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  • My cpus are powered down periodically

    - by mgiammarco
    I post here because I am using Ubuntu but this is probably an hardware problem. Since I bought my new setup with AMD Athlon(tm) II X4 635 Processor and asus m4a89td pro/usb3 motherboard with ecc ram I have stuttering on videos. I was using ubuntu 11.10 now ubuntu 12.10. Looking at syslog I have found that periodically (I notice only on videos but it happens always) this thing happens: Mar 6 23:36:42 virtual1 kernel: [28564.375548] smpboot: CPU 1 is now offline Mar 6 23:36:42 virtual1 kernel: [28564.380751] smpboot: CPU 2 is now offline Mar 6 23:36:42 virtual1 kernel: [28564.394947] smpboot: CPU 3 is now offline Mar 6 23:36:48 virtual1 kernel: [28569.917021] smpboot: Booting Node 0 Processor 1 APIC 0x1 Mar 6 23:36:48 virtual1 kernel: [28569.928015] LVT offset 0 assigned for vector 0xf9 Mar 6 23:36:48 virtual1 kernel: [28569.928372] [Firmware Bug]: cpu 1, try to use APIC500 (LVT offset 0) for vector 0x400, but the register is already in use for vector 0xf9 on another cpu Mar 6 23:36:48 virtual1 kernel: [28569.928378] perf: IBS APIC setup failed on cpu #1 Mar 6 23:36:48 virtual1 kernel: [28569.931305] process: Switch to broadcast mode on CPU1 Mar 6 23:36:48 virtual1 kernel: [28569.934255] smpboot: Booting Node 0 Processor 2 APIC 0x2 Mar 6 23:36:48 virtual1 kernel: [28569.945554] [Firmware Bug]: cpu 2, try to use APIC500 (LVT offset 0) for vector 0x400, but the register is already in use for vector 0xf9 on another cpu Mar 6 23:36:48 virtual1 kernel: [28569.945558] perf: IBS APIC setup failed on cpu #2 Mar 6 23:36:48 virtual1 kernel: [28569.948124] process: Switch to broadcast mode on CPU2 Mar 6 23:36:48 virtual1 kernel: [28569.949644] smpboot: Booting Node 0 Processor 3 APIC 0x3 Mar 6 23:36:48 virtual1 kernel: [28569.960838] [Firmware Bug]: cpu 3, try to use APIC500 (LVT offset 0) for vector 0x400, but the register is already in use for vector 0xf9 on another cpu Mar 6 23:36:48 virtual1 kernel: [28569.960840] perf: IBS APIC setup failed on cpu #3 Mar 6 23:36:48 virtual1 kernel: [28569.962953] process: Switch to broadcast mode on CPU3 I have: updated bios; tried all (really) bios options; changed ram; changed psu and cpu cooler; tried 3.8.1 kernel. What can I do now? Please help me! Thanks, Mario

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  • Writing a program in C++ and I need help [migrated]

    - by compscinoob
    So I am a new to this. I am trying to write a program with a function double_product(vector< double a, vector< double b) that computes the scalar product of two vectors. The scalar product is $a_{0}b_{0}+a_{1}b_{1}+...a_{n-1}b_{n-1}$. Here is what I have. It is a mess, but I am trying! #include<iostream> #include<vector> using namespace std; class Scalar_product { public: Scalar_product(vector<double> a, vector<bouble> b); }; double scalar_product(vector<double> a, vector<double> b) { double product = 0; for (int i=0; i <=a.size()-1; i++) for (int i=0; i <=b.size()-1; i++) product = product + (a[i])*(b[i]); return product; } int main() { cout << product << endl; return 0; }

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • Html5: How to handle RGB pixel with commands from prompt ? (just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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  • How can I ease the work of getting pixel coordinates from a spritesheet?

    - by ThePlan
    When it comes to spritesheets they're usually easier to use, and they're very efficient memory-wise, but the problem that I'm always having is getting the actual position of a sprite from a sheet. Usually, I have to throw in some aproximated values and modify them several times until I get it right. My question: is there a tool which can basically show you the coordinates of the mouse relative to the image you have opened? Or is there a simpler method of getting the exact rectangle that the sprite is contained in?

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  • How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

    Read the article

  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

    Read the article

  • How to draw an RGB pixel with bare hands ? (no extra document just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

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  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

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  • "Access violation reading location" while accessing a global vector..

    - by djzmo
    Hello there, -- First of all, I don't know whether the vector can be called as a "global vector" if I declared it under a namespace, but not in a class or function. -- I'm now writing a simple Irrlicht (http://irrlicht.sourceforge.net) wrapper for my game to make things simpler and easier, but recently I got an "Access violation reading location" error when trying to push_back a vector declared in the global scope. Here is my code so far: irrwrap.cpp: namespace irrw { //......... IrrlichtDevice *device; IVideoDriver *driver; irr::core::array<irr::video::ITexture*> TextureCollector; vector<int> TextureConnector; //......... } //.............. void irrInit(int iGraphicsDriver, int iWindowWidth, int iWindowHeight, int iScreenDepth, bool bFullScreen) { E_DRIVER_TYPE drvT; if(iGraphicsDriver == GD_SOFTWARE) drvT = EDT_SOFTWARE; else if(iGraphicsDriver == GD_D3D8) drvT = EDT_DIRECT3D8; else if(iGraphicsDriver == GD_D3D9) drvT = EDT_DIRECT3D9; else if(iGraphicsDriver == GD_OPENGL) drvT = EDT_OPENGL; //.............. irrw::device = createDevice(drvT, dimension2d<u32>(iWindowWidth, iWindowHeight), iScreenDepth, bFullScreen); irrw::driver = irrw::device->getVideoDriver(); //.................. } void irrLoadImage(irr::core::stringc szFileName, int iID, int iTextureFlag) { //........ irrw::TextureCollector.push_back(irrw::driver->getTexture(szFileName)); // the call stack pointed to this line irrw::TextureConnector.push_back(iID); } main.cpp: //......... INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT) { //......... irrInit(GD_OPENGL, 800, 600, 16, false); irrLoadImage("picture.jpg", 100, 1); //......... } and the error: Unhandled exception at 0x692804d6 in Game.exe: 0xC0000005: Access violation reading location 0x00000558. Now I really got no idea on how to fix the problem. Any kind of help would be appreciated :) Here are some prototypes: virtual ITexture* getTexture(const io::path& filename) = 0; typedef core::string<fschar_t> path; // under 'io' namespace typedef char fschar_t; typedef string<c8> stringc; typedef char c8; Just FYI, I am using MSVC++ 2008 EE. (CODE UPDATED)

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  • Java word scramble game [closed]

    - by Dan
    I'm working on code for a word scramble game in Java. I know the code itself is full of bugs right now, but my main focus is getting a vector of strings broken into two separate vectors containing hints and words. The text file that the strings are taken from has a colon separating them. So here is what I have so far. public WordApp() { inputRow = new TextInputBox(); inputRow.setLocation(200,100); phrases = new Vector <String>(FileUtilities.getStrings()); v_hints = new Vector<String>(); v_words = new Vector<String>(); textBox = new TextBox(200,100); textBox.setLocation(200,200); textBox.setText(scrambled + "\n\n Time Left: \t" + seconds/10 + "\n Score: \t" + score); hintBox = new TextBox(200,200); hintBox.setLocation(300,400); hintBox.hide(); Iterator <String> categorize = phrases.iterator(); while(categorize.hasNext()) { int index = phrases.indexOf(":"); String element = categorize.next(); v_words.add(element.substring(0,index)); v_hints.add(element.substring(index +1)); phrases.remove(index); System.out.print(index); } The FileUtilities file was given to us by the pofessor, here it is. import java.util.*; import java.io.*; public class FileUtilities { private static final String FILE_NAME = "javawords.txt"; //------------------ getStrings ------------------------- // // returns a Vector of Strings // Each string is of the form: word:hint // where word contains no spaces. // The words and hints are read from FILE_NAME // // public static Vector<String> getStrings ( ) { Vector<String> words = new Vector<String>(); File file = new File( FILE_NAME ); Scanner scanFile; try { scanFile = new Scanner( file); } catch ( IOException e) { System.err.println( "LineInput Error: " + e.getMessage() ); return null; } while ( scanFile.hasNextLine() ) { // read the word and follow it by a colon String s = scanFile.nextLine().trim().toUpperCase() + ":"; if( s.length()>1 && scanFile.hasNextLine() ) { // append the hint and add to collection s+= scanFile.nextLine().trim(); words.add(s); } } // shuffle Collections.shuffle(words); return words; } }

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  • Is there a program that compares image files and reports if they are exactly the same pixel-wise?

    - by Nathaniel Drake
    I'm making a regression testing suite for some rendering software. I need to be able to load an image file (PNG or TGA, ideally) and compare the pixel values to a standard approved image. I'd like it to be command line driven too, so I can make a batch file to run all the tests. All the compare utilities I have found so far either show differences (I just need it to fail if they are different) or compare all the bytes, meaning that meta-data will trigger a fail. Anyone got any suggestions? I am not a coder, and can only barely cobble a batch script together. Thanks for any suggestions.

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  • how to integrate jquery with jsf richfaces tags for print the image and textarea content?

    - by eswaramoorthy-nec
    hi, Here i write code to take printout the textarea content using jquery. I load the two java script (jquery-1.3.2.js and jquery.print.js) But these two source file not support rich:datascroller tag.. That means there is no reaction in datascroller. I need to take print the textarea content and also perfectly work to datascroller also. Here i give jsp and related java files. This code have datatable, rich:datascroller and textarea. Datatable for only used for test the datascroller component. My focus : print the textarea content as well as perfectly work to datascroller component. printer.jsp <%@page contentType="text/html" pageEncoding="UTF-8"%> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <%@ taglib uri="http://java.sun.com/jsf/html" prefix="h" %> <%@ taglib uri="http://java.sun.com/jsf/core" prefix="f" %> <%@ taglib uri="http://richfaces.org/a4j" prefix="a4j"%> <%@ taglib uri="http://richfaces.org/rich" prefix="rich"%> <html> <head> <title>Print Viewer </title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <a4j:loadScript src="resource/jquery-1.3.2.js"/> <a4j:loadScript src="resource/jquery.print.js"/> // The problem is : above two loadscript does not support datascroller //componenet. // But that two jquery file for using to take the print. <script type="text/javascript"> function printData() { //Print the Div content for textarea jQuery( ".printable" ).print(); return( false ); } </script> </head> <body> <h:form id="printViewerForm" binding="#{PrintViewer.initForm}"> <rich:panel id="printViewerRichPanel"> <h:panelGrid cellpadding="3" columns="2" id="printPanelGridId" cellspacing="3" border ="1"> <h:panelGrid> //DataScroller for dataTable <rich:datascroller id = "dataScrollerTop" align="center" for= "printDataTable" page="1" maxPages="20"/> <rich:dataTable id="printDataTable" value="#{PrintViewer.printViewerList}" cellpadding="3" rows = "5" rowKeyVar="rowIndex" cellspacing="3" var="printViewerResultListTo"> <f:facet name="header"> <rich:columnGroup> <rich:column> <h:outputText value="PrintTable"/> </rich:column> </rich:columnGroup> </f:facet> <rich:column> <h:outputText value="#{printViewerResultListTo.printName}"/> </rich:column> </rich:dataTable> </h:panelGrid> //Print Content Region <a4j:region id="printContentViewRegion"> <a4j:commandButton id="printButton" value="PrintContent" onclick="printData()"/> <div id="printContentDiv" class="printable"> <h:inputTextarea id="printContentTextArea" style="width:300px;height:300px; value =" This is Sample Jquery For Test working Text Area"/> </div> </a4j:region> </h:panelGrid> </rich:panel> </h:form> </body> PrintViewer.java import java.util.ArrayList; import java.util.List; import javax.faces.component.html.HtmlForm; public class PrintViewer { private HtmlForm initForm; private List printViewerList = new ArrayList(); public HtmlForm getInitForm() { printViewerList = getPrintList(); return initForm; } private List getUploadList() { if (!printViewerList.isEmpty()) { printViewerList.clear(); } printViewerList.add(new PrintViewerResultListTo("print 1")); printViewerList.add(new PrintViewerResultListTo("print 2")); printViewerList.add(new PrintViewerResultListTo("print 3")); printViewerList.add(new PrintViewerResultListTo("print 4")); printViewerList.add(new PrintViewerResultListTo("print 5")); printViewerList.add(new PrintViewerResultListTo("print 6")); printViewerList.add(new PrintViewerResultListTo("print 7")); printViewerList.add(new PrintViewerResultListTo("print 8")); printViewerList.add(new PrintViewerResultListTo("print 9")); printViewerList.add(new PrintViewerResultListTo("print 10")); printViewerList.add(new PrintViewerResultListTo("print 11")); printViewerList.add(new PrintViewerResultListTo("print 12")); printViewerList.add(new PrintViewerResultListTo("print 13")); printViewerList.add(new PrintViewerResultListTo("print 14")); printViewerList.add(new PrintViewerResultListTo("print 15")); return printViewerList; } public void setInitForm(HtmlForm initForm) { this.initForm = initForm; } public List getPrintViewerList() { return printViewerList; } public void setPrintViewerList(List printViewerList) { this.printViewerList = printViewerList; } } PrintViewerResultListTo.java public class PrintViewerResultListTo { private String printName; PrintViewerResultListTo(String printName) { this.printName = printName; } public String getPrintName() { return printName; } public void setPrintName(String printName) { this.printName = printName; } } I hope help me about this. Thanks in advance.

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  • Sorting a file with 55K rows and varying Columns

    - by Prasad
    Hi I want to find a programmatic solution using C++. I have a 900 files each of 27MB size. (just to inform about the enormity ). Each file has 55K rows and Varying columns. But the header indicates the columns I want to sort the rows in an order w.r.t to a Column Value. I wrote the sorting algorithm for this (definitely my newbie attempts, you may say). This algorithm is working for few numbers, but fails for larger numbers. Here is the code for the same: basic functions I defined to use inside the main code: int getNumberOfColumns(const string& aline) { int ncols=0; istringstream ss(aline); string s1; while(ss>>s1) ncols++; return ncols; } vector<string> getWordsFromSentence(const string& aline) { vector<string>words; istringstream ss(aline); string tstr; while(ss>>tstr) words.push_back(tstr); return words; } bool findColumnName(vector<string> vs, const string& colName) { vector<string>::iterator it = find(vs.begin(), vs.end(), colName); if ( it != vs.end()) return true; else return false; } int getIndexForColumnName(vector<string> vs, const string& colName) { if ( !findColumnName(vs,colName) ) return -1; else { vector<string>::iterator it = find(vs.begin(), vs.end(), colName); return it - vs.begin(); } } ////////// I like the Recurssive functions - I tried to create a recursive function ///here. This worked for small values , say 20 rows. But for 55K - core dumps void sort2D(vector<string>vn, vector<string> &srt, int columnIndex) { vector<double> pVals; for ( int i = 0; i < vn.size(); i++) { vector<string>meancols = getWordsFromSentence(vn[i]); pVals.push_back(stringToDouble(meancols[columnIndex])); } srt.push_back(vn[max_element(pVals.begin(), pVals.end())-pVals.begin()]); if (vn.size() > 1 ) { vn.erase(vn.begin()+(max_element(pVals.begin(), pVals.end())-pVals.begin()) ); vector<string> vn2 = vn; //cout<<srt[srt.size() -1 ]<<endl; sort2D(vn2 , srt, columnIndex); } } Now the main code: for ( int i = 0; i < TissueNames.size() -1; i++) { for ( int j = i+1; j < TissueNames.size(); j++) { //string fname = path+"/gse7307_Female_rma"+TissueNames[i]+"_"+TissueNames[j]+".txt"; //string fname2 = sortpath2+"/gse7307_Female_rma"+TissueNames[i]+"_"+TissueNames[j]+"Sorted.txt"; string fname = path+"/gse7307_Male_rma"+TissueNames[i]+"_"+TissueNames[j]+".txt"; string fname2 = sortpath2+"/gse7307_Male_rma"+TissueNames[i]+"_"+TissueNames[j]+"4Columns.txt"; //vector<string>AllLinesInFile; BioInputStream fin(fname); string aline; getline(fin,aline); replace (aline.begin(), aline.end(), '"',' '); string headerline = aline; vector<string> header = getWordsFromSentence(aline); int pindex = getIndexForColumnName(header,"p-raw"); int xcindex = getIndexForColumnName(header,"xC"); int xeindex = getIndexForColumnName(header,"xE"); int prbindex = getIndexForColumnName(header,"X"); string newheaderline = "X\txC\txE\tp-raw"; BioOutputStream fsrt(fname2); fsrt<<newheaderline<<endl; int newpindex=3; while ( getline(fin, aline) ){ replace (aline.begin(), aline.end(), '"',' '); istringstream ss2(aline); string tstr; ss2>>tstr; tstr = ss2.str().substr(tstr.length()+1); vector<string> words = getWordsFromSentence(tstr); string values = words[prbindex]+"\t"+words[xcindex]+"\t"+words[xeindex]+"\t"+words[pindex]; AllLinesInFile.push_back(values); } vector<string>SortedLines; sort2D(AllLinesInFile, SortedLines,newpindex); for ( int si = 0; si < SortedLines.size(); si++) fsrt<<SortedLines[si]<<endl; cout<<"["<<i<<","<<j<<"] = "<<SortedLines.size()<<endl; } } can some one suggest me a better way of doing this? why it is failing for larger values. ? The primary function of interest for this query is Sort2D function. thanks for the time and patience. prasad.

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