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  • Best style for Python programs: what do you suggest?

    - by Noctis Skytower
    A friend of mine wanted help learning to program, so he gave me all the programs that he wrote for his previous classes. The last program that he wrote was an encryption program, and after rewriting all his programs in Python, this is how his encryption program turned out (after adding my own requirements). #! /usr/bin/env python ################################################################################ """\ CLASS INFORMATION ----------------- Program Name: Program 11 Programmer: Stephen Chappell Instructor: Stephen Chappell for CS 999-0, Python Due Date: 17 May 2010 DOCUMENTATION ------------- This is a simple encryption program that can encode and decode messages.""" ################################################################################ import sys KEY_FILE = 'Key.txt' BACKUP = '''\ !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO\ PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ _@/6-UC'GzaV0%5Mo9g+yNh8b">Bi=<Lx [sQn#^R.D2Xc(\ Jm!4e${lAEWud&t7]H\`}pvPw)FY,Z~?qK|3SOfk*:1;jTrI''' ################################################################################ def main(): "Run the program: loads key, runs processing loop, and saves key." encode_map, decode_map = load_key(KEY_FILE) try: run_interface_loop(encode_map, decode_map) except SystemExit: pass save_key(KEY_FILE, encode_map) def run_interface_loop(encode_map, decode_map): "Shows the menu and runs the appropriate command." print('This program handles encryption via a customizable key.') while True: print('''\ MENU ==== (1) Encode (2) Decode (3) Custom (4) Finish''') switch = get_character('Select: ', tuple('1234')) FUNC[switch](encode_map, decode_map) def get_character(prompt, choices): "Gets a valid menu option and returns it." while True: sys.stdout.write(prompt) sys.stdout.flush() line = sys.stdin.readline()[:-1] if not line: sys.exit() if line in choices: return line print(repr(line), 'is not a valid choice.') ################################################################################ def load_key(filename): "Gets the key file data and returns encoding/decoding dictionaries." plain, cypher = open_file(filename) return dict(zip(plain, cypher)), dict(zip(cypher, plain)) def open_file(filename): "Load the keys and tries to create it when not available." while True: try: with open(filename) as file: plain, cypher = file.read().split('\n') return plain, cypher except: with open(filename, 'w') as file: file.write(BACKUP) def save_key(filename, encode_map): "Dumps the map into two buffers and saves them to the key file." plain = cypher = str() for p, c in encode_map.items(): plain += p cypher += c with open(filename, 'w') as file: file.write(plain + '\n' + cypher) ################################################################################ def encode(encode_map, decode_map): "Encodes message for the user." print('Enter your message to encode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(encode_map[char] if char in encode_map else char) def decode(encode_map, decode_map): "Decodes message for the user." print('Enter your message to decode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(decode_map[char] if char in decode_map else char) def custom(encode_map, decode_map): "Allows user to edit the encoding/decoding dictionaries." plain, cypher = get_new_mapping() for p, c in zip(plain, cypher): encode_map[p] = c decode_map[c] = p ################################################################################ def get_message(): "Gets and returns text entered by the user (until EOF)." buffer = [] while True: line = sys.stdin.readline() if line: buffer.append(line) else: return ''.join(buffer) def get_new_mapping(): "Prompts for strings to edit encoding/decoding maps." while True: plain = get_unique_chars('What do you want to encode from?') cypher = get_unique_chars('What do you want to encode to?') if len(plain) == len(cypher): return plain, cypher print('Both lines should have the same length.') def get_unique_chars(prompt): "Gets strings that only contain unique characters." print(prompt) while True: line = input() if len(line) == len(set(line)): return line print('There were duplicate characters: please try again.') ################################################################################ # This map is used for dispatching commands in the interface loop. FUNC = {'1': encode, '2': decode, '3': custom, '4': lambda a, b: sys.exit()} ################################################################################ if __name__ == '__main__': main() For all those Python programmers out there, your help is being requested. How should the formatting (not necessarily the coding by altered to fit Python's style guide? My friend does not need to be learning things that are not correct. If you have suggestions on the code, feel free to post them to this wiki as well.

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  • Why does my token return NULL and how can I fix it?(c++)

    - by Van
    I've created a program to get a string input from a user and parse it into tokens and move a robot according to the input. The program is supposed to recognize these inputs(where x is an integer): "forward x" "back x" "turn left x" "turn right x" and "stop". The program does what it's supposed to for all commands except for "stop". When I type "stop" the program prints out "whats happening?" because I've written a line which states: if(token == NULL) { cout << "whats happening?" << endl; } Why does token get NULL, and how can I fix this so it will read "stop" properly? here is the code: bool stopper = 0; void Navigator::manualDrive() { VideoStream video(&myRobot, 0);//allows user to see what robot sees video.startStream(); const int bufSize = 42; char uinput[bufSize]; char delim[] = " "; char *token; while(stopper == 0) { cout << "Enter your directions below: " << endl; cin.getline(uinput,bufSize); Navigator::parseInstruction(uinput); } } /* parseInstruction(char *c) -- parses cstring instructions received * and moves robot accordingly */ void Navigator::parseInstruction(char * uinput) { char delim[] = " "; char *token; // cout << "Enter your directions below: " << endl; // cin.getline (uinput, bufSize); token=strtok(uinput, delim); if(token == NULL) { cout << "whats happening?" << endl; } if(strcmp("forward", token) == 0) { int inches; token = strtok(NULL, delim); inches = atoi (token); double value = fabs(0.0735 * fabs(inches) - 0.0550); myRobot.forward(1, value); } else if(strcmp("back",token) == 0) { int inches; token = strtok(NULL, delim); inches = atoi (token); double value = fabs(0.0735 * fabs(inches) - 0.0550); myRobot.backward(1/*speed*/, value/*time*/); } else if(strcmp("turn",token) == 0) { int degrees; token = strtok(NULL, delim); if(strcmp("left",token) == 0) { token = strtok(uinput, delim); degrees = atoi (token); double value = fabs(0.00467 * degrees - 0.04); myRobot.turnLeft(1/*speed*/, value/*time*/); } else if(strcmp("right",token) == 0) { token = strtok(uinput, delim); degrees = atoi (token); double value = fabs(0.00467 * degrees - 0.04); myRobot.turnRight(1/*speed*/, value/*time*/); } } else if(strcmp("stop",token) == 0) { stopper = 1; } else { std::cerr << "Unknown command '" << token << "'\n"; } } /* autoDrive() -- reads in file from ifstream, parses * and moves robot according to instructions in file */ void Navigator::autoDrive(string filename) { const int bufSize = 42; char fLine[bufSize]; ifstream infile; infile.open("autodrive.txt", fstream::in); while (!infile.eof()) { infile.getline(fLine, bufSize); Navigator::parseInstruction(fLine); } infile.close(); } I need this to break out of the while loop and end manualDrive because in my driver program the next function called is autoDrive.

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  • Differing styles in Python program: what do you suggest?

    - by Noctis Skytower
    A friend of mine wanted help learning to program, so he gave me all the programs that he wrote for his previous classes. The last program that he wrote was an encryption program, and after rewriting all his programs in Python, this is how his encryption program turned out (after adding my own requirements). #! /usr/bin/env python ################################################################################ """\ CLASS INFORMATION ----------------- Program Name: Program 11 Programmer: Stephen Chappell Instructor: Stephen Chappell for CS 999-0, Python Due Date: 17 May 2010 DOCUMENTATION ------------- This is a simple encryption program that can encode and decode messages.""" ################################################################################ import sys KEY_FILE = 'Key.txt' BACKUP = '''\ !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO\ PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ _@/6-UC'GzaV0%5Mo9g+yNh8b">Bi=<Lx [sQn#^R.D2Xc(\ Jm!4e${lAEWud&t7]H\`}pvPw)FY,Z~?qK|3SOfk*:1;jTrI''' ################################################################################ def main(): "Run the program: loads key, runs processing loop, and saves key." encode_map, decode_map = load_key(KEY_FILE) try: run_interface_loop(encode_map, decode_map) except SystemExit: pass save_key(KEY_FILE, encode_map) def run_interface_loop(encode_map, decode_map): "Shows the menu and runs the appropriate command." print('This program handles encryption via a customizable key.') while True: print('''\ MENU ==== (1) Encode (2) Decode (3) Custom (4) Finish''') switch = get_character('Select: ', tuple('1234')) FUNC[switch](encode_map, decode_map) def get_character(prompt, choices): "Gets a valid menu option and returns it." while True: sys.stdout.write(prompt) sys.stdout.flush() line = sys.stdin.readline()[:-1] if not line: sys.exit() if line in choices: return line print(repr(line), 'is not a valid choice.') ################################################################################ def load_key(filename): "Gets the key file data and returns encoding/decoding dictionaries." plain, cypher = open_file(filename) return dict(zip(plain, cypher)), dict(zip(cypher, plain)) def open_file(filename): "Load the keys and tries to create it when not available." while True: try: with open(filename) as file: plain, cypher = file.read().split('\n') return plain, cypher except: with open(filename, 'w') as file: file.write(BACKUP) def save_key(filename, encode_map): "Dumps the map into two buffers and saves them to the key file." plain = cypher = str() for p, c in encode_map.items(): plain += p cypher += c with open(filename, 'w') as file: file.write(plain + '\n' + cypher) ################################################################################ def encode(encode_map, decode_map): "Encodes message for the user." print('Enter your message to encode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(encode_map[char] if char in encode_map else char) def decode(encode_map, decode_map): "Decodes message for the user." print('Enter your message to decode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(decode_map[char] if char in decode_map else char) def custom(encode_map, decode_map): "Allows user to edit the encoding/decoding dictionaries." plain, cypher = get_new_mapping() for p, c in zip(plain, cypher): encode_map[p] = c decode_map[c] = p ################################################################################ def get_message(): "Gets and returns text entered by the user (until EOF)." buffer = [] while True: line = sys.stdin.readline() if line: buffer.append(line) else: return ''.join(buffer) def get_new_mapping(): "Prompts for strings to edit encoding/decoding maps." while True: plain = get_unique_chars('What do you want to encode from?') cypher = get_unique_chars('What do you want to encode to?') if len(plain) == len(cypher): return plain, cypher print('Both lines should have the same length.') def get_unique_chars(prompt): "Gets strings that only contain unique characters." print(prompt) while True: line = input() if len(line) == len(set(line)): return line print('There were duplicate characters: please try again.') ################################################################################ # This map is used for dispatching commands in the interface loop. FUNC = {'1': encode, '2': decode, '3': custom, '4': lambda a, b: sys.exit()} ################################################################################ if __name__ == '__main__': main() For all those Python programmers out there, your help is being requested. How should the formatting (not necessarily the coding by altered to fit Python's style guide? My friend does not need to be learning things that are not correct. If you have suggestions on the code, feel free to post them to this wiki as well.

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  • overloaded stream insetion operator with a vector

    - by julz666
    hi, i'm trying to write an overloaded stream insertion operator for a class who's only member is a vector. i dont really know what i'm doing. (lets make that clear) it's a vector of "Points" which is a struct containing two doubles. i figure what i want is to insert user input (a bunch of doubles) into a stream that i then send to a modifier method? i keep working off other stream insertion examples such as... std::ostream& operator<< (std::ostream& o, Fred const& fred) { return o << fred.i_; } but when i try a similar..... istream & operator >> (istream &inStream, Polygon &vertStr) { inStream >> ws; inStream >> vertStr.vertices; return inStream; } i get an error "no match for operator etc etc. if i leave off the .vertices it compiles but i figure it's not right? (vertices is the name of my vector ) and even if it is right, i dont actually know what syntax to use in my driver to use it? also not %100 on what my modifier method needs to look like. here's my Polygon class //header #ifndef POLYGON_H #define POLYGON_H #include "Segment.h" #include <vector> class Polygon { friend std::istream & operator >> (std::istream &inStream, Polygon &vertStr); public: //Constructor Polygon(const Point &theVerts); //Default Constructor Polygon(); //Copy Constructor Polygon(const Polygon &polyCopy); //Accessor/Modifier methods inline std::vector<Point> getVector() const {return vertices;} //Return number of Vector elements inline int sizeOfVect() const {return (int) vertices.capacity();} //add Point elements to vector inline void setVertices(const Point &theVerts){vertices.push_back (theVerts);} private: std::vector<Point> vertices; }; #endif //Body using namespace std; #include "Polygon.h" // Constructor Polygon::Polygon(const Point &theVerts) { vertices.push_back (theVerts); } //Copy Constructor Polygon::Polygon(const Polygon &polyCopy) { vertices = polyCopy.vertices; } //Default Constructor Polygon::Polygon(){} istream & operator >> (istream &inStream, Polygon &vertStr) { inStream >> ws; inStream >> vertStr; return inStream; } any help greatly appreciated, sorry to be so vague, a lecturer has just kind of given us a brief example of stream insertion then left us on our own thanks. oh i realise there are probably many other problems that need fixing

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  • Problem in transfering file from server to client using C sockets

    - by coolrockers2007
    I want to ask, why I cannot transfer file from server to client? When I start to send the file from server, the client side program will have problem. So, I spend some times to check the code, But I still cannot find out the problem Can anyone point out the problem for me? CLIENTFILE.C #include stdio.h #include stdlib.h #include time.h #include netinet/in.h #include fcntl.h #include sys/types.h #include string.h #include stdarg.h #define PORT 5678 #define MLEN 1000 int main(int argc, char *argv []) { int sockfd; int number,message; char outbuff[MLEN],inbuff[MLEN]; //char PWD_buffer[_MAX_PATH]; struct sockaddr_in servaddr; FILE *fp; int numbytes; char buf[2048]; if (argc != 2) fprintf(stderr, "error"); if ( (sockfd = socket(AF_INET, SOCK_STREAM, 0)) < 0) fprintf(stderr, "socket error"); memset(&servaddr, 0, sizeof(servaddr)); servaddr.sin_family = AF_INET; servaddr.sin_port = htons(PORT); if (connect(sockfd, (struct sockaddr *) &servaddr, sizeof(servaddr)) < 0) fprintf(stderr, "connect error"); if ( (fp = fopen("/home/na/nall9047/write.txt", "w")) == NULL){ perror("fopen"); exit(1); } printf("Still NO PROBLEM!\n"); //Receive file from server while(1){ numbytes = read(sockfd, buf, sizeof(buf)); printf("read %d bytes, ", numbytes); if(numbytes == 0){ printf("\n"); break; } numbytes = fwrite(buf, sizeof(char), numbytes, fp); printf("fwrite %d bytes\n", numbytes); } fclose(fp); close(sockfd); return 0; } SERVERFILE.C #include stdio.h #include fcntl.h #include stdlib.h #include time.h #include string.h #include netinet/in.h #include errno.h #include sys/types.h #include sys/socket.h #includ estdarg.h #define PORT 5678 #define MLEN 1000 int main(int argc, char *argv []) { int listenfd, connfd; int number, message, numbytes; int h, i, j, alen; int nread; struct sockaddr_in servaddr; struct sockaddr_in cliaddr; FILE *in_file, *out_file, *fp; char buf[4096]; listenfd = socket(AF_INET, SOCK_STREAM, 0); if (listenfd < 0) fprintf(stderr,"listen error") ; memset(&servaddr, 0, sizeof(servaddr)); servaddr.sin_family = AF_INET; servaddr.sin_addr.s_addr = htonl(INADDR_ANY); servaddr.sin_port = htons(PORT); if (bind(listenfd, (struct sockaddr *) &servaddr, sizeof(servaddr)) < 0) fprintf(stderr,"bind error") ; alen = sizeof(struct sockaddr); connfd = accept(listenfd, (struct sockaddr *) &cliaddr, &alen); if (connfd < 0) fprintf(stderr,"error connecting") ; printf("accept one client from %s!\n", inet_ntoa(cliaddr.sin_addr)); fp = fopen ("/home/na/nall9047/read.txt", "r"); // open file stored in server if (fp == NULL) { printf("\nfile NOT exist"); } //Sending file while(!feof(fp)){ numbytes = fread(buf, sizeof(char), sizeof(buf), fp); printf("fread %d bytes, ", numbytes); numbytes = write(connfd, buf, numbytes); printf("Sending %d bytes\n",numbytes); } fclose (fp); close(listenfd); close(connfd); return 0; }

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  • Warning: comparison with string literals results in unspecified behaviour

    - by nunos
    So I starting the project of writing a simplified sheel for linux in c. I am not at all proficient with c nor with Linux that's exactly the reason I decided it would be a good idea. Starting with the parser, I have already encountered some problems. The code should be straightforward that's why I didn't include any comments. I am getting a warning with gcc: "comparison with string literals results in unspecified behaviour" at the lines commented with "WARNING HERE" (see code below). I have no idea why this causes an warning, but the real problem is that even though I am comparing an "<" to an "<" is doesn't get inside the if... I am looking for an answer for the problem explained, however if there's something that you see in the code that should be improved please say so. Just take in mind I am not that proficient and that this is still a work in progress (or better yet, a work in start). Thanks in advance. #include <stdio.h> #include <unistd.h> #include <string.h> typedef enum {false, true} bool; typedef struct { char **arg; char *infile; char *outfile; int background; } Command_Info; int parse_cmd(char *cmd_line, Command_Info *cmd_info) { char *arg; char *args[100]; int i = 0; arg = strtok(cmd_line, " \n"); while (arg != NULL) { args[i] = arg; arg = strtok(NULL, " \n"); i++; } int num_elems = i; cmd_info->infile = NULL; cmd_info->outfile = NULL; cmd_info->background = 0; int iarg = 0; for (i = 0; i < num_elems; i++) { if (args[i] == "&") //WARNING HERE return -1; else if (args[i] == "<") //WARNING HERE if (args[i+1] != NULL) cmd_info->infile = args[i+1]; else return -1; else if (args[i] == ">") //WARNING HERE if (args[i+1] != NULL) cmd_info->outfile = args[i+1]; else return -1; else cmd_info->arg[iarg++] = args[i]; } cmd_info->arg[iarg] = NULL; return 0; } void print_cmd(Command_Info *cmd_info) { int i; for (i = 0; cmd_info->arg[i] != NULL; i++) printf("arg[%d]=\"%s\"\n", i, cmd_info->arg[i]); printf("arg[%d]=\"%s\"\n", i, cmd_info->arg[i]); printf("infile=\"%s\"\n", cmd_info->infile); printf("outfile=\"%s\"\n", cmd_info->outfile); printf("background=\"%d\"\n", cmd_info->background); } int main(int argc, char* argv[]) { char cmd_line[100]; Command_Info cmd_info; printf(">>> "); fgets(cmd_line, 100, stdin); parse_cmd(cmd_line, &cmd_info); print_cmd(&cmd_info); return 0; }

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  • Advantage database throws an exception when attempting to delete a record with a like statement used

    - by ChrisR
    The code below shows that a record is deleted when the sql statement is: select * from test where qty between 50 and 59 but the sql statement: select * from test where partno like 'PART/005%' throws the exception: Advantage.Data.Provider.AdsException: Error 5072: Action requires read-write access to the table How can you reliably delete a record with a where clause applied? Note: I'm using Advantage Database v9.10.1.9, VS2008, .Net Framework 3.5 and WinXP 32 bit using System.IO; using Advantage.Data.Provider; using AdvantageClientEngine; using NUnit.Framework; namespace NetworkEidetics.Core.Tests.Dbf { [TestFixture] public class AdvantageDatabaseTests { private const string DefaultConnectionString = @"data source={0};ServerType=local;TableType=ADS_CDX;LockMode=COMPATIBLE;TrimTrailingSpaces=TRUE;ShowDeleted=FALSE"; private const string TestFilesDirectory = "./TestFiles"; [SetUp] public void Setup() { const string createSql = @"CREATE TABLE [{0}] (ITEM_NO char(4), PARTNO char(20), QTY numeric(6,0), QUOTE numeric(12,4)) "; const string insertSql = @"INSERT INTO [{0}] (ITEM_NO, PARTNO, QTY, QUOTE) VALUES('{1}', '{2}', {3}, {4})"; const string filename = "test.dbf"; var connectionString = string.Format(DefaultConnectionString, TestFilesDirectory); using (var connection = new AdsConnection(connectionString)) { connection.Open(); using (var transaction = connection.BeginTransaction()) { using (var command = connection.CreateCommand()) { command.CommandText = string.Format(createSql, filename); command.Transaction = transaction; command.ExecuteNonQuery(); } transaction.Commit(); } using (var transaction = connection.BeginTransaction()) { for (var i = 0; i < 1000; ++i) { using (var command = connection.CreateCommand()) { var itemNo = string.Format("{0}", i); var partNumber = string.Format("PART/{0:d4}", i); var quantity = i; var quote = i * 10; command.CommandText = string.Format(insertSql, filename, itemNo, partNumber, quantity, quote); command.Transaction = transaction; command.ExecuteNonQuery(); } } transaction.Commit(); } connection.Close(); } } [TearDown] public void TearDown() { File.Delete("./TestFiles/test.dbf"); } [Test] public void CanDeleteRecord() { const string sqlStatement = @"select * from test"; Assert.AreEqual(1000, GetRecordCount(sqlStatement)); DeleteRecord(sqlStatement, 3); Assert.AreEqual(999, GetRecordCount(sqlStatement)); } [Test] public void CanDeleteRecordBetween() { const string sqlStatement = @"select * from test where qty between 50 and 59"; Assert.AreEqual(10, GetRecordCount(sqlStatement)); DeleteRecord(sqlStatement, 3); Assert.AreEqual(9, GetRecordCount(sqlStatement)); } [Test] public void CanDeleteRecordWithLike() { const string sqlStatement = @"select * from test where partno like 'PART/005%'"; Assert.AreEqual(10, GetRecordCount(sqlStatement)); DeleteRecord(sqlStatement, 3); Assert.AreEqual(9, GetRecordCount(sqlStatement)); } public int GetRecordCount(string sqlStatement) { var connectionString = string.Format(DefaultConnectionString, TestFilesDirectory); using (var connection = new AdsConnection(connectionString)) { connection.Open(); using (var command = connection.CreateCommand()) { command.CommandText = sqlStatement; var reader = command.ExecuteExtendedReader(); return reader.GetRecordCount(AdsExtendedReader.FilterOption.RespectFilters); } } } public void DeleteRecord(string sqlStatement, int rowIndex) { var connectionString = string.Format(DefaultConnectionString, TestFilesDirectory); using (var connection = new AdsConnection(connectionString)) { connection.Open(); using (var command = connection.CreateCommand()) { command.CommandText = sqlStatement; var reader = command.ExecuteExtendedReader(); reader.GotoBOF(); reader.Read(); if (rowIndex != 0) { ACE.AdsSkip(reader.AdsActiveHandle, rowIndex); } reader.DeleteRecord(); } connection.Close(); } } } }

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  • How can I get `find` to ignore .svn directories?

    - by John Kugelman
    I often use the find command to search through source code, delete files, whatever. Annoyingly, because Subversion stores duplicates of each file in its .svn/text-base/ directories my simple searches end up getting lots of duplicate results. For example, I want to recursively search for uint in multiple messages.h and messages.cpp files: # find -name 'messages.*' -exec grep -Iw uint {} + ./messages.cpp: Log::verbose << "Discarding out of date message: id " << uint(olderMessage.id) ./messages.cpp: Log::verbose << "Added to send queue: " << *message << ": id " << uint(preparedMessage->id) ./messages.cpp: Log::error << "Received message with invalid SHA-1 hash: id " << uint(incomingMessage.id) ./messages.cpp: Log::verbose << "Received " << *message << ": id " << uint(incomingMessage.id) ./messages.cpp: Log::verbose << "Sent message: id " << uint(preparedMessage->id) ./messages.cpp: Log::verbose << "Discarding unsent message: id " << uint(preparedMessage->id) ./messages.cpp: for (uint i = 0; i < 10 && !_stopThreads; ++i) { ./.svn/text-base/messages.cpp.svn-base: Log::verbose << "Discarding out of date message: id " << uint(olderMessage.id) ./.svn/text-base/messages.cpp.svn-base: Log::verbose << "Added to send queue: " << *message << ": id " << uint(preparedMessage->id) ./.svn/text-base/messages.cpp.svn-base: Log::error << "Received message with invalid SHA-1 hash: id " << uint(incomingMessage.id) ./.svn/text-base/messages.cpp.svn-base: Log::verbose << "Received " << *message << ": id " << uint(incomingMessage.id) ./.svn/text-base/messages.cpp.svn-base: Log::verbose << "Sent message: id " << uint(preparedMessage->id) ./.svn/text-base/messages.cpp.svn-base: Log::verbose << "Discarding unsent message: id " << uint(preparedMessage->id) ./.svn/text-base/messages.cpp.svn-base: for (uint i = 0; i < 10 && !_stopThreads; ++i) { ./virus/messages.cpp:void VsMessageProcessor::_progress(const string &fileName, uint scanCount) ./virus/messages.cpp:ProgressMessage::ProgressMessage(const string &fileName, uint scanCount) ./virus/messages.h: void _progress(const std::string &fileName, uint scanCount); ./virus/messages.h: ProgressMessage(const std::string &fileName, uint scanCount); ./virus/messages.h: uint _scanCount; ./virus/.svn/text-base/messages.cpp.svn-base:void VsMessageProcessor::_progress(const string &fileName, uint scanCount) ./virus/.svn/text-base/messages.cpp.svn-base:ProgressMessage::ProgressMessage(const string &fileName, uint scanCount) ./virus/.svn/text-base/messages.h.svn-base: void _progress(const std::string &fileName, uint scanCount); ./virus/.svn/text-base/messages.h.svn-base: ProgressMessage(const std::string &fileName, uint scanCount); ./virus/.svn/text-base/messages.h.svn-base: uint _scanCount; How can I tell find to ignore the .svn directories?

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  • Fill container with template parameters

    - by phlipsy
    I want to fill the template parameters passed to a variadic template into an array with fixed length. For that purpose I wrote the following helper function templates template<typename ForwardIterator, typename T> void fill(ForwardIterator i) { } template<typename ForwardIterator, typename T, T head, T... tail> void fill(ForwardIterator i) { *i = head; fill<ForwardIterator, T, tail...>(++i); } the following class template template<typename T, T... args> struct params_to_array; template<typename T, T last> struct params_to_array<T, last> { static const std::size_t SIZE = 1; typedef std::array<T, SIZE> array_type; static const array_type params; private: void init_params() { array_type result; fill<typename array_type::iterator, T, head, tail...>(result.begin()); return result; } }; template<typename T, T head, T... tail> struct params_to_array<T, head, tail...> { static const std::size_t SIZE = params_to_array<T, tail...>::SIZE + 1; typedef std::array<T, SIZE> array_type; static const array_type params; private: void init_params() { array_type result; fill<typename array_type::iterator, T, last>(result.begin()); return result; } }; and initialized the static constants via template<typename T, T last> const typename param_to_array<T, last>::array_type param_to_array<T, last>::params = param_to_array<T, last>::init_params(); and template<typename T, T head, T... tail> const typename param_to_array<T, head, tail...>::array_type param_to_array<T, head, tail...>::params = param_to_array<T, head, tail...>::init_params(); Now the array param_to_array<int, 1, 3, 4>::params is a std::array<int, 3> and contains the values 1, 3 and 4. I think there must be a simpler way to achieve this behavior. Any suggestions? Edit: As Noah Roberts suggested in his answer I modified my program like the following: I wrote a new struct counting the elements in a parameter list: template<typename T, T... args> struct count; template<typename T, T head, T... tail> struct count<T, head, tail...> { static const std::size_t value = count<T, tail...>::value + 1; }; template<typename T, T last> stuct count<T, last> { static const std::size_t value = 1; }; and wrote the following function template<typename T, T... args> std::array<T, count<T, args...>::value> params_to_array() { std::array<T, count<T, args...>::value> result; fill<typename std::array<T, count<T, args...>::value>::iterator, T, args...>(result.begin()); return result; } Now I get with params_to_array<int, 10, 20, 30>() a std::array<int, 3> with the content 10, 20 and 30. Any further suggestions?

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  • Unable to list contents/remove directory (linux ext3)

    - by RedKrieg
    System is CentOS5 x86_64, completely up to date. I've got a folder that can't be listed (ls just hangs, eating memory until it is killed). The directory size is nearly 500k: root@server [/home/user/public_html/domain.com/wp-content/uploads/2010/03]# stat . File: `.' Size: 458752 Blocks: 904 IO Block: 4096 directory Device: 812h/2066d Inode: 44499071 Links: 2 Access: (0755/drwxr-xr-x) Uid: ( 3292/ user) Gid: ( 3287/ user) Access: 2012-06-29 17:31:47.000000000 -0400 Modify: 2012-10-23 14:41:58.000000000 -0400 Change: 2012-10-23 14:41:58.000000000 -0400 I can see the file names if I use ls -1f, but it just repeats the same 48 files ad infinitum, all of which have non-ascii characters somewhere in the file name: La-critic\363-al-servicio-la-privacidad-300x160.jpg When I try to access the files (say to copy them or remove them) I get messages like the following: lstat("/home/user/public_html/domain.com/wp-content/uploads/2010/03/Sebast\355an-Pi\361era-el-balc\363n-150x120.jpg", 0x7fff364c52c0) = -1 ENOENT (No such file or directory) I tried altering the code found on this man page and modified the code to call unlink for each file. I get the same ENOENT error from the unlink call: unlink("/home/user/public_html/domain.com/wp-content/uploads/2010/03/Marca-naci\363n-Madrid-150x120.jpg") = -1 ENOENT (No such file or directory) I also straced a "touch", grabbed the syscalls it makes and replicated them, then tried to unlink the resulting file by name. This works fine, but the folder still contains an entry by the same name after the operation completes and the program runs for an arbitrarily long time (strace output ended up at 20GB after 5 minutes and I stopped the process). I'm stumped on this one, I'd really prefer not to have to take this production machine (hundreds of customers) offline to fsck the filesystem, but I'm leaning toward that being the only option at this point. If anyone's had success using other methods for removing files (by inode number, I can get those with the getdents code) I'd love to hear them. (Yes, I've tried find . -inum <inode> -exec rm -fv {} \; and it still has the problem with unlink returning ENOENT) For those interested, here's the diff between that man page's code and mine. I didn't bother with error checking on mallocs, etc because I'm lazy and this is a one-off: root@server [~]# diff -u listdir-orig.c listdir.c --- listdir-orig.c 2012-10-23 15:10:02.000000000 -0400 +++ listdir.c 2012-10-23 14:59:47.000000000 -0400 @@ -6,6 +6,7 @@ #include <stdlib.h> #include <sys/stat.h> #include <sys/syscall.h> +#include <string.h> #define handle_error(msg) \ do { perror(msg); exit(EXIT_FAILURE); } while (0) @@ -17,7 +18,7 @@ char d_name[]; }; -#define BUF_SIZE 1024 +#define BUF_SIZE 1024*1024*5 int main(int argc, char *argv[]) { @@ -26,11 +27,16 @@ struct linux_dirent *d; int bpos; char d_type; + int deleted; + int file_descriptor; fd = open(argc > 1 ? argv[1] : ".", O_RDONLY | O_DIRECTORY); if (fd == -1) handle_error("open"); + char* full_path; + char* fd_path; + for ( ; ; ) { nread = syscall(SYS_getdents, fd, buf, BUF_SIZE); if (nread == -1) @@ -55,7 +61,24 @@ printf("%4d %10lld %s\n", d->d_reclen, (long long) d->d_off, (char *) d->d_name); bpos += d->d_reclen; + if ( d_type == DT_REG ) + { + full_path = malloc(strlen((char *) d->d_name) + strlen(argv[1]) + 2); //One for the /, one for the \0 + strcpy(full_path, argv[1]); + strcat(full_path, (char *) d->d_name); + + //We're going to try to "touch" the file. + //file_descriptor = open(full_path, O_WRONLY|O_CREAT|O_NOCTTY|O_NONBLOCK, 0666); + //fd_path = malloc(32); //Lazy, only really needs 16 + //sprintf(fd_path, "/proc/self/fd/%d", file_descriptor); + //utimes(fd_path, NULL); + //close(file_descriptor); + deleted = unlink(full_path); + if ( deleted == -1 ) printf("Error unlinking file\n"); + break; //Break on first try + } } + break; //Break on first try } exit(EXIT_SUCCESS);

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  • Sqlite3 : "Database is locked" error

    - by Miraaj
    Hi all, In my cocoa application I am maintaining a SQLite db within resources folder and trying to do some select, delete operations in it but after some time it starts giving me 'Database is locked' error. The methods which I am using for select delete operations are as follows: // method to retrieve data if (sqlite3_open([databasePath UTF8String], &database) != SQLITE_OK) { sqlite3_close(database); NSAssert(0, @"Failed to open database"); } NSLog(@"mailBodyFor:%d andFlag:%d andFlag:%@",UId,x,Ffolder); NSMutableArray *recordsToReturn = [[NSMutableArray alloc] initWithCapacity:2]; NSString *tempMsg; const char *sqlStatementNew; NSLog(@"before switch"); switch (x) { case 9: // tempMsg=[NSString stringWithFormat:@"SELECT * FROM users_messages"]; tempMsg=[NSString stringWithFormat:@"SELECT message,AttachFileOriName as oriFileName,AttachmentFileName as fileName FROM users_messages WHERE id = (select message_id from users_messages_status where id= '%d')",UId]; NSLog(@"mail body query - %@",tempMsg); break; default: break; } sqlStatementNew = [tempMsg cStringUsingEncoding:NSUTF8StringEncoding]; sqlite3_stmt *compiledStatementNew; NSLog(@"before if statement"); if(sqlite3_prepare_v2(database, sqlStatementNew, -1, &compiledStatementNew, NULL) == SQLITE_OK) { NSLog(@"the sql is finalized"); while(sqlite3_step(compiledStatementNew) == SQLITE_ROW) { NSMutableDictionary *recordDict = [[NSMutableDictionary alloc] initWithCapacity:3]; NSString *message; if((char *)sqlite3_column_text(compiledStatementNew, 0)){ message = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatementNew, 0)]; } else{ message = @""; } NSLog(@"message - %@",message); NSString *oriFileName; if((char *)sqlite3_column_text(compiledStatementNew, 1)){ oriFileName = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatementNew, 1)]; } else{ oriFileName = @""; } NSLog(@"oriFileName - %@",oriFileName); NSString *fileName; if((char *)sqlite3_column_text(compiledStatementNew, 2)){ fileName = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatementNew, 2)]; } else{ fileName = @""; } NSLog(@"fileName - %@",fileName); [recordDict setObject:message forKey:@"message"]; [recordDict setObject:oriFileName forKey:@"oriFileName"]; [recordDict setObject:fileName forKey:@"fileName"]; [recordsToReturn addObject:recordDict]; [recordDict release]; } sqlite3_finalize(compiledStatementNew); sqlite3_close(database); NSLog(@"user messages return -%@",recordsToReturn); return recordsToReturn; } else{ NSLog(@"Error while creating retrieving mailBodyFor in messaging '%s'", sqlite3_errmsg(database)); sqlite3_close(database); } // method to delete data if (sqlite3_open([databasePath UTF8String], &database) != SQLITE_OK) { sqlite3_close(database); NSAssert(0, @"Failed to open database"); } NSString *deleteQuery = [[NSString alloc] initWithFormat:@"delete from users_messages_status where id IN(%@)",ids]; NSLog(@"users_messages_status msg deleteQuery - %@",deleteQuery); sqlite3_stmt *deleteStmnt; const char *sql = [deleteQuery cStringUsingEncoding:NSUTF8StringEncoding]; if(sqlite3_prepare_v2(database, sql, -1, &deleteStmnt, NULL) != SQLITE_OK){ NSLog(@"Error while creating delete statement. '%s'", sqlite3_errmsg(database)); } else{ NSLog(@"successful deletion from users_messages"); } if(SQLITE_DONE != sqlite3_step(deleteStmnt)){ NSLog(@"Error while deleting. '%s'", sqlite3_errmsg(database)); } sqlite3_close(database); Things are going wrong in this sequence Data is retrieved 'Database is locked' error arises on performing delete operation. When I retry to perform 1st step.. it now gives same error. Can anyone suggest me: If I am doing anything wrong or missing some check? Is there any way to unlock it when it gives locked error? Thanks, Miraaj

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  • Dynamic obfuscation by self-modifying code

    - by Fallout2
    Hi all, Here what's i am trying to do: assume you have two fonction void f1(int *v) { *v = 55; } void f2(int *v) { *v = 44; } char *template; template = allocExecutablePages(...); char *allocExecutablePages (int pages) { template = (char *) valloc (getpagesize () * pages); if (mprotect (template, getpagesize (), PROT_READ|PROT_EXEC|PROT_WRITE) == -1) { perror (“mprotect”); } } I would like to do a comparison between f1 and f2 (so tell what is identical and what is not) (so get the assembly lines of those function and make a line by line comparison) And then put those line in my template. Is there a way in C to do that? THanks Update Thank's for all you answers guys but maybe i haven't explained my need correctly. basically I'm trying to write a little obfuscation method. The idea consists in letting two or more functions share the same location in memory. A region of memory (which we will call a template) is set up containing some of the machine code bytes from the functions, more specifically, the ones they all have in common. Before a particular function is executed, an edit script is used to patch the template with the necessary machine code bytes to create a complete version of that function. When another function assigned to the same template is about to be executed, the process repeats, this time with a different edit script. To illustrate this, suppose you want to obfuscate a program that contains two functions f1 and f2. The first one (f1) has the following machine code bytes Address Machine code 0 10 1 5 2 6 3 20 and the second one (f2) has Address Machine code 0 10 1 9 2 3 3 20 At obfuscation time, one will replace f1 and f2 by the template Address Machine code 0 10 1 ? 2 ? 3 20 and by the two edit scripts e1 = {1 becomes 5, 2 becomes 6} and e2 = {1 becomes 9, 2 becomes 3}. #include <stdlib.h> #include <string.h> typedef unsigned int uint32; typedef char * addr_t; typedef struct { uint32 offset; char value; } EDIT; EDIT script1[200], script2[200]; char *template; int template_len, script_len = 0; typedef void(*FUN)(int *); int val, state = 0; void f1_stub () { if (state != 1) { patch (script1, script_len, template); state = 1; } ((FUN)template)(&val); } void f2_stub () { if (state != 2) { patch (script2, script_len, template); state = 2; } ((FUN)template)(&val); } int new_main (int argc, char **argv) { f1_stub (); f2_stub (); return 0; } void f1 (int *v) { *v = 99; } void f2 (int *v) { *v = 42; } int main (int argc, char **argv) { int f1SIZE, f2SIZE; /* makeCodeWritable (...); */ /* template = allocExecutablePages(...); */ /* Computed at obfuscation time */ diff ((addr_t)f1, f1SIZE, (addr_t)f2, f2SIZE, script1, script2, &script_len, template, &template_len); /* We hide the proper code */ memset (f1, 0, f1SIZE); memset (f2, 0, f2SIZE); return new_main (argc, argv); } So i need now to write the diff function. that will take the addresses of my two function and that will generate a template with the associated script. So that is why i would like to compare bytes by bytes my two function Sorry for my first post who was not very understandable! Thank you

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  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

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  • Oracle pl\sql question for my homework in oracle 11G class [migrated]

    - by Bjolds
    I am new to oracle 11G programming and i have run into a tough situation with pl\sql funtions and automation. I ame unsure how to create the function for the automation of Registration system for a College registration system. Here is what i want to do. I want to automate the registrations system so that it automaticly registers students. Then I want a procedure to automate the grading system. I have included the code that i am written to make most of this assignment work which it does but unsure how to incorporate Pl\SQL automated fuctions for the registrations system, and the grading system. So Any help or Ideas I would greatly appreciate please. set Linesize 250 set pagesize 150 drop table student; drop table faculty; drop table Course; drop table Section; drop table location; DROP TABLE courseInstructor; DROP TABLE Registration; DROP TABLE grade; create table student( studentid number(10), Lastname varchar2(20), Firstname Varchar2(20), MI Char(1), address Varchar2(20), city Varchar2(20), state Char(2), zip Varchar2(10), HomePhone Varchar2(10), Workphone Varchar2(10), DOB Date, Pin VARCHAR2(10), Status Char(1)); ALTER TABLE Student Add Constraint Student_StudentID_pk Primary Key (studentID); Insert into student values (1,'xxxxxxxx','xxxxxxxxxx','x','xxxxxxxxxxxxxxx','Columbus','oh','44159','xxx-xxx-xxxx','xxx-xxx-xxxx','06-Mar-1957','1211','c'); create table faculty( FacultyID Number(10), FirstName Varchar2(20), Lastname Varchar2(20), MI Char(1), workphone Varchar2(10), CellPhone Varchar2(10), Rank Varchar2(20), Experience Varchar2(10), Status Char(1)); ALTER TABLE Faculty ADD Constraint Faculty_facultyId_PK PRIMARY KEY (FacultyID); insert into faculty values (1,'xxx','xxxxxxxxxxxx',xxx-xxx-xxxx','xxx-xxx-xxxx','professor','20','f'); create table Course( CourseId number(10), CourseNumber Varchar2(20), CourseName Varchar(20), Description Varchar(20), CreditHours Number(4), Status Char(1)); ALTER TABLE Course ADD Constraint Course_CourseID_pk PRIMARY KEY(CourseID); insert into course values (1,'cit 100','computer concepts','introduction to PCs','3.0','o'); insert into course values (2,'cit 101','Database Program','Database Programming','4.0','o'); insert into course values (3,'Math 101','Algebra I','Algebra I Concepts','5.0','o'); insert into course values (4,'cit 102a','Pc applications','Aplications 1','3.0','o'); insert into course values (5,'cit 102b','pc applications','applications 2','3.0','o'); insert into course values (6,'cit 102c','pc applications','applications 3','3.0','o'); insert into course values (7,'cit 103','computer concepts','introduction systems','3.0','c'); insert into course values (8,'cit 110','Unified language','UML design','3.0','o'); insert into course values (9,'cit 165','cobol','cobol programming','3.0','o'); insert into course values (10,'cit 167','C++ Programming 1','c++ programming','4.0','o'); insert into course values (11,'cit 231','Expert Excel','spreadsheet apps','3.0','o'); insert into course values (12,'cit 233','expert Access','database devel.','3.0','o'); insert into course values (13,'cit 169','Java Programming I','Java Programming I','3.0','o'); insert into course values (14,'cit 263','Visual Basic','Visual Basic Prog','3.0','o'); insert into course values (15,'cit 275','system analysis 2','System Analysis 2','3.0','o'); create table Section( SectionID Number(10), CourseId Number(10), SectionNumber VarChar2(10), Days Varchar2(10), StartTime Date, EndTime Date, LocationID Number(10), SeatAvailable Number(3), Status Char(1)); ALTER TABLE Section ADD Constraint Section_SectionID_PK PRIMARY KEY(SectionID); insert into section values (1,1,'18977','r','21-Sep-2011','10-Dec-2011','1','89','o'); create table Location( LocationId Number(10), Building Varchar2(20), Room Varchar2(5), Capacity Number(5), Satus Char(1)); ALTER TABLE Location ADD Constraint Location_LocationID_pk PRIMARY KEY (LocationID); insert into Location values (1,'Clevleand Hall','cl209','35','o'); insert into Location values (2,'Toledo Circle','tc211','45','o'); insert into Location values (3,'Akron Square','as154','65','o'); insert into Location values (4,'Cincy Hall','ch100','45','o'); insert into Location values (5,'Springfield Dome','SD','35','o'); insert into Location values (6,'Dayton Dorm','dd225','25','o'); insert into Location values (7,'Columbus Hall','CB354','15','o'); insert into Location values (8,'Cleveland Hall','cl204','85','o'); insert into Location values (9,'Toledo Circle','tc103','75','o'); insert into Location values (10,'Akron Square','as201','46','o'); insert into Location values (11,'Cincy Hall','ch301','73','o'); insert into Location values (12,'Dayton Dorm','dd245','57','o'); insert into Location values (13,'Springfield Dome','SD','65','o'); insert into Location values (14,'Cleveland Hall','cl241','10','o'); insert into Location values (15,'Toledo Circle','tc211','27','o'); insert into Location values (16,'Akron Square','as311','28','o'); insert into Location values (17,'Cincy Hall','ch415','73','o'); insert into Location values (18,'Toledo Circle','tc111','67','o'); insert into Location values (19,'Springfield Dome','SD','69','o'); insert into Location values (20,'Dayton Dorm','dd211','45','o'); Alter Table Student Add Constraint student_Zip_CK Check(Rtrim (Zip,'1234567890-') is null); Alter Table Student ADD Constraint Student_Status_CK Check(Status In('c','t')); Alter Table Student ADD Constraint Student_MI_CK2 Check(RTRIM(MI,'abcdefghijklmnopqrstuvwxyz')is Null); Alter Table Student Modify pin not Null; Alter table Faculty Add Constraint Faculty_Status_CK Check(Status In('f','a','i')); Alter table Faculty ADD Constraint Faculty_Rank_CK Check(Rank In ('professor','doctor','instructor','assistant','tenure')); Alter table Faculty ADD Constraint Faculty_MI_CK2 Check(RTRIM(MI,'abcdefghijklmnopqrstuvwxyz')is Null); Update Section Set Starttime = To_date('09-21-2011 6:00 PM', 'mm-dd-yyyy hh:mi pm'); Update Section Set Endtime = To_date('12-10-2011 9:50 PM', 'mm-dd-yyyy hh:mi pm'); alter table Section Add Constraint StartTime_Status_CK Check (starttime < Endtime); Alter Table Section Add Constraint Section_StartTime_ck check (StartTime < EndTime); Alter Table Section ADD Constraint Section_CourseId_FK FOREIGN KEY (CourseID) References Course(CourseId); Alter Table Section ADD Constraint Section_LocationID_FK FOREIGN KEY (LocationID) References Location (LocationId); Alter Table Section ADD Constraint Section_Days_CK Check(RTRIM(Days,'mtwrfsu')IS Null); update section set seatavailable = '99'; Alter Table Section ADD Constraint Section_SeatsAvailable_CK Check (SeatAvailable < 100); Alter Table Course Add Constraint Course_CreditHours_ck check(CreditHours < = 6.0); update location set capacity = '99'; Alter Table Location Add Constraint Location_Capacity_CK Check(Capacity < 100); Create Table Registration ( StudentID Number(10), SectionID Number(10), Constraint Registration_pk Primary key (studentId, Sectionid)); Insert into registration values (1, 2); Insert into Registration values (2, 3); Insert into registration values (3, 4); Insert into registration values (4, 5); Insert into registration values (5, 6); Insert into registration values (6, 7); Insert into registration values (7, 8); Insert into registration values (8, 9); insert into registration values (9, 10); insert into registration values (10, 11); insert into registration values (9, 12); insert into registration values (8, 13); insert into registration values (7, 14); insert into registration values (6, 15); insert into registration values (5, 17); insert into registration values (4, 18); insert into registration values (3, 19); insert into registration values (2, 20); insert into registration values (1, 21); insert into registration values (2, 22); insert into registration values (3, 23); insert into registration values (4, 24); insert into registration values (5, 25); Insert into registration values (6, 24); insert into registration values (7, 23); insert into registration values (8, 22); insert into registration values (9, 21); insert into registration values (10, 20); insert into registration values (9, 19); insert into registration values (8, 17); Create Table courseInstructor( FacultyID Number(10), SectionID Number(10), Constraint CourseInstructor_pk Primary key (FacultyId, SectionID)); insert into courseInstructor values (1, 1); insert into courseInstructor values (2, 2); insert into courseInstructor values (3, 3); insert into courseInstructor values (4, 4); insert into courseInstructor values (5, 5); insert into courseInstructor values (5, 6); insert into courseInstructor values (4, 7); insert into courseInstructor values (3, 8); insert into courseInstructor values (2, 9); insert into courseInstructor values (1, 10); insert into courseInstructor values (5, 11); insert into courseInstructor values (4, 12); insert into courseInstructor values (3, 13); insert into courseInstructor values (2, 14); insert into courseInstructor values (1, 15); Create table grade( StudentID Number(10), SectionID Number(10), Grade Varchar2(1), Constraint grade_pk Primary key (StudentID, SectionID)); CREATE OR REPLACE TRIGGER TR_CreateGrade AFTER INSERT ON Registration FOR EACH ROW BEGIN INSERT INTO grade (SectionID,StudentID,Grade) VALUES(:New.SectionID,:New.StudentID,NULL); END TR_createGrade; / CREATE OR REPLACE FORCE VIEW V_reg_student_course AS SELECT Registration.StudentID, student.LastName, student.FirstName, course.CourseName, Registration.SectionID, course.CreditHours, section.Days, TO_CHAR(StartTime, 'MM/DD/YYYY') AS StartDate, TO_CHAR(StartTime, 'HH:MI PM') AS StartTime, TO_CHAR(EndTime, 'MM/DD/YYYY') AS EndDate, TO_CHAR(EndTime, 'HH:MI PM') AS EndTime, location.Building, location.Room FROM registration, student, section, course, location WHERE registration.StudentID = student.StudentID AND registration.SectionID = section.SectionID AND section.LocationID = location.LocationID AND section.CourseID = course.CourseID; CREATE OR REPLACE FORCE VIEW V_teacher_to_course AS SELECT courseInstructor.FacultyID, faculty.FirstName, faculty.LastName, courseInstructor.SectionID, section.Days, TO_CHAR(StartTime, 'MM/DD/YYYY') AS StartDate, TO_CHAR(StartTime, 'HH:MI PM') AS StartTime, TO_CHAR(EndTime, 'MM/DD/YYYY') AS EndDate, TO_CHAR(EndTime, 'HH:MI PM') AS EndTime, location.Building, location.Room FROM courseInstructor, faculty, section, course, location WHERE courseInstructor.FacultyID = faculty.FacultyID AND courseInstructor.SectionID = section.SectionID AND section.LocationID = location.LocationID AND section.CourseID = course.CourseID; SELECT * FROM V_reg_student_course; SELECT * FROM V_teacher_to_course;

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  • C string question

    - by user208454
    I am writing a simple c program which reverses a string, taking the string from argv[1]. Here is the code: #include <stdio.h> #include <stdlib.h> #include <string.h> char* flip_string(char *string){ int i = strlen(string); int j = 0; // Doesn't really matter all I wanted was the same size string for temp. char* temp = string; puts("This is the original string"); puts(string); puts("This is the \"temp\" string"); puts(temp); for(i; i>=0; i--){ temp[j] = string[i] if (j <= strlen(string)) { j++; } } return(temp); } int main(int argc, char *argv[]){ puts(flip_string(argv[1])); printf("This is the end of the program\n"); } That's basically it, the program compiles and everything but does not return the temp string in the end (just blank space). In the beginning it prints temp fine when its equal to string. Furthermore if I do a character by character printf of temp in the for loop the correct temp string in printed i.e. string - reversed. just when I try to print it to standard out (after the for loop/ or in the main) nothing happens only blank space is printed.

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • converting a mouse click to a ray

    - by Will
    I have a perspective projection. When the user clicks on the screen, I want to compute the ray between the near and far planes that projects from the mouse point, so I can do some ray intersection code with my world. I am using my own matrix and vector and ray classes and they all work as expected. However, when I try and convert the ray to world coordinates my far always ends up as 0,0,0 and so my ray goes from the mouse click to the centre of the object space, rather than through it. (The x and y coordinates of near and far are identical, they differ only in the z coordinates where they are negatives of each other) GLint vp[4]; glGetIntegerv(GL_VIEWPORT,vp); matrix_t mv, p; glGetFloatv(GL_MODELVIEW_MATRIX,mv.f); glGetFloatv(GL_PROJECTION_MATRIX,p.f); const matrix_t inv = (mv*p).inverse(); const float unit_x = (2.0f*((float)(x-vp[0])/(vp[2]-vp[0])))-1.0f, unit_y = 1.0f-(2.0f*((float)(y-vp[1])/(vp[3]-vp[1]))); const vec_t near(vec_t(unit_x,unit_y,-1)*inv); const vec_t far(vec_t(unit_x,unit_y,1)*inv); ray = ray_t(near,far-near); What have I got wrong? (How do you unproject the mouse-point?)

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • Matrix Multiplication with C++ AMP

    - by Daniel Moth
    As part of our API tour of C++ AMP, we looked recently at parallel_for_each. I ended that post by saying we would revisit parallel_for_each after introducing array and array_view. Now is the time, so this is part 2 of parallel_for_each, and also a post that brings together everything we've seen until now. The code for serial and accelerated Consider a naïve (or brute force) serial implementation of matrix multiplication  0: void MatrixMultiplySerial(std::vector<float>& vC, const std::vector<float>& vA, const std::vector<float>& vB, int M, int N, int W) 1: { 2: for (int row = 0; row < M; row++) 3: { 4: for (int col = 0; col < N; col++) 5: { 6: float sum = 0.0f; 7: for(int i = 0; i < W; i++) 8: sum += vA[row * W + i] * vB[i * N + col]; 9: vC[row * N + col] = sum; 10: } 11: } 12: } We notice that each loop iteration is independent from each other and so can be parallelized. If in addition we have really large amounts of data, then this is a good candidate to offload to an accelerator. First, I'll just show you an example of what that code may look like with C++ AMP, and then we'll analyze it. It is assumed that you included at the top of your file #include <amp.h> 13: void MatrixMultiplySimple(std::vector<float>& vC, const std::vector<float>& vA, const std::vector<float>& vB, int M, int N, int W) 14: { 15: concurrency::array_view<const float,2> a(M, W, vA); 16: concurrency::array_view<const float,2> b(W, N, vB); 17: concurrency::array_view<concurrency::writeonly<float>,2> c(M, N, vC); 18: concurrency::parallel_for_each(c.grid, 19: [=](concurrency::index<2> idx) restrict(direct3d) { 20: int row = idx[0]; int col = idx[1]; 21: float sum = 0.0f; 22: for(int i = 0; i < W; i++) 23: sum += a(row, i) * b(i, col); 24: c[idx] = sum; 25: }); 26: } First a visual comparison, just for fun: The beginning and end is the same, i.e. lines 0,1,12 are identical to lines 13,14,26. The double nested loop (lines 2,3,4,5 and 10,11) has been transformed into a parallel_for_each call (18,19,20 and 25). The core algorithm (lines 6,7,8,9) is essentially the same (lines 21,22,23,24). We have extra lines in the C++ AMP version (15,16,17). Now let's dig in deeper. Using array_view and extent When we decided to convert this function to run on an accelerator, we knew we couldn't use the std::vector objects in the restrict(direct3d) function. So we had a choice of copying the data to the the concurrency::array<T,N> object, or wrapping the vector container (and hence its data) with a concurrency::array_view<T,N> object from amp.h – here we used the latter (lines 15,16,17). Now we can access the same data through the array_view objects (a and b) instead of the vector objects (vA and vB), and the added benefit is that we can capture the array_view objects in the lambda (lines 19-25) that we pass to the parallel_for_each call (line 18) and the data will get copied on demand for us to the accelerator. Note that line 15 (and ditto for 16 and 17) could have been written as two lines instead of one: extent<2> e(M, W); array_view<const float, 2> a(e, vA); In other words, we could have explicitly created the extent object instead of letting the array_view create it for us under the covers through the constructor overload we chose. The benefit of the extent object in this instance is that we can express that the data is indeed two dimensional, i.e a matrix. When we were using a vector object we could not do that, and instead we had to track via additional unrelated variables the dimensions of the matrix (i.e. with the integers M and W) – aren't you loving C++ AMP already? Note that the const before the float when creating a and b, will result in the underling data only being copied to the accelerator and not be copied back – a nice optimization. A similar thing is happening on line 17 when creating array_view c, where we have indicated that we do not need to copy the data to the accelerator, only copy it back. The kernel dispatch On line 18 we make the call to the C++ AMP entry point (parallel_for_each) to invoke our parallel loop or, as some may say, dispatch our kernel. The first argument we need to pass describes how many threads we want for this computation. For this algorithm we decided that we want exactly the same number of threads as the number of elements in the output matrix, i.e. in array_view c which will eventually update the vector vC. So each thread will compute exactly one result. Since the elements in c are organized in a 2-dimensional manner we can organize our threads in a two-dimensional manner too. We don't have to think too much about how to create the first argument (a grid) since the array_view object helpfully exposes that as a property. Note that instead of c.grid we could have written grid<2>(c.extent) or grid<2>(extent<2>(M, N)) – the result is the same in that we have specified M*N threads to execute our lambda. The second argument is a restrict(direct3d) lambda that accepts an index object. Since we elected to use a two-dimensional extent as the first argument of parallel_for_each, the index will also be two-dimensional and as covered in the previous posts it represents the thread ID, which in our case maps perfectly to the index of each element in the resulting array_view. The kernel itself The lambda body (lines 20-24), or as some may say, the kernel, is the code that will actually execute on the accelerator. It will be called by M*N threads and we can use those threads to index into the two input array_views (a,b) and write results into the output array_view ( c ). The four lines (21-24) are essentially identical to the four lines of the serial algorithm (6-9). The only difference is how we index into a,b,c versus how we index into vA,vB,vC. The code we wrote with C++ AMP is much nicer in its indexing, because the dimensionality is a first class concept, so you don't have to do funny arithmetic calculating the index of where the next row starts, which you have to do when working with vectors directly (since they store all the data in a flat manner). I skipped over describing line 20. Note that we didn't really need to read the two components of the index into temporary local variables. This mostly reflects my personal choice, in some algorithms to break down the index into local variables with names that make sense for the algorithm, i.e. in this case row and col. In other cases it may i,j,k or x,y,z, or M,N or whatever. Also note that we could have written line 24 as: c(idx[0], idx[1])=sum  or  c(row, col)=sum instead of the simpler c[idx]=sum Targeting a specific accelerator Imagine that we had more than one hardware accelerator on a system and we wanted to pick a specific one to execute this parallel loop on. So there would be some code like this anywhere before line 18: vector<accelerator> accs = MyFunctionThatChoosesSuitableAccelerators(); accelerator acc = accs[0]; …and then we would modify line 18 so we would be calling another overload of parallel_for_each that accepts an accelerator_view as the first argument, so it would become: concurrency::parallel_for_each(acc.default_view, c.grid, ...and the rest of your code remains the same… how simple is that? Comments about this post by Daniel Moth welcome at the original blog.

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  • Allocating memory inside a function and returning it back

    - by user2651062
    I want to pass a pointer to my function and allocate the memory to which this pointer points. I've read in other posts that I should pass a double pointer to this function and I did so, but I keep getting segmentation fault: #include <iostream> #include <stdlib.h> using namespace std; void allocate(unsigned char** t) { *t=(unsigned char*)malloc(3*sizeof(unsigned char)); if(*t == NULL) cout<<"Allcoation failed"<<endl; else for(int m=0;m<3;m++) *(t[m])=0; } int main() { unsigned char* t; allocate(&t); cout<<t[0]<<" "<<t[1]<<endl; return 0; } the result is always this: Segmentation fault (core dumped) I don't think that there's anything missing from this code. What could be wrong?

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  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • which style of member-access is preferable

    - by itwasntpete
    the purpose of oop using classes is to encapsulate members from the outer space. i always read that accessing members should be done by methods. for example: template<typename T> class foo_1 { T state_; public: // following below }; the most common doing that by my professor was to have a get and set method. // variant 1 T const& getState() { return state_; } void setState(T const& v) { state_ = v; } or like this: // variant 2 // in my opinion it is easier to read T const& state() { return state_; } void state(T const& v) { state_ = v; } assume the state_ is a variable, which is checked periodically and there is no need to ensure the value (state) is consistent. Is there any disadvantage of accessing the state by reference? for example: // variant 3 // do it by reference T& state() { return state_; } or even directly, if I declare the variable as public. template<typename T> class foo { public: // variant 4 T state; }; In variant 4 I could even ensure consistence by using c++11 atomic. So my question is, which one should I prefer?, Is there any coding standard which would decline one of these pattern? for some code see here

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  • Problem inserting pre-ordered values to quadtree

    - by Lucas Corrêa Feijó
    There's this string containing B, W and G (standing for black, white and gray). It defines the pre-ordered path of the quadtree I want to build. I wrote this method for filling the QuadTree class I also wrote but it doesn't work, it inserts correctly until it reaches a point in the algorithm it needs to "return". I use math quadrants convention order for insertion, such as northeast, northwest, southwest and southeast. A quadtree has all it's leafs black or white and all the other nodes gray The node used in the tree is called Node4T and has a char as data and 4 references to other nodes like itself, called, respectively NE, NW, SW, SE. public void insert(char val) { if(root==null) { root = new Node4T(val); } else { insert(root, val); } } public void insert(Node4T n, char c) { if(n.data=='G') // possible to insert { if(n.NE==null) { n.NE = new Node4T(c); return; } else { insert(n.NE,c); } if(n.NW==null) { n.NW = new Node4T(c); return; } else { insert(n.NW,c); } if(n.SW==null) { n.SW = new Node4T(c); return; } else { insert(n.SW,c); } if(n.SE==null) { n.SE = new Node4T(c); return; } else { insert(n.SE,c); } } else // impossible to insert { } } The input "GWGGWBWBGBWBWGWBWBWGGWBWBWGWBWBGBWBWGWWWB" is given a char at a time to the insert method and then the print method is called, pre-ordered, and the result is "GWGGWBWBWBWGWBWBW". How do I make it import the string correctly? Ignore the string reading process, suppose the method is called and it has to do it's job.

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  • Position Reconstruction from Depth by inverting Perspective Projection

    - by user1294203
    I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 perspective ( valType const & fovy, valType const & aspect, valType const & zNear, valType const & zFar ) { valType range = tan(radians(fovy / valType(2))) * zNear; valType left = -range * aspect; valType right = range * aspect; valType bottom = -range; valType top = range; detail::tmat4x4 Result(valType(0)); Result[0][0] = (valType(2) * zNear) / (right - left); Result[1][2] = (valType(2) * zNear) / (top - bottom); Result[2][3] = - (zFar + zNear) / (zFar - zNear); Result[2][4] = - valType(1); Result[3][5] = - (valType(2) * zFar * zNear) / (zFar - zNear); return Result; } There doesn't seem to be any errors in the code. So I tried to invert the projection, the formula for the z and w coordinates after projection are: and dividing z' with w' gives the post-projective depth (which lies in the depth buffer), so I need to solve for z, which finally gives: Now, the problem is I don't get the correct position (I have compared the one reconstructed with a rendered position). I then tried using the respective formula I get by doing the same for this Matrix. The corresponding formula is: For some reason, using the above formula gives me the correct position. I really don't understand why this is the case. Have I done something wrong? Could someone enlighten me please?

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