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  • Apples new section 3.3.1

    - by ML
    With Apple making changes to section 3.3.1 on the iPhone dev agreement can one stillness libraries like boost in their apps? I want to use Boost in my iPad app...

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  • python object to native c++ pointer

    - by Lodle
    Im toying around with the idea to use python as an embedded scripting language for a project im working on and have got most things working. However i cant seem to be able to convert a python extended object back into a native c++ pointer. So this is my class: class CGEGameModeBase { public: virtual void FunctionCall()=0; virtual const char* StringReturn()=0; }; class CGEPYGameMode : public CGEGameModeBase, public boost::python::wrapper<CGEPYGameMode> { public: virtual void FunctionCall() { if (override f = this->get_override("FunctionCall")) f(); } virtual const char* StringReturn() { if (override f = this->get_override("StringReturn")) return f(); return "FAILED TO CALL"; } }; Boost wrapping: BOOST_PYTHON_MODULE(GEGameMode) { class_<CGEGameModeBase, boost::noncopyable>("CGEGameModeBase", no_init); class_<CGEPYGameMode, bases<CGEGameModeBase> >("CGEPYGameMode", no_init) .def("FunctionCall", &CGEPYGameMode::FunctionCall) .def("StringReturn", &CGEPYGameMode::StringReturn); } and the python code: import GEGameMode def Ident(): return "Alpha" def NewGamePlay(): return "NewAlpha" def NewAlpha(): import GEGameMode import GEUtil class Alpha(GEGameMode.CGEPYGameMode): def __init__(self): print "Made new Alpha!" def FunctionCall(self): GEUtil.Msg("This is function test Alpha!") def StringReturn(self): return "This is return test Alpha!" return Alpha() Now i can call the first to functions fine by doing this: const char* ident = extract< const char* >( GetLocalDict()["Ident"]() ); const char* newgameplay = extract< const char* >( GetLocalDict()["NewGamePlay"]() ); printf("Loading Script: %s\n", ident); CGEPYGameMode* m_pGameMode = extract< CGEPYGameMode* >( GetLocalDict()[newgameplay]() ); However when i try and convert the Alpha class back to its base class (last line above) i get an boost error: TypeError: No registered converter was able to extract a C++ pointer to type class CGEPYGameMode from this Python object of type Alpha I have done alot of searching on the net but cant work out how to convert the Alpha object into its base class pointer. I could leave it as an object but rather have it as a pointer so some non python aware code can use it. Any ideas?

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  • How to pass function reference into arguments

    - by Ockonal
    Hi, I'm using boost::function for making function-references: typedef boost::function<void (SomeClass &handle)> Ref; someFunc(Ref &pointer) {/*...*/} void Foo(SomeClass &handle) {/*...*/} What is the best way to pass Foo into the someFunc? I tried something like: someFunc(Ref(Foo));

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  • intrusive_ptr: Why isn't a common base class provided?

    - by Jon
    intrusive_ptr requires intrusive_ptr_add_ref and intrusive_ptr_release to be defined. Why isn't a base class provided which will do this? There is an example here: http://lists.boost.org/Archives/boost/2004/06/66957.php, but the poster says "I don't necessarily think this is a good idea". Why not?

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  • Display X divs randomly out of a possible Y.

    - by Jordan
    How do I randomly display 3 divs out of a possible 10 in total? This is what I have tried so far: HTML: <div id="1">Content 1</div> <div id="2">Content 2</div> <div id="3">Content 3</div> <div id="4">Content 4</div> <div id="5">Content 5</div> <div id="6">Content 6</div> Javascript: function randomiseDiv() { // Define how many divs we have var divCount = 6; // Get our random ID (based on the total above) var randomId = Math.floor(Math.random()*divCount+1); // Get the div that's been randomly selectted var chosenDiv= document.getElementById(randomId); // If the content is available on the page if (chosenDiv) { // Update the display chosenDiv.style.display = 'block'; } } window.onload = randomiseDiv; I would prefer a PHP solution, although anything at this stage would be beneficial.

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  • python gui generate math equation

    - by Nero Dietrich
    I have a homework question for one specific item with python GUIs. My goal is to create a GUI that asks a random mathematical equation and if the equation is evaluated correctly, then I will receive a message stating that it is correct. My main problem is finding out where to place my statements so that they show up in the labels; I have 1 textbox which generates the random equation, the next textbox is blank for me to enter the solution, and then an "Enter" button at the end to evaluate my solution. It looks like this: [randomly generated equation][Empty space to enter solution] [ENTER] I've managed to get the layout and the evaluate parameters, but I don't know where to go from here. This is my code so far: class Equation(Frame): def __init__(self,parent=None): Frame.__init__(self, parent) self.pack() Equation.make_widgets(self) Equation.new_problem(self) def make_widgets(self): Label(self).grid(row=0, column=1) ent = Entry(self) ent.grid(row=0, column=1) Label(self).grid(row=0, column=2) ent = Entry(self) ent.grid(row=0, column=2) Button(self, text='Enter', command=self.evaluate).grid(row=0, column=3) def new_problem(self): pass def evaluate(self): result = eval(self.get()) self.delete(0, END) self.insert(END, result) print('Correct')

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  • How can I generate an "unlimited" world?

    - by snowlord
    I would like to create a game with an endless (in reality an extremely large) world in which the player can move about. Whether or not I will ever get around to implement the game is one matter, but I find the idea interesting and would like some input on how to do it. The point is to have a world where all data is generated randomly on-demand, but in a deterministic way. Currently I focus on a large 2D map from which it should be possible to display any part without knowledge about the surrounding parts. I have implemented a prototype by writing a function that gives a random-looking, but deterministic, integer given the x and y of a pixel on the map (see my recent question about this function). Using this function I populate the map with "random" values, and then I smooth the map using a simple filter based on the surrounding pixels. This makes the map dependent on a few pixels outside its edge, but that's not a big problem. The final result is something that at least looks like a map (especially with a good altitude color map). Given this, one could maybe first generate a coarser map which is used to generate bigger differences in altitude to create mountain ranges and seas. Anyway, that was my idea, but I am sure that there exist ways to do this already and I also believe that given the specification, many of you can come up with better ideas. EDIT: Forgot the link to my question.

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  • Is there a more efficent way to randomise a set of linq results?

    - by Matthew De'Loughry
    Hi just wondering if you could help I've produced a function to get back a random set of submission depnding on the amount passed to it, but I worry that even though it works now with a small amount of data when the a large amount is passed through it would become efficent and cause problems. Just wondering if you could suggest a more efficent way of doing the following: public List<Submission> GetRandomWinners(int id) { List<Submission> submissions = new List<Submission>(); int amount = (DbContext().Competitions .Where(s => s.CompetitionId == id).FirstOrDefault()).NumberWinners; for(int i = 1 ; i <= amount; i++) { bool added = false; while (!added) { bool found = false; var randSubmissions = DbContext().Submissions .Where(s => s.CompetitionId == id && s.CorrectAnswer).ToList(); int count = randSubmissions.Count(); int index = new Random().Next(count); foreach (var sub in submissions ) { if (sub == randSubmissions.Skip(index).FirstOrDefault()) found = true; } if (!found) { submissions.Add(randSubmissions.Skip(index).FirstOrDefault()); added = true; } } } return submissions; } As I say I have this fully working and bringing back the wanted result just I'm not liking the foreach and while checks in there and my head has just turned to mush now try to come up with the above soloution. Thanks Matt

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  • As a programmer what single discovery has given you the greatest boost in productivity?

    - by ChrisInCambo
    This question has been inspired by my recent discovery/adoption of distributed version control. I started using it (mercurial) just because I liked the idea of still being able to make commits at times when I couldn't connect to the central server. I never expected it would give me a large boost in general productivity, but a pleasant side effect I discovered was that making a new clone every time I started a new task and giving that clone a descriptive folder name is extremely effective at keeping me on task resulting is a noticeable productivity increase. So as a programmer what single discovery has given you the greatest boost in productivity? Extra respect for answers which involve tools or practices that aren't so obvious from the outside!

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  • modprobe amd-rng fails, No such device

    - by CrackerJack9
    When trying to install hw_random to a 2.6 kernel, modprobe returns a FATAL error "No such device" on both CentOS 5.7 and Fedora 15. Both are using the latest kernel, respectively. The .ko file exists, and config- contains CONFIG_RTC=y and CONFIG_CRYPTO_RNG=m Both servers are x86_64 AMD processors. The only google results are very old, often reference the kernel module 'hw_random' (which has been replaced with processor specific modules and don't offer much help. Has anyone been able to install hw_random? Am I missing a step while installing the module?

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  • One nginx rules for lots of subdomain

    - by komase
    I have lots of subdomain in a server. Every subdomain has its own Drupal boost rules, like in below codes: server { server_name subdomain1.website.com; location / { root /var/www/html/subdomain/subdomain1.website.com; index index.php; set $boost ""; set $boost_query "_"; if ( $request_method = GET ) { set $boost G; } if ($http_cookie !~ "DRUPAL_UID") { set $boost "${boost}D"; } if ($query_string = "") { set $boost "${boost}Q"; } if ( -f $document_root/cache/normal/$host$request_uri$boost_query.html ) { set $boost "${boost}F"; } if ($boost = GDQF){ rewrite ^.*$ /cache/normal/$host/$request_uri$boost_query.html break; } if (!-e $request_filename) { rewrite ^/(.*)$ /index.php?q=$1 last; break; } } location ~ \.php$ { fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /var/www/html/subdomain/subdomain1.website.com$fastcgi_script_name; include fastcgi_params; } } I adding all subdomain rules manually from time to time. The size of ngin.conf has become too big. So, I need one nginx rules which do: subdomain1.website.com pointing to /var/www/html/subdomain/subdomain1.website.com subdomain2.website.com pointing to /var/www/html/subdomain/subdomain2.website.com subdomain3.website.com pointing to /var/www/html/subdomain/subdomain3.website.com ...and so on (So that no more adding rules for subdomain .website.com I need in the future.)

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  • Only some motherboards can support faster RAM?

    - by Wesley
    This is a question relating to one of my builds. Here are the specs: ECS P4VXASD2+ V5.0 motherboard Intel P4 Northwood 2.8 GHz (533 MHz FSB, 512 KB L2) 2x 1GB PC3200 DDR RAM Maxtor 300GB IDE HDD 16 MB NVIDIA TNT2 Pro AGP OKIA 300W ATX PSU Gigabyte 52x CD-ROM The issue right now is that I'm trying to install Windows XP from the CD drive but the computer randomly restarts partway through installation. My other build was BSODing due to RAM latency errors. This ECS board manual states that memory modules "up to 333 MHz" (i.e. PC2700) is supported. However, I am running PC3200 modules, which is clearly faster than PC2700. Would this be causing the computer from randomly restarting? EDIT 1: I also wanted to mention that my Emachines T2482 is actually running 2x 512MB PC3200 DDR RAM when it should only be supporting PC1600 and PC2100 DDR RAM. Yet there are no issues with it.

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  • Computer randomly reboots during "intensive activity".

    - by Reznor
    My friend has been playing games on his new build for some time now. However, lately, his computer will randomly reboot out of nowhere, so far only happening in game, and presumably only to happen in game as it happens nowhere else. This can happen in game during play or even in the options. Note, it isn't a crash or blue screen. It's just a normal reboot. This started today, I believe, and has only occured in two games: Dead Space and Stalker: Shadow of Chernobyl. He has played a handful of games before these, for about a week or so, without this problem. We theorized on two possibilities: Maybe something is overheating? Maybe the power supply is inadequate? These two were quickly dismissed, as all his components were operating at normal temperatures when he got back to his desktop from the reboot, and we all know these parts don't exactly cool down quickly, especially if they get hot enough to trigger a reboot. Besides, I know at-least my motherboard reports processor overheating at start-up, and requests I press f1 to continue into boot. The PSU one was dismissed too. He has an 850w power supply on a rig that was estimated to take only 720 some watts, that's with some overcompensating to be safe. He opened up his case to make sure nothing was seated wrong or in the way. All was fine, but he did notice a sticker on his video card. It had a giant barcode on it and some numbers. Now, I'm used to seeing these stickers, they're the warranty stickers, right, and removal voids the warranty? Yeah, well, we find it odd because this sticker is slapped right over the circuits of the video card, not on a block or anything. Is this normal? Should he remove it? Right now, I am concerned with the memory. Could that be at fault? Here are his specs: Windows 7 Home Premium, 64-Bit Intel i7 950 EVGA GeForce 570 GTX 4 GB DDR3 PC10666 dual-channel Corsair RAM Corsair 850w PSU Gigabyte GA-X58A-UD3R Western Digital 1 TB WD1001FALS

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  • How to create a random string of characters in C#?

    - by Keltex
    I'm trying to create random strings of characters. I'm wondering if there might be a more efficient way. Here's my algorithm: string RANDOM = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz#@$^*()"; StringBuilder sb = new StringBuilder(); int length = rand.Next(10) + 1; for (int idx = 0; idx < length; ++idx) { sb.Append(RANDOM[rand.Next(RANDOM.Length)]); } string RandomString = sb.ToString(); I'm wondering if the StringBuilder is the best choice. Also if selecting a random character from my RANDOM string is the best way.

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  • Template with constant expression: error C2975 with VC++2008

    - by Arman
    Hello, I am trying to use elements of meta programming, but hit the wall with the first trial. I would like to have a comparator structure which can be used as following: intersect_by<ID>(L1.data, L2.data, "By ID: "); intersect_by<IDf>(L1.data, L2.data, "By IDf: "); Where: struct ID{};// Tag used for original IDs struct IDf{};// Tag used for the file position //following Boost.MultiIndex examples template<typename Tag,typename MultiIndexContainer> void intersect_by( const MultiIndexContainer& L1,const MultiIndexContainer& L2,std::string msg, Tag* =0 /* fixes a MSVC++ 6.0 bug with implicit template function parms / ) { / obtain a reference to the index tagged by Tag */ const typename boost::multi_index::index<MultiIndexContainer,Tag>::type& L1_ID_index= get<Tag>(L1); const typename boost::multi_index::index<MultiIndexContainer,Tag>::type& L2_ID_index= get<Tag>(L2); std::set_intersection( L1_ID_index.begin(), L1_ID_index.end(), L2_ID_index.begin(), L2_ID_index.end(), std::inserter(s, s.begin()), strComparator() // Here I get the C2975 error ); } template<int N> struct strComparator; template<> struct strComparator<0>{ bool operator () (const particleID& id1, const particleID& id2) const { return id1.ID struct strComparator<1{ bool operator () (const particleID& id1, const particleID& id2) const { return id1.IDf }; What I am missing? kind regards Arman.

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  • C++ Serialization Clean XML Similar to XSTREAM

    - by disown
    I need to write a linux c++ app which saves it settings in XML format (for easy hand editing) and also communicates with existing apps through XML messages over sockets and HTTP. Problem is that I haven't been able to find any intelligent libs to help me, I don't particular feel like writing DOM or SAX code just to write and read some very simple messages. Boost Serialization was almost a match, but it adds a lot of boost-specific data to the xml it generates. This obviously doesn't work well for interchange formats. I'm wondering if it is possible to make Boost Serialization or some other c++ serialization library generate clean xml. I don't mind if there are some required extra attributes - like a version attribute, but I'd really like to be able to control their naming and also get rid of 'features' that I don't use - tracking_level and class_id for instance. Ideally I would just like to have something similar to xstream in Java. I am aware of the fact that c++ lacks introspection and that it is therefore necessary to do some manual coding - but it would be nice if there was a clean solution to just read and write simple XML without kludges! If this cannot be done I am also interested in tools where the XML schema is the canonical resource (contract first) - a good JAXB alternative to C++. So far I have only found commercial solutions like CodeSynthesis XSD. I would prefer open source solutions. I have tried gSoap - but it generates really ugly code and it is also SOAP-specific. In desperation I also started looking at alternative serialization formats for protobuffers. This exists - but only for Java! It really surprises me that protocol buffers seems to be a better supported data interchange format than XML. I'm going mad just finding libs for this app and I really need some new ideas. Anyone?

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  • std::locale breakage on MacOS 10.6 with LANG=en_US.UTF-8

    - by fixermark
    I have a C++ application that I am porting to MacOSX (specifically, 10.6). The app makes heavy use of the C++ standard library and boost. I recently observed some breakage in the app that I'm having difficulty understanding. Basically, the boost filesystem library throws a runtime exception when the program runs. With a bit of debugging and googling, I've reduced the offending call to the following minimal program: #include <locale> int main ( int argc, char *argv [] ) { std::locale::global(std::locale("")); return 0; } This program fails when I run this through g++ and execute the resulting program in an environment where LANG=en_US.UTF-8 is set (which on my computer is part of the default bash session when I create a new console window). Clearing the environment variable (setenv LANG=) allows the program to run without issues. But I'm surprised I'm seeing this breakage in the default configuration. My questions are: Is this expected behavior for this code on MacOS 10.6? What would a proper workaround be? I can't really re-write the function because the version of the boost libraries we are using executes this statement internally as part of the filesystem library. For completeness, I should point out that the program from which this code was synthesized crashes when launched via the 'open' command (or from the Finder) but not when Xcode runs the program in Debug mode. edit The error given by the above code on 10.6.1 is: $ ./locale terminate called after throwing an instance of 'std::runtime_error' what(): locale::facet::_S_create_c_locale name not valid Abort trap

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  • How to get at contents of placeholder::_1

    - by sheepsimulator
    I currently have the following code: using boost::bind; typedef boost::signal<void(EventDataItem&)> EventDataItemSignal; class EventDataItem { ... EventDataItemSignal OnTrigger; ... } typedef std::list< shared_ptr<EventDataItem> > DataItemList; typedef std::list<boost::signals::connection> ConnectionList; class MyClass { void OnStart() { DataItemList dilItems; ConnectionList clConns; DataItemList::iterator iterDataItems; for(iterDataItems = dilItems.begin(); iterDataItems != dilItems.end(); iterDataItems++) { // Create Connections from Triggers clConns.push_back((*iterDataItems)->OnTrigger.connect( bind(&MyClass::OnEventTrigger, this))); } } void OnEventTrigger() { // ... Do stuff on Trigger... } } I'd like to change MyClass::OnStart to use std::transform to achieve the same thing: void MyClass::OnStart() { DataItemList dilItems; ConnectionList clConns; // Resize connection list to match number of data items clConns.resize(dilItems.size()); // Build connection list from Items // note: errors on the placeholder _1->OnTrigger std::transform(dilItems.begin(), dilItems.end(), clConns.begin(), bind(&EventDataItemSignal::connect, _1->OnTrigger, bind(&MyClass::Stuff, this))); } However, my hiccup is _1-OnTrigger. How can I reference OnTrigger from placeholder _1?

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  • Why is creating a ring buffer shared by different processes so hard (in C++), what I am doing wrong?

    - by recipriversexclusion
    I am being especially dense about this but it seems I'm missing an important, basic point or something, since what I want to do should be common: I need to create a fixed-size ring buffer object from a manager process (Process M). This object has write() and read() methods to write/read from the buffer. The read/write methods will be called by independent processes (Process R and W) I have implemented the buffer, SharedBuffer<T&>, it allocates buffer slots in SHM using boost::interprocess and works perfectly within a single process. I have read the answers to this question and that one on SO, as well as asked my own, but I'm still in the dark about how to have different processes access methods from a common object. The Boost doc has an example of creating a vector in SHM, which is very similar to what I want, but I want to instantiate my own class. My current options are: Use placement new, as suggested by Charles B. to my question; however, he cautions that it's not a good idea to put non-POD objects in SHM. But my class needs the read/write methods, how can I handle those? Add an allocator to my class definition, e.g. have SharedBuffer<T&, Alloc> and proceed similarly to the vector example given in boost. This sounds really complicated. Change SharedBuffer to a POD class, i.e. get rid of all the methods. But then how to synchronize reading and writing between processes? What am I missing? Fixed-length ring buffers are very common, so either this problem has a solution or else I'm doing something wrong.

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  • Immutable classes in C++

    - by ereOn
    Hi, In one of my projects, I have some classes that represent entities that cannot change once created, aka. immutable classes. Example : A class RSAKey that represent a RSA key which only has const methods. There is no point changing the existing instance: if you need another one, you just create one. My objects sometimes are heavy and I enforced the use of smart pointers to avoid copy. So far, I have the following pattern for my classes: class RSAKey : public boost::noncopyable, public boost::enable_shared_from_this<RSAKey> { public: /** * \brief Some factory. * \param member A member value. * \return An instance. */ static boost::shared_ptr<const RSAKey> createFromMember(int member); /** * \brief Get a member. * \return The member. */ int getMember() const; private: /** * \brief Constructor. * \param member A member. */ RSAKey(int member); /** * \brief Member. */ const int m_member; }; So you can only get a pointer (well, a smart pointer) to a const RSAKey. To me, it makes sense, because having a non-const reference to the instance is useless (it only has const methods). Do you guys see any issue regarding this pattern ? Are immutable classes something common in C++ or did I just created a monster ? Thank you for your advices !

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  • Macro to improve callback registration readability

    - by Warren Seine
    I'm trying to write a macro to make a specific usage of callbacks in C++ easier. All my callbacks are member functions and will take this as first argument and a second one whose type inherits from a common base class. The usual way to go is: register_callback(boost::bind(&my_class::member_function, this, _1)); I'd love to write: register_callback(HANDLER(member_function)); Note that it will always be used within the same class. Even if typeof is considered as a bad practice, it sounds like a pretty solution to the lack of __class__ macro to get the current class name. The following code works: typedef typeof(*this) CLASS; boost::bind(& CLASS :: member_function, this, _1)(my_argument); but I can't use this code in a macro which will be given as argument to register_callback. I've tried: #define HANDLER(FUN) \ boost::bind(& typeof(*this) :: member_function, this, _1); which doesn't work for reasons I don't understand. Quoting GCC documentation: A typeof-construct can be used anywhere a typedef name could be used. My compiler is GCC 4.4, and even if I'd prefer something standard, GCC-specific solutions are accepted.

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  • Is there a way to increase the efficiency of shared_ptr by storing the reference count inside the co

    - by BillyONeal
    Hello everyone :) This is becoming a common pattern in my code, for when I need to manage an object that needs to be noncopyable because either A. it is "heavy" or B. it is an operating system resource, such as a critical section: class Resource; class Implementation : public boost::noncopyable { friend class Resource; HANDLE someData; Implementation(HANDLE input) : someData(input) {}; void SomeMethodThatActsOnHandle() { //Do stuff }; public: ~Implementation() { FreeHandle(someData) }; }; class Resource { boost::shared_ptr<Implementation> impl; public: Resource(int argA) explicit { HANDLE handle = SomeLegacyCApiThatMakesSomething(argA); if (handle == INVALID_HANDLE_VALUE) throw SomeTypeOfException(); impl.reset(new Implementation(handle)); }; void SomeMethodThatActsOnTheResource() { impl->SomeMethodThatActsOnTheHandle(); }; }; This way, shared_ptr takes care of the reference counting headaches, allowing Resource to be copyable, even though the underlying handle should only be closed once all references to it are destroyed. However, it seems like we could save the overhead of allocating shared_ptr's reference counts and such separately if we could move that data inside Implementation somehow, like boost's intrusive containers do. If this is making the premature optimization hackles nag some people, I actually agree that I don't need this for my current project. But I'm curious if it is possible.

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  • C++ socket protocol design issue (ring inclusion)

    - by Martin Lauridsen
    So I have these two classes, mpqs_client and client_protocol. The mpqs_client class handles a Boost socket connection to a server (sending and receiving messages with some specific format. Upon receiving a message, it calls a static method, parse_message(..), in the class client_protocol, and this method should analyse the message received and perform some corresponding action. Given some specific input, the parse_message method needs to send some data back to the server. As mentioned, this happens through the class mpqs_client. So I could, from mpqs_client, pass "this" to parse_message(..) in client_protocol. However, this leads to a two-way association relationship between the two classes. Something which I reckon is not desireable. Also, to implement this, I would need to include the other in each one, and this gives me a terrible pain. I am thinking this is more of a design issue. What is the best solution here? Code is posted below. Class mpqs_client: #include "mpqs_client.h" mpqs_client::mpqs_client(boost::asio::io_service& io_service, tcp::resolver::iterator endpoint_iterator) : io_service_(io_service), socket_(io_service) { ... } ... void mpqs_client::write(const network_message& msg) { io_service_.post(boost::bind(&mpqs_client::do_write, this, msg)); } Class client_protocol: #include "../network_message.hpp" #include "../protocol_consts.h" class client_protocol { public: static void parse_message(network_message& msg, mpqs_sieve **instance_, mpqs_client &client_) { ... switch (type) { case MPQS_DATA: ... break; case POLYNOMIAL_DATA: ... break; default: break; } }

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  • How to implement a multi-threaded asynchronous operation?

    - by drowneath
    Here's how my current approach looks like: // Somewhere in a UI class // Called when a button called "Start" clicked MyWindow::OnStartClicked(Event &sender) { _thread = new boost::thread(boost::bind(&MyWindow::WorkToDo, this)); } MyWindow::WorkToDo() { for(int i = 1; i < 10000000; i++) { int percentage = (int)((float)i / 100000000.f); _progressBar->SetValue(percentage); _statusText->SetText("Working... %d%%", percentage); printf("Pretend to do something useful...\n"); } } // Called on every frame MyWindow::OnUpdate() { if(_thread != 0 && _thread->timed_join(boost::posix_time::seconds(0)) { _progressBar->SetValue(100); _statusText->SetText("Completed!"); delete _thread; _thread = 0; } } But I'm afraid this is far from safe since I keep getting unhandled exception at the end of the program execution. I basically want to separate a heavy task into another thread without blocking the GUI part.

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