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  • Concurrency and Calendar classes

    - by fbielejec
    I have a thread (class implementing runnable, called AnalyzeTree) organised around a hash map (ConcurrentMap slicesMap). The class goes through the data (called trees here) in the large text file and parses the geographical coordinates from it to the HashMap. The idea is to process one tree at a time and add or grow the values according to the key (which is just a Double value representing time). The relevant part of code looks like this: // grow map entry if key exists if (slicesMap.containsKey(sliceTime)) { double[] imputedLocation = imputeValue( location, parentLocation, sliceHeight, nodeHeight, parentHeight, rate, useTrueNoise, currentTreeNormalization, precisionArray); slicesMap.get(sliceTime).add( new Coordinates(imputedLocation[1], imputedLocation[0], 0.0)); // start new entry if no such key in the map } else { List<Coordinates> coords = new ArrayList<Coordinates>(); double[] imputedLocation = imputeValue( location, parentLocation, sliceHeight, nodeHeight, parentHeight, rate, useTrueNoise, currentTreeNormalization, precisionArray); coords.add(new Coordinates(imputedLocation[1], imputedLocation[0], 0.0)); slicesMap.putIfAbsent(sliceTime, coords); // slicesMap.put(sliceTime, coords); }// END: key check And the class is called like this (executor is ExecutorService executor = Executors.newFixedThreadPool(NTHREDS) ): mrsd = new SpreadDate(mrsdString); int readTrees = 1; while (treesImporter.hasTree()) { currentTree = (RootedTree) treesImporter.importNextTree(); executor.submit(new AnalyzeTree(currentTree, precisionString, coordinatesName, rateString, numberOfIntervals, treeRootHeight, timescaler, mrsd, slicesMap, useTrueNoise)); // new AnalyzeTree(currentTree, precisionString, // coordinatesName, rateString, numberOfIntervals, // treeRootHeight, timescaler, mrsd, slicesMap, // useTrueNoise).run(); readTrees++; }// END: while has trees Now this is running into troubles when executed in parallel (the commented part running sequentially is fine), I thought it might throw a ConcurrentModificationException, but apparently the problem is in mrsd (instance of SpreadDate object, which is simply a class for date related calculations). The SpreadDate class looks like this: public class SpreadDate { private Calendar cal; private SimpleDateFormat formatter; private Date stringdate; public SpreadDate(String date) throws ParseException { // if no era specified assume current era String line[] = date.split(" "); if (line.length == 1) { StringBuilder properDateStringBuilder = new StringBuilder(); date = properDateStringBuilder.append(date).append(" AD") .toString(); } formatter = new SimpleDateFormat("yyyy-MM-dd G", Locale.US); stringdate = formatter.parse(date); cal = Calendar.getInstance(); } public long plus(int days) { cal.setTime(stringdate); cal.add(Calendar.DATE, days); return cal.getTimeInMillis(); }// END: plus public long minus(int days) { cal.setTime(stringdate); cal.add(Calendar.DATE, -days); //line 39 return cal.getTimeInMillis(); }// END: minus public long getTime() { cal.setTime(stringdate); return cal.getTimeInMillis(); }// END: getDate } And the stack trace from when exception is thrown: java.lang.ArrayIndexOutOfBoundsException: 58 at sun.util.calendar.BaseCalendar.getCalendarDateFromFixedDate(BaseCalendar.java:454) at java.util.GregorianCalendar.computeFields(GregorianCalendar.java:2098) at java.util.GregorianCalendar.computeFields(GregorianCalendar.java:2013) at java.util.Calendar.setTimeInMillis(Calendar.java:1126) at java.util.GregorianCalendar.add(GregorianCalendar.java:1020) at utils.SpreadDate.minus(SpreadDate.java:39) at templates.AnalyzeTree.run(AnalyzeTree.java:88) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471) at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334) at java.util.concurrent.FutureTask.run(FutureTask.java:166) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603) at java.lang.Thread.run(Thread.java:636) If a move the part initializing mrsd to the AnalyzeTree class it runs without any problems - however it is not very memory efficient to initialize class each time this thread is running, hence my concerns. How can it be remedied?

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  • c++ File input/output

    - by Myx
    Hi: I am trying to read from a file using fgets and sscanf. In my file, I have characters on each line of the while which I wish to put into a vector. So far, I have the following: FILE *fp; fp = fopen(filename, "r"); if(!fp) { fprintf(stderr, "Unable to open file %s\n", filename); return 0; } // Read file int line_count = 0; char buffer[1024]; while(fgets(buffer, 1023, fp)) { // Increment line counter line_count++; char *bufferp = buffer; ... while(*bufferp != '\n') { char *tmp; if(sscanf(bufferp, "%c", tmp) != 1) { fprintf(stderr, "Syntax error reading axiom on " "line %d in file %s\n", line_count, filename); return 0; } axiom.push_back(tmp); printf("put %s in axiom vector\n", axiom[axiom.size()-1]); // increment buffer pointer bufferp++; } } my axiom vector is defined as vector<char *> axiom;. When I run my program, I get a seg fault. It happens when I do the sscanf. Any suggestions on what I'm doing wrong?

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  • C++ How to read a string of text and create object of their class

    - by user1777711
    After reading a text file... The following information is available Point2D, [3, 2] Line3D, [7, 12, 3], [-9, 13, 68] Point3D, [1, 3, 8] Line2D, [5, 7], [3, 8] Point2D, [3, 2] Line3D, [7, -12, 3], [9, 13, 68] Point3D, [6, 9, 5] Point2D, [3, 2] Line3D, [70, -120, -3], [-29, 1, 268] Line3D, [25, -69, -33], [-2, -41, 58] Point3D, [6, 9, -50] The first data separate by the delimiter comma is the class name. for each of the 4 class Point2D,Line3D,Point3D,Line2D How do i like store them into relevant object base on their class means.. when it read first line Point2D, [3, 2] It will store it as Point2D object with the Data [3, 2] But the issue is what dataset should i pick, Vector, Set , Map or List I was thinking to actually create a data set then but i can't use new Point2D(); since Point2D is parent of Point3D Line2D is parent of Line3D and theres no parent class of Point2D and Line2D. how can i like create a object of them in a data set like e.g Vector so Vector[0] is of Point2D class with data [3,2] , then Vector[1] is of Line3D class with data [7, 12, 3], [-9, 13, 68] Thanks for helping.!

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  • Linking a template class using another template class (error LNK2001)

    - by Luís Guilherme
    I implemented the "Strategy" design pattern using an Abstract template class, and two subclasses. Goes like this: template <class T> class Neighbourhood { public: virtual void alter(std::vector<T>& array, int i1, int i2) = 0; }; and template <class T> class Swap : public Neighbourhood<T> { public: virtual void alter(std::vector<T>& array, int i1, int i2); }; There's another subclass, just like this one, and alter is implemented in the cpp file. Ok, fine! Now I declare another method, in another class (including neighbourhood header file, of course), like this: void lSearch(/*parameters*/, Neighbourhood<LotSolutionInformation> nhood); It compiles fine and cleanly. When starting to link, I get the following error: 1>SolverFV.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall lsc::Neighbourhood<class LotSolutionInformation>::alter(class std::vector<class LotSolutionInformation,class std::allocator<class LotSolutionInformation> > &,int,int)" (?alter@?$Neighbourhood@VLotSolutionInformation@@@lsc@@UAEXAAV?$vector@VLotSolutionInformation@@V?$allocator@VLotSolutionInformation@@@std@@@std@@HH@Z)

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  • Random forests for short texts

    - by Jasie
    Hi all, I've been reading about Random Forests (1,2) because I think it'd be really cool to be able to classify a set of 1,000 sentences into pre-defined categories. I'm wondering if someone can explain to me the algorithm better, I think the papers are a bit dense. Here's the gist from 1: Overview We assume that the user knows about the construction of single classification trees. Random Forests grows many classification trees. To classify a new object from an input vector, put the input vector down each of the trees in the forest. Each tree gives a classification, and we say the tree "votes" for that class. The forest chooses the classification having the most votes (over all the trees in the forest). Each tree is grown as follows: If the number of cases in the training set is N, sample N cases at random - but with replacement, from the original data. This sample will be the training set for growing the tree. If there are M input variables, a number m « M is specified such that at each node, m variables are selected at random out of the M and the best split on these m is used to split the node. The value of m is held constant during the forest growing. Each tree is grown to the largest extent possible. There is no pruning. So, does this look right? I'd have N = 1,000 training cases (sentences), M = 100 variables (let's say, there are only 100 unique words across all sentences), so the input vector is a bit vector of length 100 corresponding to each word. I randomly sample N = 1000 cases at random (with replacement) to build trees from. I pick some small number of input variables m « M, let's say 10, to build a tree off of. Do I build tree nodes randomly, using all m input variables? How many classification trees do I build? Thanks for the help!

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  • How to treat Base* pointer as Derived<T>* pointer?

    - by dehmann
    I would like to store pointers to a Base class in a vector, but then use them as function arguments where they act as a specific class, see here: #include <iostream> #include <vector> class Base {}; template<class T> class Derived : public Base {}; void Foo(Derived<int>* d) { std::cerr << "Processing int" << std::endl; } void Foo(Derived<double>* d) { std::cerr << "Processing double" << std::endl; } int main() { std::vector<Base*> vec; vec.push_back(new Derived<int>()); vec.push_back(new Derived<double>()); Foo(vec[0]); Foo(vec[1]); delete vec[0]; delete vec[1]; return 0; } This doesn't compile: error: call of overloaded 'Foo(Base*&)' is ambiguous Is it possible to make it work? I need to process the elements of the vector differently, according to their int, double, etc. types.

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  • Problem with "moveable-only types" in VC++ 2010

    - by Luc Touraille
    I recently installed Visual Studio 2010 Professional RC to try it out and test the few C++0x features that are implemented in VC++ 2010. I instantiated a std::vector of std::unique_ptr, without any problems. However, when I try to populate it by passing temporaries to push_back, the compiler complains that the copy constructor of unique_ptr is private. I tried inserting an lvalue by moving it, and it works just fine. #include <utility> #include <vector> int main() { typedef std::unique_ptr<int> int_ptr; int_ptr pi(new int(1)); std::vector<int_ptr> vec; vec.push_back(std::move(pi)); // OK vec.push_back(int_ptr(new int(2)); // compiler error } As it turns out, the problem is neither unique_ptr nor vector::push_back but the way VC++ resolves overloads when dealing with rvalues, as demonstrated by the following code: struct MoveOnly { MoveOnly() {} MoveOnly(MoveOnly && other) {} private: MoveOnly(const MoveOnly & other); }; void acceptRValue(MoveOnly && mo) {} int main() { acceptRValue(MoveOnly()); // Compiler error } The compiler complains that the copy constructor is not accessible. If I make it public, the program compiles (even though the copy constructor is not defined). Did I misunderstand something about rvalue references, or is it a (possibly known) bug in VC++ 2010 implementation of this feature?

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  • Handling Apache Thrift list/map Return Types in C++

    - by initzero
    First off, I'll say I'm not the most competent C++ programmer, but I'm learning, and enjoying the power of Thrift. I've implemented a Thrift Service with some basic functions that return void, i32, and list. I'm using a Python client controlled by a Django web app to make RPC calls and it works pretty well. The generated code is pretty straight forward, except for list returns: namespace cpp Remote enum N_PROTO { N_TCP, N_UDP, N_ANY } service Rcon { i32 ping() i32 KillFlows() i32 RestartDispatch() i32 PrintActiveFlows() i32 PrintActiveListeners(1:i32 proto) list<string> ListAllFlows() } The generated signatures from Rcon.h: int32_t ping(); int32_t KillFlows(); int32_t RestartDispatch(); int32_t PrintActiveFlows(); int32_t PrintActiveListeners(const int32_t proto); int64_t ListenerBytesReceived(const int32_t id); void ListAllFlows(std::vector<std::string> & _return); As you see, the ListAllFlows() function generated takes a reference to a vector of strings. I guess I expect it to return a vector of strings as laid out in the .thrift description. I'm wondering if I am meant to provide the function a vector of strings to modify and then Thrift will handle returning it to my client despite the function returning void. I can find absolutely no resources or example usages of Thrift list< types in C++. Any guidance would be appreciated.

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  • Segmentation fault on returning from main (very short and simple code, no arrays or pointers)

    - by Gábor Kovács
    I've been wondering why the following trivial code produces a segmentation fault when returning from main(): //Produces "Error while dumping state (probably corrupted stack); Segmentation fault" #include <iostream> #include <fstream> #include <vector> using namespace std; class Test { vector<int> numbers; }; int main() { Test a; ifstream infile; cout << "Last statement..." << endl; // this gets executed return 0; } Interestingly, 1) if only one of the two variables is declared, I don't get the error, 2) if I declare a vector variable instead of an object with a vector member, everything's fine, 3) if I declare an ofstream instead of an ifstream, again, everything works fine. Something appears to be wrong with this specific combination... Could this be a compiler bug? I use gcc version 3.4.4 with cygwin. Thanks for the tips in advance. Gábor

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  • Typedef equivalence in function arguments

    - by Warren Seine
    Hi guys, The question is kind of hard to ask without an example so here it is: #include <vector> struct O { }; struct C { template <typename T> void function1(void (C::*callback)(const O*)); template <typename T> void function2(void (C::*callback)(const typename T::value_type)); void print(const O*); }; int main() { C c; c.function1< std::vector<O*> >(&C::print); // Success. c.function2< std::vector<O*> >(&C::print); // Fail. } The error that I am given is: error: no matching function for call to ‘C::function2(void (C::*)(const O*))’. Basically, the only difference between calls is that in function2, I'm more generic since I use the typedef std::vector<O*>::value_type which should resolve to O*, hence similar to function1. I'm using G++ 4.2.1 (I know it's old), but Comeau confirms I'm wrong. Why does the compilation fail?

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  • Which C++ Standard Library wrapper functions do you use?

    - by Neil Butterworth
    This question, asked this morning, made me wonder which features you think are missing from the C++ Standard Library, and how you have gone about filling the gaps with wrapper functions. For example, my own utility library has this function for vector append: template <class T> std::vector<T> & operator += ( std::vector<T> & v1, const std::vector <T> & v2 ) { v1.insert( v1.end(), v2.begin(), v2.end() ); return v1; } and this one for clearing (more or less) any type - particularly useful for things like std::stack: template <class C> void Clear( C & c ) { c = C(); } I have a few more, but I'm interested in which ones you use? Please limit answers to wrapper functions - i.e. no more than a couple of lines of code.

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  • How to identify multiple identical pairs in two vectors

    - by Sacha Epskamp
    In my graph-package (as in graph theory, nodes connected by edges) I have a vector indicating for each edge the node of origin from, a vector indicating for each edge the node of destination to and a vector indicating the curve of each edge curve. By default I want edges to have a curve of 0 if there is only one edge between two nodes and curve of 0.2 if there are two edges between two nodes. The code that I use now is a for-loop, and it is kinda slow: curve <- rep(0,5) from<-c(1,2,3,3,2) to<-c(2,3,4,2,1) for (i in 1:length(from)) { if (any(from==to[i] & to==from[i])) { curve[i]=0.2 } } So basically I look for each edge (one index in from and one in to) if there is any other pair in from and to that use the same nodes (numbers). What I am looking for are two things: A way to identify if there is any pair of nodes that have two edges between them (so I can omit the loop if not) A way to speed up this loop # EDIT: To make this abit clearer, another example: from <- c(4L, 6L, 7L, 8L, 1L, 9L, 5L, 1L, 2L, 1L, 10L, 2L, 6L, 7L, 10L, 4L, 9L) to <- c(1L, 1L, 1L, 2L, 3L, 3L, 4L, 5L, 6L, 7L, 7L, 8L, 8L, 8L, 8L, 10L, 10L) cbind(from,to) from to [1,] 4 1 [2,] 6 1 [3,] 7 1 [4,] 8 2 [5,] 1 3 [6,] 9 3 [7,] 5 4 [8,] 1 5 [9,] 2 6 [10,] 1 7 [11,] 10 7 [12,] 2 8 [13,] 6 8 [14,] 7 8 [15,] 10 8 [16,] 4 10 [17,] 9 10 In these two vectors, pair 3 is identical to pair 10 (both 1 and 7 in different orders) and pairs 4 and 12 are identical (both 2 and 8). So I would want curve to become: [1,] 0.0 [2,] 0.0 [3,] 0.2 [4,] 0.2 [5,] 0.0 [6,] 0.0 [7,] 0.0 [8,] 0.0 [9,] 0.0 [10,] 0.2 [11,] 0.0 [12,] 0.2 [13,] 0.0 [14,] 0.0 [15,] 0.0 [16,] 0.0 [17,] 0.0 (as I vector, I transposed twice to get row numbers).

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  • Pointers into elements in a container

    - by Pillsy
    Say I have an object: struct Foo { int bar_; Foo(int bar) bar_(bar) {} }; and I have an STL container that contains Foos, perhaps a vector, and I take // Elsewhere... vector<Foo> vec; vec.push_back(Foo(4)); int *p = &(vec[0].bar_) This is a terrible idea, right? The reason is that vector is going to be storing its elements in a dynamically allocated array somewhere, and eventually, if you add enough elements, it will have to allocate another array, copy over all the elements of the original array, and delete the old array. After that happens, p points to garbage. This is why many operations on a vector will invalidate iterators. It seems like it would be reasonable to assume that an operation that would invalidate iterators from a container will also invalidate pointers to data members of container elements, and that if an operation doesn't invalidate iterators, those pointers will still be safe. However, many reasonable assumptions are false. Is this one of them?

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  • c++ push_back doesn't work as it is supposed

    - by angela
    I have a class symbol_table that has a vector of objects of another class row_st.also I have an enter method where inserts objects of row_st with a passed name into the vector of desired symbol_table.but when I call the enter to enter objects with name : a;b;c;Iwill get the following result: a,b,c;b,c;c.the first element of vector gets the name of all the entered objects. and the second element also gets the name of the later entries. class row_st { public: char* name; type_u type;//int:0,flaot:1;char:2,bool:3,array: int offset; symbol_table *next; symbol_table *current; }; class symbol_table { public: vector <row_st *> row; int type; int header; int starting_stmt; int index; int i; symbol_table *previous; symbol_table(){ header=0; previous=0; index=0;i=0;starting_stmt=0;} }; and here it is the enter method: int enter(symbol_table *table,char* name,type_u type){ row_st *t=new row_st; t->name=name; t->type=type; t->offset=table->index; t->current=table; table->index++; t->next=0; table->row.push_back(t); table->header +=1; return table->row.size()-1; } the push_backed elements all points to the same address.the new call makes the same row_st every time it is called.what should I do?

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  • Relating text fields to check boxes in Java

    - by Finzz
    This program requires the user to login and request a database to access. The program then gets a connection object, searches through the database storing the column names into a vector for later use. The problem comes with implementing text fields to allow the user to search for specific values within the database. I can get the check boxes and text fields to appear using a gridlayout and add them to a panel. How do I relate the text fields to their appropriate check box? I've tried adding them to a vector, but then they can't also be added to the panel as well. I've searched for a way to name the text fields as the loop cycles through the column names, but it seems impossible to do without having them declared ahead of time. This can't be done either, as it's impossible to determine the attributes that the user will request. I just need to be able to know the names of the text fields so I can test to see if the user entered information and perform the necessary logic. Let me know if you have to see the rest of the code to give an answer, but hopefully you get the general idea of what I'm trying to accomplish. Picture of UI: try { ResultSet r2 = con.getMetaData().getColumns("", "", rb.getText(), ""); colNames1 = new Vector<String>(); columns1 = new Vector<JCheckBox>(); while (r2.next()) { colNames1.add(r2.getString(4)); JCheckBox cb = new JCheckBox(r2.getString(4)); JTextField tf = new JTextField(10); columns1.add(cb); p3.add(cb); p3.add(tf); } }

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  • CSV Parser works in windows, not linux.

    - by ladookie
    I'm parsing a CSV file that looks like this: E1,E2,E7,E8,,, E2,E1,E3,,,, E3,E2,E8,,, E4,E5,E8,E11,,, I store the first entry in each line in a string, and the rest go in a vector of strings: while (getline(file_input, line)) { stringstream tokenizer; tokenizer << line; getline(tokenizer, roomID, ','); vector<string> aVector; while (getline(tokenizer, adjRoomID, ',')) { if (!adjRoomID.empty()) { aVector.push_back(adjRoomID); } } Room aRoom(roomID, aVector); rooms.addToTail(aRoom); } In windows this works fine, however in Linux the first entry of each vector mysteriously loses the first character. For Example in the first iteration through the while loop: roomID would be E1 and aVector would be 2 E7 E8 then the second iteration: roomID would be E2 and aVector would be 1 E3 Notice the missing E's in the first entry of aVector. when I put in some debugging code it appears that it is initially being stored correctly in the vector, but then something overwrites it. Kudos to whoever figures this one out. Seems bizarre to me. rooms is declared as such: DLList<Room> rooms where DLList stands for Doubly-Linked list.

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  • how to create a array of labelfields

    - by sheetal_r oswal
    I have 'n' number of data which has to be added to a label field which in turn has to be added to hfm.I am setting the single data in to label field as : final LabelField desc = new LabelField("", LabelField.FOCUSABLE); final LabelField desc1 = new LabelField("", LabelField.FOCUSABLE); Vector data = (Vector) listEvent.get(keys); for (int i = 0; i < data.size(); i++) { EventData ee = (EventData) data.elementAt(i); String Summary= ee.getSummary(); if (time.getText().equals(sTime)) { desc.setText(Summary); } else{ desc1.setText(Summary); } } HorizontalFieldManager horizontalFieldManager_left18 = new HorizontalFieldManager() { horizontalFieldManager_left18.add(desc1); vfm.add(horizontalFieldManager_left18); vfm.add(new SeparatorField()); HorizontalFieldManager horizontalFieldManager_left17 = new HorizontalFieldManager() { horizontalFieldManager_left17.add(desc); vfm.add(horizontalFieldManager_left17); vfm.add(new SeparatorField()); In the above code i loop over vector and set the data into labelfield and adding the label to hfm later. Now the case is the vector data has more than one summary data,and the data is getting overridden in labelfield,i need to keep 'n' number of summary data into lablefield and add to new hfm.

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  • What would the destructor for this class look like?

    - by cam
    class Equipment { std::vector<Armor*> vEquip; Weapon* mainWeapon; int totalDefense; int totalAttack; public: unsigned int GetWeight(); int * GetDefense(); bool EquipArmor(Armor* armor); bool UnequipArmor(Armor* armor); bool EquipWeapon(Weapon* wep); bool UnequipWeapon(Weapon* wep); Equipment(); virtual ~Equipment(); }; It seems like there should be no destructor. The vector of pointers will take care of itself when it goes out of scope, and the actual objects the pointers point to don't need to be deleted as there will be other references to it. All of the objects in this refer to the main Container: class Container { int weightLimit; unsigned int currWeight; std::vector<Item*> vItems; public: bool AddItem(Item* item); bool RemoveItem(Item* item); Container(); Container(int weightLim); Container(int weightLim, std::vector<Item*> items); ~Container(); }; Now here I can see it being necessary to delete all objects in the container, because this is where all the objects are assigned via AddItem(new Item("Blah")) (Armor and Weapon inherit from Item)

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • Need help with copy constructor for very basic implementation of singly linked lists

    - by Jesus
    Last week, we created a program that manages sets of strings, using classes and vectors. I was able to complete this 100%. This week, we have to replace the vector we used to store strings in our class with simple singly linked lists. The function basically allows users to declare sets of strings that are empty, and sets with only one element. In the main file, there is a vector whose elements are a struct that contain setName and strSet (class). HERE IS MY PROBLEM: It deals with the copy constructor of the class. When I remove/comment out the copy constructor, I can declare as many empty or single sets as I want, and output their values without a problem. But I know I will obviously need the copy constructor for when I implement the rest of the program. When I leave the copy constructor in, I can declare one set, either single or empty, and output its value. But if I declare a 2nd set, and i try to output either of the first two sets, i get a Segmentation Fault. Moreover, if i try to declare more then 2 sets, I get a Segmentation Fault. Any help would be appreciated!! Here is my code for a very basic implementation of everything: Here is the setcalc.cpp: (main file) #include <iostream> #include <cctype> #include <cstring> #include <string> #include "help.h" #include "strset2.h" using namespace std; // Declares of structure to hold all the sets defined struct setsOfStr { string nameOfSet; strSet stringSet; }; // Checks if the set name inputted is unique bool isSetNameUnique( vector<setsOfStr> strSetArr, string setName) { for(unsigned int i = 0; i < strSetArr.size(); i++) { if( strSetArr[i].nameOfSet == setName ) { return false; } } return true; } int main(int argc, char *argv[]) { char commandChoice; // Declares a vector with our declared structure as the type vector<setsOfStr> strSetVec; string setName; string singleEle; // Sets a loop that will constantly ask for a command until 'q' is typed while (1) { // declaring a set to be empty if(commandChoice == 'd') { cin >> setName; // Check that the set name inputted is unique if (isSetNameUnique(strSetVec, setName) == true) { strSet emptyStrSet; setsOfStr set1; set1.nameOfSet = setName; set1.stringSet = emptyStrSet; strSetVec.push_back(set1); } else { cerr << "ERROR: Re-declaration of set '" << setName << "'\n"; } } // declaring a set to be a singleton else if(commandChoice == 's') { cin >> setName; cin >> singleEle; // Check that the set name inputted is unique if (isSetNameUnique(strSetVec, setName) == true) { strSet singleStrSet(singleEle); setsOfStr set2; set2.nameOfSet = setName; set2.stringSet = singleStrSet; strSetVec.push_back(set2); } else { cerr << "ERROR: Re-declaration of set '" << setName << "'\n"; } } // using the output function else if(commandChoice == 'o') { cin >> setName; if(isSetNameUnique(strSetVec, setName) == false) { // loop through until the set name is matched and call output on its strSet for(unsigned int k = 0; k < strSetVec.size(); k++) { if( strSetVec[k].nameOfSet == setName ) { (strSetVec[k].stringSet).output(); } } } else { cerr << "ERROR: No such set '" << setName << "'\n"; } } // quitting else if(commandChoice == 'q') { break; } else { cerr << "ERROR: Ignoring bad command: '" << commandChoice << "'\n"; } } return 0; } Here is the strSet2.h: #ifndef _STRSET_ #define _STRSET_ #include <iostream> #include <vector> #include <string> struct node { std::string s1; node * next; }; class strSet { private: node * first; public: strSet (); // Create empty set strSet (std::string s); // Create singleton set strSet (const strSet &copy); // Copy constructor // will implement destructor later void output() const; strSet& operator = (const strSet& rtSide); // Assignment }; // End of strSet class #endif // _STRSET_ And here is the strSet2.cpp (implementation of class) #include <iostream> #include <vector> #include <string> #include "strset2.h" using namespace std; strSet::strSet() { first = NULL; } strSet::strSet(string s) { node *temp; temp = new node; temp->s1 = s; temp->next = NULL; first = temp; } strSet::strSet(const strSet& copy) { cout << "copy-cst\n"; node *n = copy.first; node *prev = NULL; while (n) { node *newNode = new node; newNode->s1 = n->s1; newNode->next = NULL; if (prev) { prev->next = newNode; } else { first = newNode; } prev = newNode; n = n->next; } } void strSet::output() const { if(first == NULL) { cout << "Empty set\n"; } else { node *temp; temp = first; while(1) { cout << temp->s1 << endl; if(temp->next == NULL) break; temp = temp->next; } } } strSet& strSet::operator = (const strSet& rtSide) { first = rtSide.first; return *this; }

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  • Apache reaching MaxClients and locking the server

    - by Rodrigo Sieiro
    Hi. I currently have an Apache2 server running with mpm-prefork and mod_php on a OpenVZ VPS with 512M real / 1024M burstable RAM (no swap). After running some tests, I found that the maximum process size Apache gets is 23M, so I've set MaxClients to 25 (23M x 25 = 575 MB, ok for me). I decided to run some load tests on my server, and the results left me puzzled. I'm using ab on my desktop machine requesting the main page from a wordpress blog. When I run ab with 24 concurrent connections, everything seems fine. Sure, CPU goes up, free RAM goes down, and the result is about 2-3s response time per request. But if I run ab with 25 concurrent connections (my server limit), Apache just hangs after a couple of seconds. It starts processing the requests, then it stops responding, CPU goes back to 100% idle and ab times out. Apache log says it reached MaxClients. When this happens, Apache keeps itself locked up with 25 running processes (they're all in "W" if I check server status) and only after the TimeOut setting the processes start to die and the server starts responding again (in my case it's set to 45). My question: is that expected behaviour? Why Apache just dies when it reaches MaxClients? If it works with 24 connections, shouldn't it work with 25, just taking maybe more time to respond each request and queueing up the rest? It sounds kinda strange to me that any kid running ab can alone kill a webserver just by setting the concurrent connections to the servers MaxClients.

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  • Apache MaxClients reaching max and locking the server

    - by Rodrigo Sieiro
    Hi. I currently have an Apache2 server running with mpm-prefork and mod_php on a OpenVZ VPS with 512M real / 1024M burstable RAM (no swap). After running some tests, I found that the maximum process size Apache gets is 23M, so I've set MaxClients to 25 (23M x 25 = 575 MB, ok for me). I decided to run some load tests on my server, and the results left me puzzled. I'm using ab on my desktop machine requesting the main page from a wordpress blog. When I run ab with 24 concurrent connections, everything seems fine. Sure, CPU goes up, free RAM goes down, and the result is about 2-3s response time per request. But if I run ab with 25 concurrent connections (my server limit), Apache just hangs after a couple of seconds. It starts processing the requests, then it stops responding, CPU goes back to 100% idle and ab times out. Apache log says it reached MaxClients. When this happens, Apache keeps itself locked up with 25 running processes (they're all in "W" if I check server status) and only after the TimeOut setting the processes start to die and the server starts responding again (in my case it's set to 45). My question: is that expected behaviour? Why Apache just dies when it reaches MaxClients? If it works with 24 connections, shouldn't it work with 25, just taking maybe more time to respond each request and queueing up the rest? It sounds kinda strange to me that any kid running ab can alone kill a webserver just by setting the concurrent connections to the servers MaxClients.

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  • Virtualbox HTTP load testing, host CPU overload issues

    - by aschuler
    I'm doing HTTP load testing benchmarks (using Apache Benchmark and Siege) on a small Java EE 1.7.0 / Tomcat 7.0.26 application running on a Debian Squeeze 6.0.4 x64 virtualized with Virtualbox 4.1.8. The computer host is Ubuntu 11.10 x64. I've modified those parameters in the Tomcat server.xml : <Connector port="8080" protocol="HTTP/1.1" connectionTimeout="200000" redirectPort="8443" acceptCount="2000" maxThreads="150" minSpareThreads="50" /> The application executed on the server takes around 300ms. This app is running well until a certain amount of concurrent connections like those one : ab -n 500 -c 150 http://xx.xx.xx.xx:8080/myapp/ ab -n 1000 -c 50 http://xx.xx.xx.xx:8080/myapp/ siege -b -c 100 -r 20 http://xx.xx.xx.xx:8080/myapp/ A lot of socket connection timed out happens and this completly overload the host processor (but the CPU load inside the VM is normal). Doing an htop on the host, i can see that the Virtualbox processus is running under 300% CPU and never come down even after the load test is finished. (I've allocated 4 processors to the VM, if I allocate only one processor, CPU load goes under 100%). Restarting Tomcat don't do anything, i'm forced to restart the whole VM. I've tryed to launch those ab/siege commands locally on the VM and everything goes well. I first thought it was related to a linux network limit as explained here: Running some benchmarks using ab, and tomcat starts to really slow down So I've modified those TCP parameters : echo 15 > /proc/sys/net/ipv4/tcp_fin_timeout echo 30 > /proc/sys/net/ipv4/tcp_keepalive_intvl echo 1 > /proc/sys/net/ipv4/tcp_tw_recycle echo 1 > /proc/sys/net/ipv4/tcp_tw_reuse It seems to be better, but it continues to overload the host CPU and output socket connections time out at a certain amount of concurrent connections. I'm wondering if this is not related to how Virtualbox handles external concurrent connections.

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  • What is optimal hardware configuration for heavy load LAMP application

    - by Piotr K.
    I need to run Linux-Apache-PHP-MySQL application (Moodle e-learning platform) for a large number of concurrent users - I am aiming 5000 users. By concurrent I mean that 5000 people should be able to work with the application at the same time. "Work" means not only do database reads but writes as well. The application is not very typical, since it is doing a lot of inserts/updates on the database, so caching techniques are not helping to much. We are using InnoDB storage engine. In addition application is not written with performance in mind. For instance one Apache thread usually occupies about 30-50 MB of RAM. I would be greatful for information what hardware is needed to build scalable configuration that is able to handle this kind of load. We are using right now two HP DLG 380 with two 4 core processors which are able to handle much lower load (typically 300-500 concurrent users). Is it reasonable to invest in this kind of boxes and build cluster using them or is it better to go with some more high-end hardware? I am particularly curious how many and how powerful servers are needed (number of processors/cores, size of RAM) what network equipment should be used (what kind of switches, network cards) any other hardware, like particular disc storage solutions, etc, that are needed Another thing is how to put together everything, that is what is the most optimal architecture. Clustering with MySQL is rather hard (people are complaining about MySQL Cluster, even here on Stackoverflow).

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