mouse for Mac for over a year now and its been wonderful (except for the optical scroll). Tracking has been as smooth as butter. Then someone game me an old Apple Wireless (Bluetooth) Keyboard. When both are connected, the keyboard seems to work just fine but the mouse's tracking is jerky and mouse clicks are occasionally missed. Using the trackpad on my laptop is still smooth and silk. Any ideas of fixing this or do I need a wired keyboard? I'm running Mac OS X 10.5.8

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  • Enable click-and-drag scrolling in Windows 8 / Metro?

    - by jdm
    In Windows 8 (Metro interface) I find myself trying to click and drag the background to scroll again and again, which does not work (I'm using a mouse, not touch). Also, scrolling with the scroll wheel, the bottom scrollbar, or the cursor keys is not nearly as smooth as I've seen in videos, or on tablets. Is there any way to enable smooth kinetic scrolling with the mouse? So that I can click and drag lists or multi-screen displays around? I remember seeing this in a video. I'm not sure if there was some third-party tool involved or not.

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  • Passing multiple Vertex Attributes in GLSL 130

    - by Roy T.
    (note this question is closely related to this one however I didn't fully understand the accepted answer) To support videocards in laptops I have to rewrite my GLSL 330 shaders to GLSL 130. I'm trying to do this but somehow I don't get vertex attributes to work properly. My 330 shaders look like this: #version 330 layout(location = 0) in vec4 position; layout(location = 3) in vec4 color; smooth out vec4 theColor; void main() { gl_Position = position; theColor = color; } Now this explicit layout is not allowed in GLSL 130 so I referenced this page to see what the default layouts for some values would be. As you can see position should be the 0th vertex attribute and color should be the 3rd vertex attribute. Because this is a test case I had already configured my explicit layouts in the same way, which worked, so I now simply rewrote my shader to this and expected it to work: #version 130 smooth out vec4 theColor; void main() { gl_Position = gl_Vertex; theColor = gl_Color; } However this doesn't work, the value of gl_Color is always (1,1,1,1). So how should I pass multiple vertex attributes to my GLSL 130 shaders? For reference, this is how I set my vertex buffer object and attributes (I've just adapted this tutorial to JAVA+JOGL) gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertex_buffer_id); gl.glEnableVertexAttribArray(0); gl.glEnableVertexAttribArray(3); gl.glVertexAttribPointer(0, 4 , GL3.GL_FLOAT, false, 0, 0); gl.glVertexAttribPointer(3, 4, GL3.GL_FLOAT, false, 0, 4*4*4); gl.glDrawArrays(GL3.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableVertexAttribArray(0); gl.glDisableVertexAttribArray(3); EDIT I solved the problem by querying for the layout locations of position an color using glGetAttribLocation however I still don't understand why the 'hardcoded' values like gl_Color didn't work, can't I upload data in there as normal? Shouldn't they be used?

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  • SQLAuthority News – Download SQL Server 2008 R2 Upgrade Technical Reference Guide

    - by pinaldave
    I recently come across very interesting white paper written for Microsoft by Solid Quality Mentors. A successful upgrade to SQL Server 2008 R2 should be smooth and trouble-free. To do that smooth transition, you must plan sufficiently for the upgrade and match the complexity of your database application. Otherwise, you risk costly and stressful errors and upgrade problems. SQL Server 2008 R2 Upgrade Technical Reference Guide is one of the best and comprehensive reference guide I have seen on the subject of SQL Server 2008 R2 upgrade. There are so many various subjects discussed about upgrade which one would always wanted to see. You can find the link of why one has to upgrade to SQL Server 2008 R2 over here: Why upgrade to SQL Server 2008 R2. White paper to upgrade to SQL Server 2008 R2 Upgrade Guide. Here is the quick list of content of the white paper. 1. Upgrade Planning and Deployment 2. Management and Development Tools 3. Relational Databases 4. High Availability 5. Database Security 6. Full-Text Search 7. Service Broker 8. Transact-SQL Queries 9. Notification Services 10. SQL Server Express 11. Analysis Services 12. Data Mining 13. Integration Services 14. Reporting Services 15. Other Microsoft Applications and Platforms Appendix 1: Version and Edition Upgrade Paths Appendix 2: Upgrade Planning Deployment and Tasks Checklist This white paper is indeed huge with 490 pages and 151,956 words.As I said, this is one of the most comprehensive white paper ever published on the subject. Just reading this white paper one can learn a lot about SQL Server. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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  • Unity - Invert Movement Direction

    - by m41n
    I am currently developing a 2,5D Sidescroller in Unity (just starting to get to know it). Right now I added a turn-script to have my character face the appropriate direction of movement, though something with the movement itself is behaving oddly now. When I press the right arrow key, the character moves and faces towards the right. If I press the left arrow key, the character faces towards the left, but "moon-walks" to the right. I allready had enough trouble getting the turning to work, so what I am trying is to find a simple solution, if possible without too much reworking of the rest of my project. I was thinking of just inverting the movement direction for a specific input-key/facing-direction. So if anyone knows how to do something like that, I'd be thankful for the help. If it helps, the following is the current part of my "AnimationChooser" script to handle the turning: Quaternion targetf = Quaternion.Euler(0, 270, 0); // Vector3 Direction when facing frontway Quaternion targetb = Quaternion.Euler(0, 90, 0); // Vector3 Direction when facing opposite way if (Input.GetAxisRaw ("Vertical") < 0.0f) // if input is lower than 0 turn to targetf { transform.rotation = Quaternion.Lerp(transform.rotation, targetf, Time.deltaTime * smooth); } if (Input.GetAxisRaw ("Vertical") > 0.0f) // if input is higher than 0 turn to targetb { transform.rotation = Quaternion.Lerp(transform.rotation, targetb, Time.deltaTime * smooth); } The Values (270 and 90) and Axis are because I had to turn my model itself in the very first place to face towards any of the movement directions.

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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