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  • How can I too many files upload more fast way to Cloud files in Rasckspace?

    - by andy kim
    I have a lot of image files, it's all I want to upload to RackSpace cloud files about a million in a single directory the fastest and most efficient way. but I'm use uploading python-cloudfiles script is very slow and I want to know different ways or python script code. because one by one connection upload is very slow. I think one files tar and uncompress directory is better way. but cloudfiles do not support this way. Who know any other way?

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  • How fast can a Windows 2008 CIFS client write to SAMBA server using 10Gb NIC?

    - by one_bsd_guy
    We are experiencing a performance problem using Windows 2008 CIFS client. We have a FreeNAS server that delivers 1.3GB/s on ZFS write. We have 10Gb network connecting NAS server and CIFS clients. Using two Linux CIFS clients, we can get around 1.2GB/s. But windows 2008 clients can only give us 400MB/s. Is that the best a Windows 2008 client can deliver or we do have a poorly configured Windows client? Much appreciated.

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  • re-partition new drive and use new partition as 'home'

    - by vector
    Linux noob here. I installed Ubuntu 12.04 on a brand new drive (dual boot with windows on another drive) and re-partitioned it afterwards (with gparted off of live cd) like so (sudo fdisk -l) : Device Boot Start End Blocks Id System /dev/sdb1 * 2048 63735807 31866880 83 Linux /dev/sdb2 1448509438 1465147391 8318977 5 Extended Partition 2 does not start on physical sector boundary. /dev/sdb3 63735808 1448507391 692385792 83 Linux /dev/sdb5 1448509440 1465147391 8318976 82 Linux swap / Solaris I'd like to use sdb3 as default home for all work and fun related program installs and files, but I haven't even gotten as far as changing permissions on it. Any help will be most appreciated.

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  • share code between check and process methods

    - by undu
    My job is to refactor an old library for GIS vector data processing. The main class encapsulates a collection of building outlines, and offers different methods for checking data consistency. Those checking functions have an optional parameter that allows to perform some process. For instance: std::vector<Point> checkIntersections(int process_mode = 0); This method tests if some building outlines are intersecting, and return the intersection points. But if you pass a non null argument, the method will modify the outlines to remove the intersection. I think it's pretty bad (at call site, a reader not familiar with the code base will assume that a method called checkSomething only performs a check and doesn't modifiy data) and I want to change this. I also want to avoid code duplication as check and process methods are mostly similar. So I was thinking to something like this: // a private worker std::vector<Point> workerIntersections(int process_mode = 0) { // it's the equivalent of the current checkIntersections, it may perform // a process depending on process_mode } // public interfaces for check and process std::vector<Point> checkIntersections() /* const */ { workerIntersections(0); } std::vector<Point> processIntersections(int process_mode /*I have different process modes*/) { workerIntersections(process_mode); } But that forces me to break const correctness as workerIntersections is a non-const method. How can I separate check and process, avoiding code duplication and keeping const-correctness?

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  • How does Google manage to serve results so fast?

    - by Quintin Par
    I am building an autocomplete functionality for my site and the Google instant results are my benchmark. When I look at Google, the 50-60 ms response time baffle me. They look insane. In comparison here’s how mine looks like. To give you an idea my results are cached on the load balancer and served from a machine that has httpd slowstart and initcwnd fixed. My site is also behind cloudflare From a server side perspective I don’t think I can do anything more. Can someone help me take this 500 ms response time to 60ms? What more should I be doing to achieve Google level performance?

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  • Is there a way to manage browser [chrome] session cookies with a fast toggle for multiple users?

    - by ResoluteHiker
    I feel I should go into more detail. My wife and I share a laptop and browse email. Currently we keep coming back to each others gmail accounts, having to log out and log back in. Are there any good extensions or addons that would allow us to toggle back and forth between these? This does not necessarily need to apply to just gmail but include any cookie, session, etc. I'd be willing to use Firefox if such an extension exists on it as well. Much appreciated!

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  • What is the most platform- and Python-version-independent way to make a fast loop for use in Python?

    - by Statto
    I'm writing a scientific application in Python with a very processor-intensive loop at its core. I would like to optimise this as far as possible, at minimum inconvenience to end users, who will probably use it as an uncompiled collection of Python scripts, and will be using Windows, Mac, and (mainly Ubuntu) Linux. It is currently written in Python with a dash of NumPy, and I've included the code below. Is there a solution which would be reasonably fast which would not require compilation? This would seem to be the easiest way to maintain platform-independence. If using something like Pyrex, which does require compilation, is there an easy way to bundle many modules and have Python choose between them depending on detected OS and Python version? Is there an easy way to build the collection of modules without needing access to every system with every version of Python? Does one method lend itself particularly to multi-processor optimisation? (If you're interested, the loop is to calculate the magnetic field at a given point inside a crystal by adding together the contributions of a large number of nearby magnetic ions, treated as tiny bar magnets. Basically, a massive sum of these.) # calculate_dipole # ------------------------- # calculate_dipole works out the dipole field at a given point within the crystal unit cell # --- # INPUT # mu = position at which to calculate the dipole field # r_i = array of atomic positions # mom_i = corresponding array of magnetic moments # --- # OUTPUT # B = the B-field at this point def calculate_dipole(mu, r_i, mom_i): relative = mu - r_i r_unit = unit_vectors(relative) #4pi / mu0 (at the front of the dipole eqn) A = 1e-7 #initalise dipole field B = zeros(3,float) for i in range(len(relative)): #work out the dipole field and add it to the estimate so far B += A*(3*dot(mom_i[i],r_unit[i])*r_unit[i] - mom_i[i]) / sqrt(dot(relative[i],relative[i]))**3 return B

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  • Will Learning C++ Help for Building Fast/No-Additional-Requirements Desktop Applications?

    - by vito
    Will learning C++ help me build native applications with good speed? Will it help me as a programmer, and what are the other benefits? The reason why I want to learn C++ is because I'm disappointed with the UI performances of applications built on top of JVM and .NET. They feel slow, and start slow too. Of course, a really bad programmer can create a slower and sluggish application using C++ too, but I'm not considering that case. One of my favorite Windows utility application is Launchy. And in the Readme.pdf file, the author of the program wrote this: 0.6 This is the first C++ release. As I became frustrated with C#’s large .NET framework requirements and users lack of desire to install it, I decided to switch back to the faster language. I totally agree with the author of Launchy about the .NET framework requirement or even a JRE requirement for desktop applications. Let alone the specific version of them. And some of the best and my favorite desktop applications don't need .NET or Java to run. They just run after installing. Are they mostly built using C++? Is C++ the only option for good and fast GUI based applications? And, I'm also very interested in hearing the other benefits of learning C++.

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  • Fast, Unicode-capable, cross-platform programmer's text editor that shows invisibles like ZWSP?

    - by Roger_S
    Our publishing workflow includes Windows and Linux machines (there are some Macs too, but not in the critical-path workflow). Many texts include both English and Khmer and are marked-up in XML. XML Copy Editor is the best cross-platform open-source XML editor I've discovered. It utilizes the Scintilla editing component, which is generally good with Unicode but which does not enable non-printing or invisible characters like U+200B (zero-width space) and U+200C (zero-width non-joiner) to be displayed. Khmer does not separate words with a space character as Western languages do, so ZWSP is used in electronic texts to enable applications to break lines easily. Ideally I'd edit the markup and the content in a single editor, but XML awareness is less important at times than being able to display invisibles. (OpenOffice.org Writer and Microsoft Word are the only two apps I know that will display ZWSP. They are not suitable for the markup and text manipulations that need to be done to prepare manuscripts for publication, unfortunately, although I guess they're fine for authoring.) I tried out a promising editor last week, but a search-and-replace regex operation that took under a second in TextPad 4.7.3 lasted over twenty seconds. So I want to mention that speed and the ability to handle large (up to 150mb) files is also a concern. Is there a good, fast, free or not too expensive text editor, with versions on Windows and Linux and maybe mac too, Unicode-aware and capable of displaying invisibles like ZWSP? That has syntax highlighting, can handle large files and is customizable enough that I won't tear my hair out in frustration? Thanks, Roger_S

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  • Why does Perl's Devel::LeakTrace::Fast point to blank files and evals?

    - by kt
    I am using Devel::LeakTrace::Fast to debug a memory leak in a perl script designed as a daemon which runs an infinite loop with sleeps until interrupted. I am having some trouble both reading the output and finding documentation to help me understand the output. The perldoc doesn't contain much information on the output. Most of it makes sense, such as pointing to globals in DBI. Intermingled with the output, however, are several leaked SV(<LOCATION>) from (eval #) line # Where the numbers are numbers and <LOCATION> is a location in memory. The script itself is not using eval at any point - I have not investigated each used module to see if evals are present. Mostly what I want to know is how to find these evals (if possible). I also find the following entries repeated over and over again leaked SV(<LOCATION>) from line # Where line # is always the same #. Not very helpful in tracking down what file that line is in.

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  • Fast and efficient way to read a space separated file of numbers into an array?

    - by John_Sheares
    I need a fast and efficient method to read a space separated file with numbers into an array. The files are formatted this way: 4 6 1 2 3 4 5 6 2 5 4 3 21111 101 3 5 6234 1 2 3 4 2 33434 4 5 6 The first row is the dimension of the array [rows columns]. The lines following contain the array data. The data may also be formatted without any newlines like this: 4 6 1 2 3 4 5 6 2 5 4 3 21111 101 3 5 6234 1 2 3 4 2 33434 4 5 6 I can read the first line and initialize an array with the row and column values. Then I need to fill the array with the data values. My first idea was to read the file line by line and use the split function. But the second format listed gives me pause, because the entire array data would be loaded into memory all at once. Some of these files are in the 100 of MBs. The second method would be to read the file in chunks and then parse them piece by piece. Maybe somebody else has a better a way of doing this?

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  • Problem storing text to a String[] and then storing the array to a Vector.

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Java - strange problem storing text to a String[] and then storing the array to a Vector. Help plea

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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  • pointPolygonTest in OpenCV 2.2

    - by Mathieu Dubois
    I wanted to use pointPolygonTest but I have a problem. I'm stuck to OpenCV2.2. I tried to use the code found here: http://docs.opencv.org/doc/tutorials/imgproc/shapedescriptors/point_polygon_test/point_polygon_test.html#point-polygon-test I use findContours to detect contours in an image. Under OpenCV 2.2 returns a vector< vector<Point> >. The problem is that pointPolygonTest accept a matrix as an entry. Therefore the code doesn't compile with OpenCV 2.2: erreur: invalid initialization of reference of type ‘const cv::Mat&’ from expression of type ‘std::vector<cv::Point_<int>, std::allocator<cv::Point_<int> > >’ Under more recent OpenCV versions, the findContours function returns vector<Mat> so it's easy to pass to pointPolygonTest (see the example). I guess I could convert the vector< vector<Point> > to vector<Mat>. Unfortunately the documentation is not very clear about the format. Does anybody have an advice?

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  • Academic question: typename

    - by Arman
    Hi, recently I accounted with a "simple problem" of porting code from VC++ to gcc/intel. The code is compiles w/o error on VC++: #include <vector> using std::vector; template <class T> void test_vec( std::vector<T> &vec) { typedef std::vector<T> M; /*==> add here typename*/ M::iterator ib=vec.begin(),ie=vec.end(); }; int main() { vector<double> x(100, 10); test_vec<double>(x); return 0; } then with g++ we have some unclear errors: g++ t.cpp t.cpp: In function 'void test_vec(std::vector<T, std::allocator<_CharT> >&)': t.cpp:13: error: expected `;' before 'ie' t.cpp: In function 'void test_vec(std::vector<T, std::allocator<_CharT> >&) [with T = double]': t.cpp:18: instantiated from here t.cpp:12: error: dependent-name 'std::M::iterator' is parsed as a non-type, but instantiation yields a type t.cpp:12: note: say 'typename std::M::iterator' if a type is meant If we add typename before iterator the code will compile w/o pb. If it is possible to make a compiler which can understand the code written in the more "natural way", then for me is unclear why we should add typename? Which rules of "C++ standards"(if there are some) will be broken if we allow all compilers to use without "typename"? kind regards Arman.

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  • Why an auto_ptr can "seal" a container

    - by icephere
    auto_ptr on wikipedia said that "an auto_ptr containing an STL container may be used to prevent further modification of the container.". It used the following example: auto_ptr<vector<ContainedType> > open_vec(new vector<ContainedType>); open_vec->push_back(5); open_vec->push_back(3); // Transfers control, but now the vector cannot be changed: auto_ptr<const vector<ContainedType> > closed_vec(open_vec); // closed_vec->push_back(8); // Can no longer modify If I uncomment the last line, g++ will report an error as t05.cpp:24: error: passing ‘const std::vector<int, std::allocator<int> >’ as ‘this’ argument of ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = int, _Alloc = std::allocator<int>]’ discards qualifiers I am curious why after transferring the ownership of this vector, it can no longer be modified? Thanks a lot!

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  • Inheritance and choose constructor from base class

    - by myle
    My question is rather simple, but I am stuck. How can I choose the desired constructor from base class? // node.h #ifndef NODE_H #define NODE_H #include <vector> // definition of an exception-class class WrongBoundsException { }; class Node { public: ... Node(double, double, std::vector<double>&) throw (WrongBoundsException); ... }; #endif // InternalNode.h #ifndef INTERNALNODE_H #define INTERNALNODE_H #include <vector> #include "Node.h" class InternalNode : public Node { public: // the position of the leftmost child (child left) int left_child; // the position of the parent int parent; InternalNode(double, double, std::vector<double>&, int parent, int left_child) throw (WrongBoundsException); private: int abcd; }; #endif // InternalNode.cpp #include "InternalNode.h" #define UNDEFINED_CHILD -1 #define ROOT -1 // Here is the problem InternalNode::InternalNode(double a, double b, std::vector<double> &v, int par, int lc) throw (WrongBoundsException) : Node(a, b, v), parent(par), left_child(lc) { std::cout << par << std::endl; } I get: $ g++ InternalNode.cpp InternalNode.cpp:16: error: declaration of ‘InternalNode::InternalNode(double, double, std::vector &, int, int) throw (WrongBoundsException)’ throws different exceptions InternalNode.h:17: error: from previous declaration ‘InternalNode::InternalNode(double, double, std::vector &, int, int)’ UPDATE 0: Fixed missing : UPDATE 1: Fixed throw exception

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  • StackOverflow Error at java.util.AbstractColllection.<init>(Unknown Source)

    - by thebulge
    I fixed my prior problem yesterday by just separating all the classes into separate files. Nevertheless, I wrote all the code down and seeing no errors was able to compile the program. Or so I thought. Here's the error code: Exception in thread "main" java.lang.StackOverflowError at java.util.AbstractCollection.<init>(Unknown Source) at java.util.AbstractList.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source Here are the spots where my I get the errors(marked with problem?) public class GameWorld implements IObservable, IGameWorld { // create collections class public Vector<GameObject> GameObjectList = new Vector<GameObject>(); // PROBLEM private Vector<IObserver> ObserverList = new Vector<IObserver>(); // declare objects Tank pTank = new Tank(10, 10); // other objects and variables to declare public GameWorld() { // add objects to GameObjectList } // accessors/mutators } I get another error here public class Tank extends Movable implements ISteerable { private int armorStrength; private int missileCount; public Tank() {} public Tank(int armStr, int misslCt) // problem? { armorStrength = armStr; // default armorStrength missileCount = misslCt; // default missileCount } public void setDirection(int direction) { this.setDirection(direction); // get input from left turn or right turn // updateValues(); } // access/mutators here I'm stumped on what to do here.

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  • Computing the scalar product of two vectors in C++

    - by HowardRoark
    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<double> 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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