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  • How to fix Ogre3d segfault with std::_Rb_tree_insert_and_rebalance ?

    - by Balázs Béla
    Hello all. I'm working on a 3d music visualizer using Ogre3d, basically it's a spectrum analizer, a lot like the old xmms plugin: (http)://www.youtube.com/watch?v=_6NKBiwYN24 It works well, the bars are drawn and updated, there are no framerate issues, but it crashes randomly. Sometimes it can run without problems, finish the song, other times it crashes instantly, other times the music just stops, without a crash. Here is the source code for the main class : https://github.com/balazsbela/OgreVisualizer/blob/master/src/VisualizerApplication.cpp#L221 Also the crashes seem to happen less often when I display the framerate overlay from Ogre samples. Would limiting the framerate help ? The crashes are seemingly random. Is it a performance issue ? Please help me out, I'm quite lost on this one, I also posted on Ogre3d forums but I received no responses. (http)://www.ogre3d.org/forums/viewtopic.php?f=2&t=63207 I also tried stackoverflow: (http)://stackoverflow.com/questions/5050147/how-to-fix-ogre3d-segfault-with-std-rb-tree-insert-and-rebalance Thank you. Backtrace: balazsbela@darknet:~/workspace/OgreVisualizer/Release$ gdb OgreVisualizer core GNU gdb (GDB) 7.2-debian Copyright (C) 2010 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i486-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>... Reading symbols from /home/balazsbela/workspace/OgreVisualizer/Release/OgreVisualizer...done. [New Thread 17705] [New Thread 17702] [New Thread 17703] [New Thread 17700] Reading symbols from /usr/lib/libv4l/v4l1compat.so...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libv4l/v4l1compat.so Reading symbols from /usr/local/lib/libOgreMain.so.1.7.1...done. Loaded symbols for /usr/local/lib/libOgreMain.so.1.7.1 Reading symbols from /usr/lib/libfftw3.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfftw3.so.3 Reading symbols from /usr/lib/libSDL_sound-1.0.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSDL_sound-1.0.so.1 Reading symbols from /usr/lib/libSDL-1.2.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSDL-1.2.so.0 Reading symbols from /usr/lib/libSDL_mixer-1.2.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSDL_mixer-1.2.so.0 Reading symbols from /usr/lib/libOIS-1.2.0.so...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libOIS-1.2.0.so Reading symbols from /usr/lib/libstdc++.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libstdc++.so.6 Reading symbols from /lib/i686/cmov/libm.so.6...Reading symbols from /usr/lib/debug/lib/i686/cmov/libm-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libm.so.6 Reading symbols from /lib/libgcc_s.so.1...(no debugging symbols found)...done. Loaded symbols for /lib/libgcc_s.so.1 Reading symbols from /lib/i686/cmov/libc.so.6...Reading symbols from /usr/lib/debug/lib/i686/cmov/libc-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libc.so.6 Reading symbols from /lib/i686/cmov/libpthread.so.0...Reading symbols from /usr/lib/debug/lib/i686/cmov/libpthread-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libpthread.so.0 Reading symbols from /usr/local/lib/libv4l1.so.0...done. Loaded symbols for /usr/local/lib/libv4l1.so.0 Reading symbols from /usr/lib/libfreetype.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfreetype.so.6 Reading symbols from /usr/lib/libSM.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libSM.so.6 Reading symbols from /usr/lib/libICE.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libICE.so.6 Reading symbols from /usr/lib/libX11.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libX11.so.6 Reading symbols from /usr/lib/libXext.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXext.so.6 Reading symbols from /usr/lib/libXt.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXt.so.6 Reading symbols from /usr/lib/libXaw.so.7...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXaw.so.7 Reading symbols from /lib/i686/cmov/libdl.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libdl-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libdl.so.2 Reading symbols from /usr/lib/libboost_thread.so.1.42.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libboost_thread.so.1.42.0 Reading symbols from /usr/lib/libboost_date_time.so.1.42.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libboost_date_time.so.1.42.0 Reading symbols from /usr/lib/libfreeimage.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfreeimage.so.3 Reading symbols from /usr/lib/libzzip-0.so.13...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libzzip-0.so.13 Reading symbols from /usr/lib/libz.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libz.so.1 Reading symbols from /usr/lib/libsmpeg-0.4.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libsmpeg-0.4.so.0 Reading symbols from /usr/lib/libmikmod.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libmikmod.so.2 Reading symbols from /usr/lib/libvorbis.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libvorbis.so.0 Reading symbols from /usr/lib/libvorbisfile.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libvorbisfile.so.3 Reading symbols from /usr/lib/libFLAC.so.8...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libFLAC.so.8 Reading symbols from /usr/lib/libogg.so.0...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libogg.so.0 Reading symbols from /usr/lib/sse2/libspeex.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/sse2/libspeex.so.1 Reading symbols from /usr/lib/libasound.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libasound.so.2 Reading symbols from /lib/i686/cmov/librt.so.1...Reading symbols from /usr/lib/debug/lib/i686/cmov/librt-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/librt.so.1 Reading symbols from /usr/lib/libdirectfb-1.2.so.9...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libdirectfb-1.2.so.9 Reading symbols from /usr/lib/libfusion-1.2.so.9...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libfusion-1.2.so.9 Reading symbols from /usr/lib/libdirect-1.2.so.9...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libdirect-1.2.so.9 Reading symbols from /usr/lib/libvga.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libvga.so.1 Reading symbols from /lib/ld-linux.so.2...Reading symbols from /usr/lib/debug/lib/ld-2.11.2.so...done. done. Loaded symbols for /lib/ld-linux.so.2 Reading symbols from /usr/local/lib/libv4l2.so.0...done. Loaded symbols for /usr/local/lib/libv4l2.so.0 Reading symbols from /lib/libuuid.so.1...(no debugging symbols found)...done. Loaded symbols for /lib/libuuid.so.1 Reading symbols from /usr/lib/libxcb.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libxcb.so.1 Reading symbols from /usr/lib/libXmu.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXmu.so.6 Reading symbols from /usr/lib/libXpm.so.4...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXpm.so.4 Reading symbols from /usr/lib/libjpeg.so.62...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libjpeg.so.62 Reading symbols from /usr/lib/libmng.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libmng.so.1 Reading symbols from /usr/lib/libopenjpeg.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libopenjpeg.so.2 Reading symbols from /lib/libpng12.so.0...(no debugging symbols found)...done. Loaded symbols for /lib/libpng12.so.0 Reading symbols from /usr/lib/libIlmImf.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libIlmImf.so.6 Reading symbols from /usr/lib/libImath.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libImath.so.6 Reading symbols from /usr/lib/libHalf.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libHalf.so.6 Reading symbols from /usr/lib/libIex.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libIex.so.6 Reading symbols from /usr/lib/libIlmThread.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libIlmThread.so.6 Reading symbols from /lib/libx86.so.1...(no debugging symbols found)...done. Loaded symbols for /lib/libx86.so.1 Reading symbols from /usr/local/lib/libv4lconvert.so.0...done. Loaded symbols for /usr/local/lib/libv4lconvert.so.0 Reading symbols from /usr/lib/libXau.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXau.so.6 Reading symbols from /usr/lib/libXdmcp.so.6...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXdmcp.so.6 Reading symbols from /usr/lib/liblcms.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/liblcms.so.1 Reading symbols from /usr/local/lib/OGRE/RenderSystem_GL.so...done. Loaded symbols for /usr/local/lib/OGRE/RenderSystem_GL.so Reading symbols from /usr/lib/libGLU.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libGLU.so.1 Reading symbols from /usr/lib/libGL.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libGL.so.1 Reading symbols from /usr/lib/libXrandr.so.2...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXrandr.so.2 Reading symbols from /usr/lib/libGLcore.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libGLcore.so.1 Reading symbols from /usr/lib/tls/libnvidia-tls.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/tls/libnvidia-tls.so.1 Reading symbols from /usr/lib/libXrender.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXrender.so.1 Reading symbols from /usr/lib/libXcursor.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXcursor.so.1 Reading symbols from /usr/lib/libXfixes.so.3...(no debugging symbols found)...done. Loaded symbols for /usr/lib/libXfixes.so.3 Reading symbols from /lib/i686/cmov/libnss_compat.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnss_compat-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnss_compat.so.2 Reading symbols from /lib/i686/cmov/libnsl.so.1...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnsl-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnsl.so.1 Reading symbols from /lib/i686/cmov/libnss_nis.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnss_nis-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnss_nis.so.2 Reading symbols from /lib/i686/cmov/libnss_files.so.2...Reading symbols from /usr/lib/debug/lib/i686/cmov/libnss_files-2.11.2.so...done. done. Loaded symbols for /lib/i686/cmov/libnss_files.so.2 Reading symbols from /usr/lib/alsa-lib/libasound_module_rate_speexrate.so...(no debugging symbols found)...done. Loaded symbols for /usr/lib/alsa-lib/libasound_module_rate_speexrate.so Reading symbols from /usr/lib/sse2/libspeexdsp.so.1...(no debugging symbols found)...done. Loaded symbols for /usr/lib/sse2/libspeexdsp.so.1 Core was generated by `./OgreVisualizer'. Program terminated with signal 11, Segmentation fault. #0 0xb6dc563d in std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) () from /usr/lib/libstdc++.so.6 (gdb) bt #0 0xb6dc563d in std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&) () from /usr/lib/libstdc++.so.6 #1 0xb73bb3c2 in std::_Rb_tree<Ogre::Node*, Ogre::Node*, std::_Identity<Ogre::Node*>, std::less<Ogre::Node*>, Ogre::STLAllocator<Ogre::Node*, Ogre::CategorisedAllocPolicy<(Ogre::MemoryCategory)0> > >::_M_insert_(std::_Rb_tree_node_base const*, std::_Rb_tree_node_base const*, Ogre::Node* const&) () from /usr/local/lib/libOgreMain.so.1.7.1 #2 0xb73b5a52 in _M_insert_unique (this=0xb6157ea0, child=0xb616aff8, forceParentUpdate=false) at /usr/include/c++/4.4/bits/stl_tree.h:1182 #3 insert (this=0xb6157ea0, child=0xb616aff8, forceParentUpdate=false) at /usr/include/c++/4.4/bits/stl_set.h:411 #4 Ogre::Node::requestUpdate (this=0xb6157ea0, child=0xb616aff8, forceParentUpdate=false) at /home/balazsbela/Downloads/ogre_src_v1-7-1/OgreMain/src/OgreNode.cpp:805 #5 0xb73b6a40 in Ogre::Node::needUpdate (this=0xb616aff8, forceParentUpdate=92) at /home/balazsbela/Downloads/ogre_src_v1-7-1/OgreMain/src/OgreNode.cpp:789 #6 0xb73b5038 in Ogre::Node::setScale (this=0x1825c, scale=...) at /home/balazsbela/Downloads/ogre_src_v1-7-1/OgreMain/src/OgreNode.cpp:638 #7 0x0805d306 in VisualizerApplication::adjustNodes (this=0x9cd4808) at ../src/VisualizerApplication.cpp:236 #8 0xb6e867f0 in ?? () from /usr/lib/libSDL_mixer-1.2.so.0 #9 0xb6e8719a in ?? () from /usr/lib/libSDL_mixer-1.2.so.0 #10 0xb6ed9b0d in ?? () from /usr/lib/libSDL-1.2.so.0 #11 0xb6ee185e in ?? () from /usr/lib/libSDL-1.2.so.0 #12 0xb6f2e0bd in ?? () from /usr/lib/libSDL-1.2.so.0 #13 0xb6bc7955 in start_thread (arg=0xb198ab70) at pthread_create.c:300 #14 0xb6ca6e7e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130 (gdb) Ogre.log: (http)://pastie.org/1581790

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  • Is it reasonable that a random disk seek & read costs ~16ms?

    - by fzhang
    I am frustrated about the latency of random reading from a non-ssd disk. Based on results from following test program, it speeds ~16 ms for a random read of just 512 bytes without help of os cache. I tried changing 512 to larger values, such as 25k, and the latency did not increase as much. I guess it is because the disk seek dominates the time. I understand that random reading is inherently slow, but just want to be sure that ~16ms is reasonable, even for non-ssd disk. #include <sys/stat.h> #include <sys/time.h> #include <sys/types.h> #include <sys/unistd.h> #include <fcntl.h> #include <limits.h> #include <stdio.h> #include <string.h> int main(int argc, char** argv) { int fd = open(argv[1], O_RDONLY); if (fd < 0) { fprintf(stderr, "Failed open %s\n", argv[1]); return -1; } const size_t count = 512; const off_t offset = 25990611 / 2; char buffer[count] = { '\0' }; struct timeval start_time; gettimeofday(&start_time, NULL); off_t ret = lseek(fd, offset, SEEK_SET); if (ret != offset) { perror("lseek error"); close(fd); return -1; } ret = read(fd, buffer, count); if (ret != count) { fprintf(stderr, "Failed reading all: %ld\n", ret); close(fd); return -1; } struct timeval end_time; gettimeofday(&end_time, NULL); printf("tv_sec: %ld, tv_usec: %ld\n", end_time.tv_sec - start_time.tv_sec, end_time.tv_usec - start_time.tv_usec); close(fd); return 0; }

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  • printf + print param and values

    - by yael
    I need to print the following values with printf as the follwoing around like this: printf "[date +%d"/"%b"/"%G"-"%T] [WARN] $PARAM1 $PARAM2 $PARAM3 The required output: [02/Jun/2010-11:08:42] [WARN] val1....val2...val3 the gap between val1 to val2 and from val2 to val3 must be const gap not depend the length of the values

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  • how to clear stack after stack overflow signal occur

    - by user353573
    In pthread, After reaching yellow zone in stack, signal handler stop the recursive function by making it return however, we can only continue to use extra area in yellow zone, how to clear the rubbish before the yellow zone in the thread stack ? (Copied from "answers"): #include <pthread.h> #include <stdio.h> #include <stdlib.h> #include <signal.h> #include <setjmp.h> #include <sys/mman.h> #include <unistd.h> #include <assert.h> #include <sys/resource.h> #define ALT_STACK_SIZE (64*1024) #define YELLOW_ZONE_PAGES (1) typedef struct { size_t stack_size; char* stack_pointer; char* red_zone_boundary; char* yellow_zone_boundary; sigjmp_buf return_point; size_t red_zone_size; } ThreadInfo; static pthread_key_t thread_info_key; static struct sigaction newAct, oldAct; bool gofromyellow = false; int call_times = 0; static void main_routine(){ // make it overflow if(gofromyellow == true) { printf("return from yellow zone, called %d times\n", call_times); return; } else { call_times = call_times + 1; main_routine(); gofromyellow = true; } } // red zone management static void stackoverflow_routine(){ fprintf(stderr, "stack overflow error.\n"); fflush(stderr); } // yellow zone management static void yellow_zone_hook(){ fprintf(stderr, "exceed yellow zone.\n"); fflush(stderr); } static int get_stack_info(void** stackaddr, size_t* stacksize){ int ret = -1; pthread_attr_t attr; pthread_attr_init(&attr); if(pthread_getattr_np(pthread_self(), &attr) == 0){ ret = pthread_attr_getstack(&attr, stackaddr, stacksize); } pthread_attr_destroy(&attr); return ret; } static int is_in_stack(const ThreadInfo* tinfo, char* pointer){ return (tinfo->stack_pointer <= pointer) && (pointer < tinfo->stack_pointer + tinfo->stack_size); } static int is_in_red_zone(const ThreadInfo* tinfo, char* pointer){ if(tinfo->red_zone_boundary){ return (tinfo->stack_pointer <= pointer) && (pointer < tinfo->red_zone_boundary); } } static int is_in_yellow_zone(const ThreadInfo* tinfo, char* pointer){ if(tinfo->yellow_zone_boundary){ return (tinfo->red_zone_boundary <= pointer) && (pointer < tinfo->yellow_zone_boundary); } } static void set_yellow_zone(ThreadInfo* tinfo){ int pagesize = sysconf(_SC_PAGE_SIZE); assert(pagesize > 0); tinfo->yellow_zone_boundary = tinfo->red_zone_boundary + pagesize * YELLOW_ZONE_PAGES; mprotect(tinfo->red_zone_boundary, pagesize * YELLOW_ZONE_PAGES, PROT_NONE); } static void reset_yellow_zone(ThreadInfo* tinfo){ size_t pagesize = tinfo->yellow_zone_boundary - tinfo->red_zone_boundary; if(mmap(tinfo->red_zone_boundary, pagesize, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, 0, 0) == 0){ perror("mmap failed"), exit(1); } mprotect(tinfo->red_zone_boundary, pagesize, PROT_READ | PROT_WRITE); tinfo->yellow_zone_boundary = 0; } static void signal_handler(int sig, siginfo_t* sig_info, void* sig_data){ if(sig == SIGSEGV){ ThreadInfo* tinfo = (ThreadInfo*) pthread_getspecific(thread_info_key); char* fault_address = (char*) sig_info->si_addr; if(is_in_stack(tinfo, fault_address)){ if(is_in_red_zone(tinfo, fault_address)){ siglongjmp(tinfo->return_point, 1); }else if(is_in_yellow_zone(tinfo, fault_address)){ reset_yellow_zone(tinfo); yellow_zone_hook(); gofromyellow = true; return; } else { //inside stack not related overflow SEGV happen } } } } static void register_application_info(){ pthread_key_create(&thread_info_key, NULL); sigemptyset(&newAct.sa_mask); sigaddset(&newAct.sa_mask, SIGSEGV); newAct.sa_sigaction = signal_handler; newAct.sa_flags = SA_SIGINFO | SA_RESTART | SA_ONSTACK; sigaction(SIGSEGV, &newAct, &oldAct); } static void register_thread_info(ThreadInfo* tinfo){ stack_t ss; pthread_setspecific(thread_info_key, tinfo); get_stack_info((void**)&tinfo->stack_pointer, &tinfo->stack_size); printf("stack size %d mb\n", tinfo->stack_size/1024/1024 ); tinfo->red_zone_boundary = tinfo->stack_pointer + tinfo->red_zone_size; set_yellow_zone(tinfo); ss.ss_sp = (char*)malloc(ALT_STACK_SIZE); ss.ss_size = ALT_STACK_SIZE; ss.ss_flags = 0; sigaltstack(&ss, NULL); } static void* thread_routine(void* p){ ThreadInfo* tinfo = (ThreadInfo*)p; register_thread_info(tinfo); if(sigsetjmp(tinfo->return_point, 1) == 0){ main_routine(); } else { stackoverflow_routine(); } free(tinfo); printf("after tinfo, end thread\n"); return 0; } int main(int argc, char** argv){ register_application_info(); if( argc == 2 ){ int stacksize = atoi(argv[1]); pthread_attr_t attr; pthread_attr_init(&attr); pthread_attr_setstacksize(&attr, 1024 * 1024 * stacksize); { pthread_t pid0; ThreadInfo* tinfo = (ThreadInfo*)calloc(1, sizeof(ThreadInfo)); pthread_attr_getguardsize(&attr, &tinfo->red_zone_size); pthread_create(&pid0, &attr, thread_routine, tinfo); pthread_join(pid0, NULL); } } else { printf("Usage: %s stacksize(mb)\n", argv[0]); } return 0; } C language in linux, ubuntu

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  • std::basic_stringstream<unsigned char> won't compile with MSVC 10

    - by Michael J
    I'm trying to get UTF-8 chars to co-exist with ANSI 8-bit chars. My strategy has been to represent utf-8 chars as unsigned char so that appropriate overloads of functions can be used for the two character types. e.g. namespace MyStuff { typedef uchar utf8_t; typedef std::basic_string<utf8_t> U8string; } void SomeFunc(std::string &s); void SomeFunc(std::wstring &s); void SomeFunc(MyStuff::U8string &s); This all works pretty well until I try to use a stringstream. std::basic_ostringstream<MyStuff::utf8_t> ostr; ostr << 1; MSVC Visual C++ Express V10 won't compile this: c:\program files\microsoft visual studio 10.0\vc\include\xlocmon(213): warning C4273: 'id' : inconsistent dll linkage c:\program files\microsoft visual studio 10.0\vc\include\xlocnum(65) : see previous definition of 'public: static std::locale::id std::numpunct<unsigned char>::id' c:\program files\microsoft visual studio 10.0\vc\include\xlocnum(65) : while compiling class template static data member 'std::locale::id std::numpunct<_Elem>::id' with [ _Elem=Tk::utf8_t ] c:\program files\microsoft visual studio 10.0\vc\include\xlocnum(1149) : see reference to function template instantiation 'const _Facet &std::use_facet<std::numpunct<_Elem>>(const std::locale &)' being compiled with [ _Facet=std::numpunct<Tk::utf8_t>, _Elem=Tk::utf8_t ] c:\program files\microsoft visual studio 10.0\vc\include\xlocnum(1143) : while compiling class template member function 'std::ostreambuf_iterator<_Elem,_Traits> std::num_put<_Elem,_OutIt>:: do_put(_OutIt,std::ios_base &,_Elem,std::_Bool) const' with [ _Elem=Tk::utf8_t, _Traits=std::char_traits<Tk::utf8_t>, _OutIt=std::ostreambuf_iterator<Tk::utf8_t,std::char_traits<Tk::utf8_t>> ] c:\program files\microsoft visual studio 10.0\vc\include\ostream(295) : see reference to class template instantiation 'std::num_put<_Elem,_OutIt>' being compiled with [ _Elem=Tk::utf8_t, _OutIt=std::ostreambuf_iterator<Tk::utf8_t,std::char_traits<Tk::utf8_t>> ] c:\program files\microsoft visual studio 10.0\vc\include\ostream(281) : while compiling class template member function 'std::basic_ostream<_Elem,_Traits> & std::basic_ostream<_Elem,_Traits>::operator <<(int)' with [ _Elem=Tk::utf8_t, _Traits=std::char_traits<Tk::utf8_t> ] c:\program files\microsoft visual studio 10.0\vc\include\sstream(526) : see reference to class template instantiation 'std::basic_ostream<_Elem,_Traits>' being compiled with [ _Elem=Tk::utf8_t, _Traits=std::char_traits<Tk::utf8_t> ] c:\users\michael\dvl\tmp\console\console.cpp(23) : see reference to class template instantiation 'std::basic_ostringstream<_Elem,_Traits,_Alloc>' being compiled with [ _Elem=Tk::utf8_t, _Traits=std::char_traits<Tk::utf8_t>, _Alloc=std::allocator<uchar> ] . c:\program files\microsoft visual studio 10.0\vc\include\xlocmon(213): error C2491: 'std::numpunct<_Elem>::id' : definition of dllimport static data member not allowed with [ _Elem=Tk::utf8_t ] Any ideas? ** Edited 19 June 2012 ** OK, I've gotten closer to understanding this, but not how to solve it. As we all know, static class variables get defined twice: once in the class definition and once outside the class definition which establishes storage space. e.g. // in .h file class CFoo { // ... static int x; }; // in .cpp file int CFoo::x = 42; Now in the VC10 headers we get something like this: template<class _Elem> class numpunct : public locale::facet { // ... _CRTIMP2_PURE static locale::id id; // ... } When the header is included in an application, _CRTIMP2_PURE is defined as __declspec(dllimport), which means that the variable is imported from a dll. Now the header also contains the following template<class _Elem> locale::id numpunct<_Elem>::id; Note the absence of the __declspec(dllimport) qualifier. i.e. The class declaration says that the static linkage of the id variable is in the dll, but for the general case, it gets declared outside the dll. For the known cases, there are specialisations. template locale::id numpunct<char>::id; template locale::id numpunct<wchar_t>::id; These are protected by #ifs so that they are only included when building the DLL. They are excluded otherwise. i.e. the char and wchar_t versions of numpunct ARE inside the dll So we have the class definition saying that id's storage is in the DLL, but that is only true for the char and wchar_t specialisations, meaning that my unsigned char version is doomed. :-( The only way forward that I can think of is to create my own specialisation: basically copying it from the header file and fixing it. This raises many issues. Anybody have a better idea?

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  • Can you help me get my head around openssl public key encryption with rsa.h in c++?

    - by Ben
    Hi there, I am trying to get my head around public key encryption using the openssl implementation of rsa in C++. Can you help? So far these are my thoughts (please do correct if necessary) Alice is connected to Bob over a network Alice and Bob want secure communications Alice generates a public / private key pair and sends public key to Bob Bob receives public key and encrypts a randomly generated symmetric cypher key (e.g. blowfish) with the public key and sends the result to Alice Alice decrypts the ciphertext with the originally generated private key and obtains the symmetric blowfish key Alice and Bob now both have knowledge of symmetric blowfish key and can establish a secure communication channel Now, I have looked at the openssl/rsa.h rsa implementation (since I already have practical experience with openssl/blowfish.h), and I see these two functions: int RSA_public_encrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa, int padding); int RSA_private_decrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa, int padding); If Alice is to generate *rsa, how does this yield the rsa key pair? Is there something like rsa_public and rsa_private which are derived from rsa? Does *rsa contain both public and private key and the above function automatically strips out the necessary key depending on whether it requires the public or private part? Should two unique *rsa pointers be generated so that actually, we have the following: int RSA_public_encrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa_public, int padding); int RSA_private_decrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa_private, int padding); Secondly, in what format should the *rsa public key be sent to Bob? Must it be reinterpreted in to a character array and then sent the standard way? I've heard something about certificates -- are they anything to do with it? Sorry for all the questions, Best Wishes, Ben. EDIT: Coe I am currently employing: /* * theEncryptor.cpp * * * Created by ben on 14/01/2010. * Copyright 2010 __MyCompanyName__. All rights reserved. * */ #include "theEncryptor.h" #include <iostream> #include <sys/socket.h> #include <sstream> theEncryptor::theEncryptor() { } void theEncryptor::blowfish(unsigned char *data, int data_len, unsigned char* key, int enc) { // hash the key first! unsigned char obuf[20]; bzero(obuf,20); SHA1((const unsigned char*)key, 64, obuf); BF_KEY bfkey; int keySize = 16;//strlen((char*)key); BF_set_key(&bfkey, keySize, obuf); unsigned char ivec[16]; memset(ivec, 0, 16); unsigned char* out=(unsigned char*) malloc(data_len); bzero(out,data_len); int num = 0; BF_cfb64_encrypt(data, out, data_len, &bfkey, ivec, &num, enc); //for(int i = 0;i<data_len;i++)data[i]=out[i]; memcpy(data, out, data_len); free(out); } void theEncryptor::generateRSAKeyPair(int bits) { rsa = RSA_generate_key(bits, 65537, NULL, NULL); } int theEncryptor::publicEncrypt(unsigned char* data, unsigned char* dataEncrypted,int dataLen) { return RSA_public_encrypt(dataLen, data, dataEncrypted, rsa, RSA_PKCS1_OAEP_PADDING); } int theEncryptor::privateDecrypt(unsigned char* dataEncrypted, unsigned char* dataDecrypted) { return RSA_private_decrypt(RSA_size(rsa), dataEncrypted, dataDecrypted, rsa, RSA_PKCS1_OAEP_PADDING); } void theEncryptor::receivePublicKeyAndSetRSA(int sock, int bits) { int max_hex_size = (bits / 4) + 1; char keybufA[max_hex_size]; bzero(keybufA,max_hex_size); char keybufB[max_hex_size]; bzero(keybufB,max_hex_size); int n = recv(sock,keybufA,max_hex_size,0); n = send(sock,"OK",2,0); n = recv(sock,keybufB,max_hex_size,0); n = send(sock,"OK",2,0); rsa = RSA_new(); BN_hex2bn(&rsa->n, keybufA); BN_hex2bn(&rsa->e, keybufB); } void theEncryptor::transmitPublicKey(int sock, int bits) { const int max_hex_size = (bits / 4) + 1; long size = max_hex_size; char keyBufferA[size]; char keyBufferB[size]; bzero(keyBufferA,size); bzero(keyBufferB,size); sprintf(keyBufferA,"%s\r\n",BN_bn2hex(rsa->n)); sprintf(keyBufferB,"%s\r\n",BN_bn2hex(rsa->e)); int n = send(sock,keyBufferA,size,0); char recBuf[2]; n = recv(sock,recBuf,2,0); n = send(sock,keyBufferB,size,0); n = recv(sock,recBuf,2,0); } void theEncryptor::generateRandomBlowfishKey(unsigned char* key, int bytes) { /* srand( (unsigned)time( NULL ) ); std::ostringstream stm; for(int i = 0;i<bytes;i++){ int randomValue = 65 + rand()% 26; stm << (char)((int)randomValue); } std::string str(stm.str()); const char* strs = str.c_str(); for(int i = 0;bytes;i++)key[i]=strs[i]; */ int n = RAND_bytes(key, bytes); if(n==0)std::cout<<"Warning key was generated with bad entropy. You should not consider communication to be secure"<<std::endl; } theEncryptor::~theEncryptor(){}

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  • How to read verbose VC++ linker output

    - by Assaf Lavie
    Trying to debug some linker errors, I turned on /VERBOSE and I'm trying to make sense of the output. It occurs to me that I really don't know how to read it. For example: 1>Compiling version info 1>Linking... 1>Starting pass 1 1>Processed /DEFAULTLIB:mfc80.lib 1>Processed /DEFAULTLIB:mfcs80.lib 1>Processed /DEFAULTLIB:msvcrt.lib 1>Processed /DEFAULTLIB:kernel32.lib 1>Processed /DEFAULTLIB:user32.lib .... 1>Processed /DEFAULTLIB:libgslcblasMD.lib 1>Searching libraries 1> Searching V:\Src\Solutions\\..\..\\Common\Win32\Lib\PlxApi.lib: 1> Searching ..\..\..\..\out\win32\release\lib\camerageometry.lib: 1> Searching ..\..\..\..\out\win32\release\lib\geometry.lib: 1> Found "public: __thiscall VisionMap::Geometry::Box2d::operator class VisionMap::Geometry::Box2DInt(void)const " (??BBox2d@Geometry@VisionMap@@QBE?AVBox2DInt@12@XZ) 1> Referenced in FocusDlg.obj 1> Loaded geometry.lib(Box2d.obj) 1>Processed /DEFAULTLIB:CGAL-vc80-mt.lib 1>Processed /DEFAULTLIB:boost_thread-vc80-mt-1_33_1.lib What's going on here? I think I understand this bit: 1>Processed /DEFAULTLIB:libgslcblasMD.lib 1>Searching libraries 1> Searching V:\Src\Solutions\\..\..\\Common\Win32\Lib\PlxApi.lib: 1> Searching ..\..\..\..\out\win32\release\lib\camerageometry.lib: 1> Searching ..\..\..\..\out\win32\release\lib\geometry.lib: 1> Found "public: __thiscall VisionMap::Geometry::Box2d::operator class VisionMap::Geometry::Box2DInt(void)const " (??BBox2d@Geometry@VisionMap@@QBE?AVBox2DInt@12@XZ) 1> Referenced in FocusDlg.obj 1> Loaded geometry.lib(Box2d.obj) It's trying to find the implementation of the above operator, which is used somewhere in FocusDlg.cpp, and it finds it in geometry.lib. But what does 1>Processed /DEFAULTLIB:libgslcblasMD.lib mean? What determines the order of symbol resolution? Why is it loading this particular symbol while processing libgslcblasMD.lib which is a 3rd party library? Or am I reading it wrong? It seems that the linker is going through the symbols referenced in the project's various object files, but I have no idea in what order. It then searches the static libraries the project uses - by project reference, explicit import and automatic default library imports; but it does so in an order that, again, seems arbitrary to me. When it finds a symbol, for example in geometry.lib, it then continues to find a bunch of other symbols from the same lib: 1> Searching V:\Src\Solutions\\..\..\\Common\Win32\Lib\PlxApi.lib: 1> Searching ..\..\..\..\out\win32\release\lib\camerageometry.lib: 1> Searching ..\..\..\..\out\win32\release\lib\geometry.lib: 1> Found "public: __thiscall VisionMap::Geometry::Box2d::operator class VisionMap::Geometry::Box2DInt(void)const " (??BBox2d@Geometry@VisionMap@@QBE?AVBox2DInt@12@XZ) 1> Referenced in FocusDlg.obj 1> Loaded geometry.lib(Box2d.obj) 1>Processed /DEFAULTLIB:CGAL-vc80-mt.lib 1>Processed /DEFAULTLIB:boost_thread-vc80-mt-1_33_1.lib 1> Found "public: __thiscall VisionMap::Geometry::Box2DInt::Box2DInt(int,int,int,int)" (??0Box2DInt@Geometry@VisionMap@@QAE@HHHH@Z) 1> Referenced in FocusDlg.obj 1> Referenced in ImageView.obj 1> Referenced in geometry.lib(Box2d.obj) 1> Loaded geometry.lib(Box2DInt.obj) 1> Found "public: virtual __thiscall VisionMap::Geometry::Point3d::~Point3d(void)" (??1Point3d@Geometry@VisionMap@@UAE@XZ) 1> Referenced in GPSFrm.obj 1> Referenced in MainFrm.obj 1> Loaded geometry.lib(Point3d.obj) 1> Found "void __cdecl VisionMap::Geometry::serialize<class boost::archive::binary_oarchive>(class boost::archive::binary_oarchive &,class VisionMap::Geometry::Point3d &,unsigned int)" (??$serialize@Vbinary_oarchive@archive@boost@@@Geometry@VisionMap@@YAXAAVbinary_oarchive@archive@boost@@AAVPoint3d@01@I@Z) 1> Referenced in GPSFrm.obj 1> Referenced in MainFrm.obj 1> Loaded geometry.lib(GeometrySerializationImpl.obj) But then, for some reason, it goes on to find symbols that are defined in other libs, and returns to geometry later on (a bunch of times). So clearly it's not doing "look in geometry and load every symbol that's references in the project, and then continue to other libraries". But it's not clear to me what is the order of symbol lookup. And what's the deal with all those libraries being processed at the beginning of the linker's work, but not finding any symbols to load from them? Does this project really not use anything from msvcrt.lib, kernel32.lib? Seems unlikely. So basically I'm looking to decipher the underlying order in the linker's operation.

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  • NSStream sockets missing data

    - by Chris T.
    I am trying to pull some sample data from FreeDB as a proof of concept, but I am having a tough time retrieving all of the data off the incoming stream (I am only getting the last bits for the final query listed here (if handshakeCode = 3) I think this may be something with the threading on the main runloop, but I am not sure. Odd thing is when the buffer size is larger than 1-2 bytes (which works as expected), I seem to be losing access to the data programmatically (the totalOutput variable on the first set of data is incomplete). I set up a packet capture, and it looks like those 1024 bytes are coming across the wire, but the app just isn't working with it. It looks like the next event is coming through and basically taking over. I tried using an NSLock to no avail as well. If I drop the buffer size down to 1 or 2, things seem to be reading just fine. This is probably obvious to someone who does this all the time, but this is my first foray into this with something I am familiar with, technology wise in other languages / platforms. The following code will show you what is happening. Run with the buffer set to 1024, and you will see a short final string, but once you set it to 1, you will see the amount of data I was expecting (I was even expecting it to be split, so that's not a big worry) #import <Foundation/Foundation.h> #import <Cocoa/Cocoa.h> //STACK OVERFLOW CODE: @interface stackoverflow : NSObject <NSStreamDelegate> { NSInputStream *iStream; NSOutputStream *oStream; int handshakeCode; NSString *selectedDiscId; NSString *selectedGenre; } -(void)getMatchesFromFreeDB; -(void)sendToOutputStream:(NSString*)command; @end @implementation stackoverflow -(void)getMatchesFromFreeDB { NSHost *host = [NSHost hostWithName:@"freedb.freedb.org"]; [NSStream getStreamsToHost:host port:8880 inputStream:&iStream outputStream:&oStream]; [iStream retain]; [oStream retain]; [iStream setDelegate:self]; [oStream setDelegate:self]; [iStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [oStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [iStream open]; [oStream open]; handshakeCode = 0; //not done any processing } -(void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode { switch(eventCode) { case NSStreamEventOpenCompleted: { NSLog(@"Stream open completed"); break; } case NSStreamEventHasBytesAvailable: { NSLog(@"Stream has bytes available"); if (aStream == iStream) { NSMutableString *totalOutput = [NSMutableString stringWithString:@""]; //read data uint8_t buffer[1024]; int len; while ([iStream hasBytesAvailable]) { len = [iStream read:buffer maxLength:sizeof(buffer)]; if (len 0) { NSString *output = [[NSString alloc] initWithBytes:buffer length:len encoding:NSUTF8StringEncoding]; //this could have also been put into an NSData object if (nil != output) { //append to the total output [totalOutput appendString:output]; } } } NSLog(@"OUTPUT , %i:\n\n%@", [totalOutput lengthOfBytesUsingEncoding:NSUTF8StringEncoding], totalOutput); NSArray *outputComponents = [totalOutput componentsSeparatedByString:@" "]; //Attempt to get handshake code, since we haven't done it yet: if (handshakeCode == 1) { //we are just getting the sign-on banner: //let's move on: handshakeCode = 2; } else if (handshakeCode == 2) { handshakeCode = [[outputComponents objectAtIndex:0] intValue]; if (handshakeCode == 200) { NSLog(@"---Handshake OK %i", handshakeCode); NSMutableString *query = [NSMutableString stringWithString:@"cddb query f3114b11 17 225 19915 36489 54850 69425 87025 103948 123242 136075 152817 178335 192850 211677 235104 262090 284882 308658 4430\n"]; handshakeCode = 3; [self sendToOutputStream:query]; } } else if (handshakeCode == 3) { //now, we are reading out the matches: if ([[outputComponents objectAtIndex:0] intValue] == 200) //found exact match: { NSLog(@"Found exact match"); selectedGenre = [outputComponents objectAtIndex:1] ; selectedDiscId = [outputComponents objectAtIndex:2]; if (selectedGenre && selectedDiscId) { //send off the request to get the entry: NSString *query = [NSString stringWithFormat:@"cddb read %@ %@\n", selectedGenre, selectedDiscId]; [self sendToOutputStream:query]; handshakeCode = 4; } } } } break; } case NSStreamEventEndEncountered: { NSLog(@"Stream event end encountered"); break; } case NSStreamEventErrorOccurred: { NSLog(@"Stream error occurred"); break; } case NSStreamEventHasSpaceAvailable: { NSLog(@"Stream has space available"); if (aStream == oStream) { if (handshakeCode == 0) { handshakeCode = 1; [self sendToOutputStream:@"cddb hello stackoverflow localhost.localdomain test .01BETA\n"]; } } break; } } } -(void)sendToOutputStream:(NSString*)command { const uint8_t *rawCommand = (const uint8_t *)[command UTF8String]; [oStream write:rawCommand maxLength:strlen(rawCommand)]; NSLog(@"Sent command: %@",command); } @end int main (int argc, const char * argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; stackoverflow *test = [[stackoverflow alloc] init]; [test getMatchesFromFreeDB]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; [runLoop run]; [pool drain]; return 0; } Any help is much appreciated! Thanks

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  • Signals and threads - good or bad design decision?

    - by Jens
    I have to write a program that performs highly computationally intensive calculations. The program might run for several days. The calculation can be separated easily in different threads without the need of shared data. I want a GUI or a web service that informs me of the current status. My current design uses BOOST::signals2 and BOOST::thread. It compiles and so far works as expected. If a thread finished one iteration and new data is available it calls a signal which is connected to a slot in the GUI class. My question(s): Is this combination of signals and threads a wise idea? I another forum somebody advised someone else not to "go down this road". Are there potential deadly pitfalls nearby that I failed to see? Is my expectation realistic that it will be "easy" to use my GUI class to provide a web interface or a QT, a VTK or a whatever window? Is there a more clever alternative (like other boost libs) that I overlooked? following code compiles with g++ -Wall -o main -lboost_thread-mt <filename>.cpp code follows: #include <boost/signals2.hpp> #include <boost/thread.hpp> #include <boost/bind.hpp> #include <iostream> #include <iterator> #include <string> using std::cout; using std::cerr; using std::string; /** * Called when a CalcThread finished a new bunch of data. */ boost::signals2::signal<void(string)> signal_new_data; /** * The whole data will be stored here. */ class DataCollector { typedef boost::mutex::scoped_lock scoped_lock; boost::mutex mutex; public: /** * Called by CalcThreads call the to store their data. */ void push(const string &s, const string &caller_name) { scoped_lock lock(mutex); _data.push_back(s); signal_new_data(caller_name); } /** * Output everything collected so far to std::out. */ void out() { typedef std::vector<string>::const_iterator iter; for (iter i = _data.begin(); i != _data.end(); ++i) cout << " " << *i << "\n"; } private: std::vector<string> _data; }; /** * Several of those can calculate stuff. * No data sharing needed. */ struct CalcThread { CalcThread(string name, DataCollector &datcol) : _name(name), _datcol(datcol) { } /** * Expensive algorithms will be implemented here. * @param num_results how many data sets are to be calculated by this thread. */ void operator()(int num_results) { for (int i = 1; i <= num_results; ++i) { std::stringstream s; s << "["; if (i == num_results) s << "LAST "; s << "DATA " << i << " from thread " << _name << "]"; _datcol.push(s.str(), _name); } } private: string _name; DataCollector &_datcol; }; /** * Maybe some VTK or QT or both will be used someday. */ class GuiClass { public: GuiClass(DataCollector &datcol) : _datcol(datcol) { } /** * If the GUI wants to present or at least count the data collected so far. * @param caller_name is the name of the thread whose data is new. */ void slot_data_changed(string caller_name) const { cout << "GuiClass knows: new data from " << caller_name << std::endl; } private: DataCollector & _datcol; }; int main() { DataCollector datcol; GuiClass mc(datcol); signal_new_data.connect(boost::bind(&GuiClass::slot_data_changed, &mc, _1)); CalcThread r1("A", datcol), r2("B", datcol), r3("C", datcol), r4("D", datcol), r5("E", datcol); boost::thread t1(r1, 3); boost::thread t2(r2, 1); boost::thread t3(r3, 2); boost::thread t4(r4, 2); boost::thread t5(r5, 3); t1.join(); t2.join(); t3.join(); t4.join(); t5.join(); datcol.out(); cout << "\nDone" << std::endl; return 0; }

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  • Singleton code linker errors in vc 9.0. Runs fine in linux compiled with gcc

    - by user306560
    I have a simple logger that is implemented as a singleton. It works like i want when I compile and run it with g++ in linux but when I compile in Visual Studio 9.0 with vc++ I get the following errors. Is there a way to fix this? I don't mind changing the logger class around, but I would like to avoid changing how it is called. 1>Linking... 1>loggerTest.obj : error LNK2005: "public: static class Logger * __cdecl Logger::getInstance(void)" (?getInstance@Logger@@SAPAV1@XZ) already defined in Logger.obj 1>loggerTest.obj : error LNK2005: "public: void __thiscall Logger::log(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &)" (?log@Logger@@QAEXABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) already defined in Logger.obj 1>loggerTest.obj : error LNK2005: "public: void __thiscall Logger::closeLog(void)" (?closeLog@Logger@@QAEXXZ) already defined in Logger.obj 1>loggerTest.obj : error LNK2005: "private: static class Logger * Logger::_instance" (?_instance@Logger@@0PAV1@A) already defined in Logger.obj 1>Logger.obj : error LNK2001: unresolved external symbol "private: static class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > Logger::_path" (?_path@Logger@@0V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@A) 1>loggerTest.obj : error LNK2001: unresolved external symbol "private: static class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > Logger::_path" (?_path@Logger@@0V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@A) 1>Logger.obj : error LNK2001: unresolved external symbol "private: static class boost::mutex Logger::_mutex" (?_mutex@Logger@@0Vmutex@boost@@A) 1>loggerTest.obj : error LNK2001: unresolved external symbol "private: static class boost::mutex Logger::_mutex" (?_mutex@Logger@@0Vmutex@boost@@A) 1>Logger.obj : error LNK2001: unresolved external symbol "private: static class std::basic_ofstream<char,struct std::char_traits<char> > Logger::_log" (?_log@Logger@@0V?$basic_ofstream@DU?$char_traits@D@std@@@std@@A) 1>loggerTest.obj : error LNK2001: unresolved external symbol "private: static class std::basic_ofstream<char,struct std::char_traits<char> > Logger::_log" (?_log@Logger@@0V?$basic_ofstream@DU?$char_traits@D@std@@@std@@A) The code, three files Logger.h Logger.cpp test.cpp #ifndef __LOGGER_CPP__ #define __LOGGER_CPP__ #include "Logger.h" Logger* Logger::_instance = 0; //string Logger::_path = "log"; //ofstream Logger::_log; //boost::mutex Logger::_mutex; Logger* Logger::getInstance(){ { boost::mutex::scoped_lock lock(_mutex); if(_instance == 0) { _instance = new Logger; _path = "log"; } } //mutex return _instance; } void Logger::log(const std::string& msg){ { boost::mutex::scoped_lock lock(_mutex); if(!_log.is_open()){ _log.open(_path.c_str()); } if(_log.is_open()){ _log << msg.c_str() << std::endl; } } } void Logger::closeLog(){ Logger::_log.close(); } #endif ` ... #ifndef __LOGGER_H__ #define __LOGGER_H__ #include <iostream> #include <string> #include <fstream> #include <boost/thread/mutex.hpp> #include <boost/thread.hpp> using namespace std; class Logger { public: static Logger* getInstance(); void log(const std::string& msg); void closeLog(); protected: Logger(){} private: static Logger* _instance; static string _path; static bool _logOpen; static ofstream _log; static boost::mutex _mutex; //check mutable }; #endif test.cpp ` #include <iostream> #include "Logger.cpp" using namespace std; int main(int argc, char *argv[]) { Logger* log = Logger::getInstance(); log->log("hello world\n"); return 0; }

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  • EXC_BAD_ACCESS at UITableView on IOS

    - by Suprie
    Hi all, When scrolling through table, my application crash and console said it was EXC_BAD_ACCESS. I've look everywhere, and people suggest me to use NSZombieEnabled on my executables environment variables. I've set NSZombieEnabled, NSDebugEnabled, MallocStackLogging and MallocStackLoggingNoCompact to YES on my executables. But apparently i still can't figure out which part of my program that cause EXC_BAD_ACCESS. This is what my console said [Session started at 2010-12-21 21:11:21 +0700.] GNU gdb 6.3.50-20050815 (Apple version gdb-1510) (Wed Sep 22 02:45:02 UTC 2010) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "x86_64-apple-darwin".sharedlibrary apply-load-rules all Attaching to process 9335. TwitterSearch(9335) malloc: recording malloc stacks to disk using standard recorder TwitterSearch(9335) malloc: process 9300 no longer exists, stack logs deleted from /tmp/stack-logs.9300.TwitterSearch.suirlR.index TwitterSearch(9335) malloc: stack logs being written into /tmp/stack- logs.9335.TwitterSearch.tQJAXk.index 2010-12-21 21:11:25.446 TwitterSearch[9335:207] View Did Load Program received signal: “EXC_BAD_ACCESS”. And this is when i tried to type backtrace on gdb : Program received signal: “EXC_BAD_ACCESS”. (gdb) backtrace #0 0x00f20a67 in objc_msgSend () #1 0x0565cd80 in ?? () #2 0x0033b7fa in -[UITableView(UITableViewInternal) _createPreparedCellForGlobalRow:withIndexPath:] () #3 0x0033177f in -[UITableView(UITableViewInternal) _createPreparedCellForGlobalRow:] () #4 0x00346450 in -[UITableView(_UITableViewPrivate) _updateVisibleCellsNow:] () #5 0x0033e538 in -[UITableView layoutSubviews] () #6 0x01ffc451 in -[CALayer layoutSublayers] () #7 0x01ffc17c in CALayerLayoutIfNeeded () #8 0x01ff537c in CA::Context::commit_transaction () #9 0x01ff50d0 in CA::Transaction::commit () #10 0x020257d5 in CA::Transaction::observer_callback () #11 0x00d9ffbb in __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ () #12 0x00d350e7 in __CFRunLoopDoObservers () #13 0x00cfdbd7 in __CFRunLoopRun () #14 0x00cfd240 in CFRunLoopRunSpecific () #15 0x00cfd161 in CFRunLoopRunInMode () #16 0x01a73268 in GSEventRunModal () #17 0x01a7332d in GSEventRun () #18 0x002d642e in UIApplicationMain () #19 0x00001d4e in main (argc=1, argv=0xbfffee34) at /Users/suprie/Documents/Projects/Self/cocoa/TwitterSearch/main.m:14 I really appreciate for any clue to help me debug my application. EDIT this is the Header file of table #import <UIKit/UIKit.h> @interface TwitterTableViewController : UITableViewController { NSMutableArray *twitters; } @property(nonatomic,retain) NSMutableArray *twitters; @end and the implementation file #import "TwitterTableViewController.h" @implementation TwitterTableViewController @synthesize twitters; #pragma mark - #pragma mark Table view data source - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { // Return the number of sections. return 1; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { // Return the number of rows in the section. return [twitters count]; } - (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { return 90.0f; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { const NSInteger TAG_IMAGE_VIEW = 1001; const NSInteger TAG_TWEET_VIEW = 1002; const NSInteger TAG_FROM_VIEW = 1003; static NSString *CellIdentifier = @"Cell"; UIImageView *imageView; UILabel *tweet; UILabel *from; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; // Image imageView = [[[[UIImageView alloc] initWithFrame:CGRectMake(5.0f, 5.0f, 60.0f, 60.0f)] autorelease] retain]; [cell.contentView addSubview:imageView]; imageView.tag = TAG_IMAGE_VIEW; // Tweet tweet = [[[UILabel alloc] initWithFrame:CGRectMake(105.0f, 5.0f, 200.0f, 50.0f)] autorelease]; [cell.contentView addSubview:tweet]; tweet.tag = TAG_TWEET_VIEW; tweet.numberOfLines = 2; tweet.font = [UIFont fontWithName:@"Helvetica" size:12]; tweet.textColor = [UIColor blackColor]; tweet.backgroundColor = [UIColor clearColor]; // From from = [[[UILabel alloc] initWithFrame:CGRectMake(105.0f, 55.0, 200.0f, 35.0f)] autorelease]; [cell.contentView addSubview:from]; from.tag = TAG_FROM_VIEW; from.numberOfLines = 1; from.font = [UIFont fontWithName:@"Helvetica" size:10]; from.textColor = [UIColor blackColor]; from.backgroundColor = [UIColor clearColor]; } // Configure the cell... NSMutableDictionary *twitter = [twitters objectAtIndex:(NSInteger) indexPath.row]; // cell.text = [twitter objectForKey:@"text"]; tweet.text = (NSString *) [twitter objectForKey:@"text"]; tweet.hidden = NO; from.text = (NSString *) [twitter objectForKey:@"from_user"]; from.hidden = NO; NSString *avatar_url = (NSString *)[twitter objectForKey:@"profile_image_url"]; NSData * imageData = [[NSData alloc] initWithContentsOfURL: [NSURL URLWithString: avatar_url]]; imageView.image = [UIImage imageWithData: imageData]; imageView.hidden = NO; return cell; } #pragma mark - #pragma mark Table view delegate - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSMutableDictionary *twitter = [twitters objectAtIndex:(NSInteger)indexPath.row]; NSLog(@"Twit ini kepilih :%@", [twitter objectForKey:@"text"]); } #pragma mark - #pragma mark Memory management - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; } - (void)viewDidUnload { } - (void)dealloc { [super dealloc]; } @end

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  • Dynamically register constructor methods in an AbstractFactory at compile time using C++ templates

    - by Horacio
    When implementing a MessageFactory class to instatiate Message objects I used something like: class MessageFactory { public: static Message *create(int type) { switch(type) { case PING_MSG: return new PingMessage(); case PONG_MSG: return new PongMessage(); .... } } This works ok but every time I add a new message I have to add a new XXX_MSG and modify the switch statement. After some research I found a way to dynamically update the MessageFactory at compile time so I can add as many messages as I want without need to modify the MessageFactory itself. This allows for cleaner and easier to maintain code as I do not need to modify three different places to add/remove message classes: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <inttypes.h> class Message { protected: inline Message() {}; public: inline virtual ~Message() { } inline int getMessageType() const { return m_type; } virtual void say() = 0; protected: uint16_t m_type; }; template<int TYPE, typename IMPL> class MessageTmpl: public Message { enum { _MESSAGE_ID = TYPE }; public: static Message* Create() { return new IMPL(); } static const uint16_t MESSAGE_ID; // for registration protected: MessageTmpl() { m_type = MESSAGE_ID; } //use parameter to instanciate template }; typedef Message* (*t_pfFactory)(); class MessageFactory· { public: static uint16_t Register(uint16_t msgid, t_pfFactory factoryMethod) { printf("Registering constructor for msg id %d\n", msgid); m_List[msgid] = factoryMethod; return msgid; } static Message *Create(uint16_t msgid) { return m_List[msgid](); } static t_pfFactory m_List[65536]; }; template <int TYPE, typename IMPL> const uint16_t MessageTmpl<TYPE, IMPL >::MESSAGE_ID = MessageFactory::Register( MessageTmpl<TYPE, IMPL >::_MESSAGE_ID, &MessageTmpl<TYPE, IMPL >::Create); class PingMessage: public MessageTmpl < 10, PingMessage > {· public: PingMessage() {} virtual void say() { printf("Ping\n"); } }; class PongMessage: public MessageTmpl < 11, PongMessage > {· public: PongMessage() {} virtual void say() { printf("Pong\n"); } }; t_pfFactory MessageFactory::m_List[65536]; int main(int argc, char **argv) { Message *msg1; Message *msg2; msg1 = MessageFactory::Create(10); msg1->say(); msg2 = MessageFactory::Create(11); msg2->say(); delete msg1; delete msg2; return 0; } The template here does the magic by registering into the MessageFactory class, all new Message classes (e.g. PingMessage and PongMessage) that subclass from MessageTmpl. This works great and simplifies code maintenance but I still have some questions about this technique: Is this a known technique/pattern? what is the name? I want to search more info about it. I want to make the array for storing new constructors MessageFactory::m_List[65536] a std::map but doing so causes the program to segfault even before reaching main(). Creating an array of 65536 elements is overkill but I have not found a way to make this a dynamic container. For all message classes that are subclasses of MessageTmpl I have to implement the constructor. If not it won't register in the MessageFactory. For example commenting the constructor of the PongMessage: class PongMessage: public MessageTmpl < 11, PongMessage > { public: //PongMessage() {} /* HERE */ virtual void say() { printf("Pong\n"); } }; would result in the PongMessage class not being registered by the MessageFactory and the program would segfault in the MessageFactory::Create(11) line. The question is why the class won't register? Having to add the empty implementation of the 100+ messages I need feels inefficient and unnecessary.

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  • compile time if && return string reference optimization

    - by Truncheon
    Hi. I'm writing a series classes that inherit from a base class using virtual. They are INT, FLOAT and STRING objects that I want to use in a scripting language. I'm trying to implement weak typing, but I don't want STRING objects to return copies of themselves when used in the following way (instead I would prefer to have a reference returned which can be used in copying): a = "hello "; b = "world"; c = a + b; I have written the following code as a mock example: #include <iostream> #include <string> #include <cstdio> #include <cstdlib> std::string dummy("<int object cannot return string reference>"); struct BaseImpl { virtual bool is_string() = 0; virtual int get_int() = 0; virtual std::string get_string_copy() = 0; virtual std::string const& get_string_ref() = 0; }; struct INT : BaseImpl { int value; INT(int i = 0) : value(i) { std::cout << "constructor called\n"; } INT(BaseImpl& that) : value(that.get_int()) { std::cout << "copy constructor called\n"; } bool is_string() { return false; } int get_int() { return value; } std::string get_string_copy() { char buf[33]; sprintf(buf, "%i", value); return buf; } std::string const& get_string_ref() { return dummy; } }; struct STRING : BaseImpl { std::string value; STRING(std::string s = "") : value(s) { std::cout << "constructor called\n"; } STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } bool is_string() { return true; } int get_int() { return atoi(value.c_str()); } std::string get_string_copy() { return value; } std::string const& get_string_ref() { return value; } }; struct Base { BaseImpl* impl; Base(BaseImpl* p = 0) : impl(p) {} ~Base() { delete impl; } }; int main() { Base b1(new INT(1)); Base b2(new STRING("Hello world")); Base b3(new INT(*b1.impl)); Base b4(new STRING(*b2.impl)); std::cout << "\n"; std::cout << b1.impl->get_int() << "\n"; std::cout << b2.impl->get_int() << "\n"; std::cout << b3.impl->get_int() << "\n"; std::cout << b4.impl->get_int() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_ref() << "\n"; std::cout << b2.impl->get_string_ref() << "\n"; std::cout << b3.impl->get_string_ref() << "\n"; std::cout << b4.impl->get_string_ref() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_copy() << "\n"; std::cout << b2.impl->get_string_copy() << "\n"; std::cout << b3.impl->get_string_copy() << "\n"; std::cout << b4.impl->get_string_copy() << "\n"; return 0; } It was necessary to add an if check in the STRING class to determine whether its safe to request a reference instead of a copy: Script code: a = "test"; b = a; c = 1; d = "" + c; /* not safe to request reference by standard */ C++ code: STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } If was hoping there's a way of moving that if check into compile time, rather than run time.

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  • (C++) Linking with namespaces causes duplicate symbol error

    - by user577072
    Hello. For the past few days, I have been trying to figure out how to link the files for a CLI gaming project I have been working on. There are two halves of the project, the Client and the Server code. The client needs two libraries I've made. The first is a general purpose game board. This is split between GameEngine.h and GameEngine.cpp. The header file looks something like this namespace gfdGaming { // struct sqr_size { // Index x; // Index y; // }; typedef struct { Index x, y; } sqr_size; const sqr_size sPos = {1, 1}; sqr_size sqr(Index x, Index y); sqr_size ePos; class board { // Prototypes / declarations for the class } } And the CPP file is just giving everything content #include "GameEngine.h" type gfdGaming::board::functions The client also has game-specific code (in this case, TicTacToe) split into declarations and definitions (TTT.h, Client.cpp). TTT.h is basically #include "GameEngine.h" #define TTTtar "localhost" #define TTTport 2886 using namespace gfdGaming; void* turnHandler(void*); namespace nsTicTacToe { GFDCON gfd; const char X = 'X'; const char O = 'O'; string MPhostname, mySID; board TTTboard; bool PlayerIsX = true, isMyTurn; char Player = X, Player2 = O; int recon(string* datHolder = NULL, bool force = false); void initMP(bool create = false, string hn = TTTtar); void init(); bool isTie(); int turnPlayer(Index loc, char lSym = Player); bool checkWin(char sym = Player); int mainloop(); int mainloopMP(); }; // NS I made the decision to put this in a namespace to group it instead of a class because there are some parts that would not work well in OOP, and it's much easier to implement later on. I have had trouble linking the client in the past, but this setup seems to work. My server is also split into two files, Server.h and Server.cpp. Server.h contains exactly: #include "../TicTacToe/TTT.h" // Server needs a full copy of TicTacToe code class TTTserv; struct TTTachievement_requirement { Index id; Index loc; bool inUse; }; struct TTTachievement_t { Index id; bool achieved; bool AND, inSameGame; bool inUse; bool (*lHandler)(TTTserv*); char mustBeSym; int mustBePlayer; string name, description; TTTachievement_requirement steps[safearray(8*8)]; }; class achievement_core_t : public GfdOogleTech { public: // May be shifted to private TTTachievement_t list[safearray(8*8)]; public: achievement_core_t(); int insert(string name, string d, bool samegame, bool lAnd, int lSteps[8*8], int mbP=0, char mbS=0); }; struct TTTplayer_t { Index id; bool inUse; string ip, sessionID; char sym; int desc; TTTachievement_t Ding[8*8]; }; struct TTTgame_t { TTTplayer_t Player[safearray(2)]; TTTplayer_t Spectator; achievement_core_t achievement_core; Index cTurn, players; port_t roomLoc; bool inGame, Xused, Oused, newEvent; }; class TTTserv : public gSserver { TTTgame_t Game; TTTplayer_t *cPlayer; port_t conPort; public: achievement_core_t *achiev; thread threads[8]; int parseit(string tDat, string tsIP); Index conCount; int parseit(string tDat, int tlUser, TTTplayer_t** retval); private: int parseProto(string dat, string sIP); int parseProto(string dat, int lUser); int cycleTurn(); void setup(port_t lPort = 0, bool complete = false); public: int newEvent; TTTserv(port_t tlPort = TTTport, bool tcomplete = true); TTTplayer_t* userDC(Index id, Index force = false); int sendToPlayers(string dat, bool asMSG = false); int mainLoop(volatile bool *play); }; // Other void* userHandler(void*); void* handleUser(void*); And in the CPP file I include Server.h and provide main() and the contents of all functions previously declared. Now to the problem at hand I am having issues when linking my server. More specifically, I get a duplicate symbol error for every variable in nsTicTacToe (and possibly in gfdGaming as well). Since I need the TicTacToe functions, I link Client.cpp ( without main() ) when building the server ld: duplicate symbol nsTicTacToe::PlayerIsX in Client.o and Server.o collect2: ld returned 1 exit status Command /Developer/usr/bin/g++-4.2 failed with exit code 1 It stops once a problem is encountered, but if PlayerIsX is removed / changed temporarily than another variable causes an error Essentially, I am looking for any advice on how to better organize my code to hopefully fix these errors. Disclaimers: -I apologize in advance if I provided too much or too little information, as it is my first time posting -I have tried using static and extern to fix these problems, but apparently those are not what I need Thank you to anyone who takes the time to read all of this and respond =)

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  • Elapsed time of running a C program

    - by yCalleecharan
    Hi, I would like to know what lines of C code to add to a program so that it tells me the total time that the program takes to run. I guess there should be counter initialization near the beginning of main and one after the main function ends. Is the right header clock.h? Thanks a lot... Update I have a Win Xp machine. Is it just adding clock() at the beginning and another clock() at the end of the program? Then I can estimate the time difference. Yes, you're right it's time.h. Here's my code: #include <stdio.h> #include <stdlib.h> #include <math.h> #include <share.h> #include <time.h> void f(long double fb[], long double fA, long double fB); int main() { clock_t start, end; start = clock(); const int ARRAY_SIZE = 11; long double* z = (long double*) malloc(sizeof (long double) * ARRAY_SIZE); int i; long double A, B; if (z == NULL) { printf("Out of memory\n"); exit(-1); } A = 0.5; B = 2; for (i = 0; i < ARRAY_SIZE; i++) { z[i] = 0; } z[1] = 5; f(z, A, B); for (i = 0; i < ARRAY_SIZE; i++) printf("z is %.16Le\n", z[i]); free(z); z = NULL; end = clock(); printf("Took %ld ticks\n", end-start); printf("Took %f seconds\n", (double)(end-start)/CLOCKS_PER_SEC); return 0; } void f(long double fb[], long double fA, long double fB) { fb[0] = fb[1]* fA; fb[1] = fb[1] - 1; return; } Some errors with MVS2008: testim.c(16) : error C2143: syntax error : missing ';' before 'const' testim.c(18) :error C2143: syntax error : missing ';' before 'type' testim.c(20) :error C2143: syntax error : missing ';' before 'type' testim.c(21) :error C2143: syntax error : missing ';' before 'type' testim.c(23) :error C2065: 'z' : undeclared identifier testim.c(23) :warning C4047: '==' : 'int' differs in levels of indirection from 'void *' testim.c(28) : error C2065: 'A' : undeclared identifier testim.c(28) : warning C4244: '=' : conversion from 'double' to 'int', possible loss of data and it goes to 28 errors. Note that I don't have any errors/warnings without your clock codes. LATEST NEWS: I unfortunately didn't get a good reply here. But after a search on Google, the code is working. Here it is: #include <stdio.h> #include <stdlib.h> #include <math.h> #include <share.h> #include <time.h> void f(long double fb[], long double fA, long double fB); int main() { clock_t start = clock(); const int ARRAY_SIZE = 11; long double* z = (long double*) malloc(sizeof (long double) * ARRAY_SIZE); int i; long double A, B; if (z == NULL) { printf("Out of memory\n"); exit(-1); } A = 0.5; B = 2; for (i = 0; i < ARRAY_SIZE; i++) { z[i] = 0; } z[1] = 5; f(z, A, B); for (i = 0; i < ARRAY_SIZE; i++) printf("z is %.16Le\n", z[i]); free(z); z = NULL; printf("Took %f seconds\n", ((double)clock()-start)/CLOCKS_PER_SEC); return 0; } void f(long double fb[], long double fA, long double fB) { fb[0] = fb[1]* fA; fb[1] = fb[1] - 1; return; } Cheers

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  • How can I simulate the effects of an observable collection in this situation?

    - by MGSoto
    I am making a configuration editor for another application and am using reflection to pull editable fields from the configuration class. The following class is the base class for my various "DataTypeViewModels" and shows how I get and set the appropriate properties. public abstract class DataTypeViewModel<T> : ViewModelBase { Func<T> getFunction; Action<T> setAction; public const string ValuePropertyName = "Value"; public string Label { get; set; } public T Value { get { return getFunction.Invoke(); } set { if (getFunction.Invoke().Equals(value)) { return; } setAction.Invoke(value); // Update bindings, no broadcast RaisePropertyChanged(ValuePropertyName); } } /// <summary> /// Initializes a new instance of the StringViewModel class. /// </summary> public DataTypeViewModel(string sectionName, string label) { if (IsInDesignMode) { // Code runs in Blend --> create design time data. } else { Label = label; getFunction = new Func<T>(() => { return (T)Settings.Instance.GetType().GetProperty(sectionName).PropertyType. GetProperty(label).GetValue(Settings.Instance.GetType().GetProperty(sectionName).GetValue(Settings.Instance, null), null); }); setAction = new Action<T>(value => { Settings.Instance.GetType().GetProperty(sectionName).PropertyType.GetProperty(label). SetValue(Settings.Instance.GetType().GetProperty(sectionName).GetValue(Settings.Instance, null), value, null); }); } } } This part works the way I want it to, the next part is a sample DataTypeViewModel on a list of strings. public class StringListViewModel : DataTypeViewModel<ICollection<string>> { /// <summary> /// The <see cref="RemoveItemCommand" /> property's name. /// </summary> public const string RemoveItemCommandPropertyName = "RemoveItemCommand"; private RelayCommand<string> _removeItemCommand = null; public ObservableCollection<string> ObservableValue { get; set; } /// <summary> /// Gets the RemoveItemCommand property. /// TODO Update documentation: /// Changes to that property's value raise the PropertyChanged event. /// This property's value is broadcasted by the Messenger's default instance when it changes. /// </summary> public RelayCommand<string> RemoveItemCommand { get { return _removeItemCommand; } set { if (_removeItemCommand == value) { return; } var oldValue = _removeItemCommand; _removeItemCommand = value; // Update bindings, no broadcast RaisePropertyChanged(RemoveItemCommandPropertyName); } } /// <summary> /// The <see cref="AddItemCommand" /> property's name. /// </summary> public const string AddItemCommandPropertyName = "AddItemCommand"; private RelayCommand<string> _addItemCommand = null; /// <summary> /// Gets the AddItemCommand property. /// TODO Update documentation: /// Changes to that property's value raise the PropertyChanged event. /// This property's value is broadcasted by the Messenger's default instance when it changes. /// </summary> public RelayCommand<string> AddItemCommand { get { return _addItemCommand; } set { if (_addItemCommand == value) { return; } var oldValue = _addItemCommand; _addItemCommand = value; // Update bindings, no broadcast RaisePropertyChanged(AddItemCommandPropertyName); } } /// <summary> /// Initializes a new instance of the StringListViewModel class. /// </summary> public StringListViewModel(string sectionName, string label) : base(sectionName, label) { ObservableValue = new ObservableCollection<string>(Value); AddItemCommand = new RelayCommand<string>(param => { if (param != string.Empty) { Value.Add(param); ObservableValue.Add(param); } }); RemoveItemCommand = new RelayCommand<string>(param => { if (param != null) { Value.Remove(param); ObservableValue.Remove(param); } }); } } As you can see in the constructor, I currently have "Value" mirrored into a new ObservableCollection called "ObservableValue", which is then bound to by a ListView in the XAML. It works well this way, but cloning the List seems like such a hacky way to do this. While bound to Value, I've tried adding: RaisePropertyChanged("Value"); to the AddItemCommand and RemoveItemCommand, but this doesn't work, the ListView won't get updated. What is the proper way to do this?

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  • Receiving broadcast packets using packet socket

    - by user314336
    Hello I try to send DHCP RENEW packets to the network and receive the responses. I broadcast the packet and I can see that it's successfully sent using Wireshark. But I have difficulties receiving the responses.I use packet sockets to catch the packets. I can see that there are responses to my RENEW packet using Wireshark, but my function 'packet_receive_renew' sometimes catch the packets but sometimes it can not catch the packets. I set the file descriptor using FDSET but the 'select' in my code can not realize that there are new packets for that file descriptor and timeout occurs. I couldn't make it clear that why it sometimes catches the packets and sometimes doesn't. Anybody have an idea? Thanks in advance. Here's the receive function. int packet_receive_renew(struct client_info* info) { int fd; struct sockaddr_ll sock, si_other; struct sockaddr_in si_me; fd_set rfds; struct timeval tv; time_t start, end; int bcast = 1; int ret = 0, try = 0; char buf[1500] = {'\0'}; uint8_t tmp[BUFLEN] = {'\0'}; struct dhcp_packet pkt; socklen_t slen = sizeof(si_other); struct dhcps* new_dhcps; memset((char *) &si_me, 0, sizeof(si_me)); memset((char *) &si_other, 0, sizeof(si_other)); memset(&pkt, 0, sizeof(struct dhcp_packet)); define SERVER_AND_CLIENT_PORTS ((67 << 16) + 68) static const struct sock_filter filter_instr[] = { /* check for udp */ BPF_STMT(BPF_LD|BPF_B|BPF_ABS, 9), BPF_JUMP(BPF_JMP|BPF_JEQ|BPF_K, IPPROTO_UDP, 0, 4), /* L5, L1, is UDP? */ /* skip IP header */ BPF_STMT(BPF_LDX|BPF_B|BPF_MSH, 0), /* L5: */ /* check udp source and destination ports */ BPF_STMT(BPF_LD|BPF_W|BPF_IND, 0), BPF_JUMP(BPF_JMP|BPF_JEQ|BPF_K, SERVER_AND_CLIENT_PORTS, 0, 1), /* L3, L4 */ /* returns */ BPF_STMT(BPF_RET|BPF_K, 0x0fffffff ), /* L3: pass */ BPF_STMT(BPF_RET|BPF_K, 0), /* L4: reject */ }; static const struct sock_fprog filter_prog = { .len = sizeof(filter_instr) / sizeof(filter_instr[0]), /* casting const away: */ .filter = (struct sock_filter *) filter_instr, }; printf("opening raw socket on ifindex %d\n", info->interf.if_index); if (-1==(fd = socket(PF_PACKET, SOCK_DGRAM, htons(ETH_P_IP)))) { perror("packet_receive_renew::socket"); return -1; } printf("got raw socket fd %d\n", fd); /* Use only if standard ports are in use */ /* Ignoring error (kernel may lack support for this) */ if (-1==setsockopt(fd, SOL_SOCKET, SO_ATTACH_FILTER, &filter_prog, sizeof(filter_prog))) perror("packet_receive_renew::setsockopt"); sock.sll_family = AF_PACKET; sock.sll_protocol = htons(ETH_P_IP); //sock.sll_pkttype = PACKET_BROADCAST; sock.sll_ifindex = info->interf.if_index; if (-1 == bind(fd, (struct sockaddr *) &sock, sizeof(sock))) { perror("packet_receive_renew::bind"); close(fd); return -3; } if (-1 == setsockopt(fd, SOL_SOCKET, SO_BROADCAST, &bcast, sizeof(bcast))) { perror("packet_receive_renew::setsockopt"); close(fd); return -1; } FD_ZERO(&rfds); FD_SET(fd, &rfds); tv.tv_sec = TIMEOUT; tv.tv_usec = 0; ret = time(&start); if (-1 == ret) { perror("packet_receive_renew::time"); close(fd); return -1; } while(1) { ret = select(fd + 1, &rfds, NULL, NULL, &tv); time(&end); if (TOTAL_PENDING <= (end - start)) { fprintf(stderr, "End receiving\n"); break; } if (-1 == ret) { perror("packet_receive_renew::select"); close(fd); return -4; } else if (ret) { new_dhcps = (struct dhcps*)calloc(1, sizeof(struct dhcps)); if (-1 == recvfrom(fd, buf, 1500, 0, (struct sockaddr*)&si_other, &slen)) { perror("packet_receive_renew::recvfrom"); close(fd); return -4; } deref_packet((unsigned char*)buf, &pkt, info); if (-1!=(ret=get_option_val(pkt.options, DHO_DHCP_SERVER_IDENTIFIER, tmp))) { sprintf((char*)tmp, "%d.%d.%d.%d", tmp[0],tmp[1],tmp[2],tmp[3]); fprintf(stderr, "Received renew from %s\n", tmp); } else { fprintf(stderr, "Couldnt get DHO_DHCP_SERVER_IDENTIFIER%s\n", tmp); close(fd); return -5; } new_dhcps->dhcps_addr = strdup((char*)tmp); //add to list if (info->dhcps_list) info->dhcps_list->next = new_dhcps; else info->dhcps_list = new_dhcps; new_dhcps->next = NULL; } else { try++; tv.tv_sec = TOTAL_PENDING - try * TIMEOUT; tv.tv_usec = 0; fprintf(stderr, "Timeout occured\n"); } } close(fd); printf("close fd:%d\n", fd); return 0; }

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  • c#: sms appears to have been sent, but stuck in phone outbox

    - by I__
    i wrote code to send an SMS using my gsm phone which is attached to the computer through com port. the code is below. the problem is i do see that it is in the outbox of the phone and it actually appears to have been sent, but when i contact the recipient they say that i have not received the message. i test the phone, and i create and send a message using only the phone and it works perfectly, however when i do this with my code, it APPEARS to have been sent, and i am getting all the correct AT COMMAND responses from the phone, but the message is actually NOT sent. here is the code: using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Threading; using System.IO.Ports; namespace WindowsFormsApplication1 { public partial class Form1 : Form { SerialPort serialPort1; int m_iTxtMsgState = 0; const int NUM_MESSAGE_STATES = 4; const string RESERVED_COM_1 = "COM1"; const string RESERVED_COM_4 = "COM4"; public Form1() { InitializeComponent(); this.Closing += new CancelEventHandler(Form1_Closing); } private void Form1_Load(object sender, EventArgs e) { serialPort1 = new SerialPort(GetUSBComPort()); if (serialPort1.IsOpen) { serialPort1.Close(); } serialPort1.Open(); //ThreadStart myThreadDelegate = new ThreadStart(ReceiveAndOutput); //Thread myThread = new Thread(myThreadDelegate); //myThread.Start(); this.serialPort1.DataReceived += new SerialDataReceivedEventHandler(sp_DataReceived); } private void Form1_Closing(object sender, System.ComponentModel.CancelEventArgs e) { serialPort1.Close(); } private void SendLine(string sLine) { serialPort1.Write(sLine); sLine = sLine.Replace("\u001A", ""); consoleOut.Text += sLine; } public void DoWork() { ProcessMessageState(); } public void ProcessMessageState() { switch (m_iTxtMsgState) { case 0: m_iTxtMsgState = 1; SendLine("AT\r\n"); //NOTE: SendLine must be the last thing called in all of these! break; case 1: m_iTxtMsgState = 2; SendLine("AT+CMGF=1\r\n"); break; case 2: m_iTxtMsgState = 3; SendLine("AT+CMGW=" + Convert.ToChar(34) + "+9737387467" + Convert.ToChar(34) + "\r\n"); break; case 3: m_iTxtMsgState = 4; SendLine("A simple demo of SMS text messaging." + Convert.ToChar(26)); break; case 4: m_iTxtMsgState = 5; break; case 5: m_iTxtMsgState = NUM_MESSAGE_STATES; break; } } private string GetStoredSMSID() { return null; } /* //i dont think this part does anything private void serialPort1_DataReceived_1(object sender, System.IO.Ports.SerialDataReceivedEventArgs e) { string response = serialPort1.ReadLine(); this.BeginInvoke(new MethodInvoker(() => textBox1.AppendText(response + "\r\n"))); } */ void sp_DataReceived(object sender, SerialDataReceivedEventArgs e) { try { Thread.Sleep(500); char[] msg; msg = new char[613]; int iNumToRead = serialPort1.BytesToRead; serialPort1.Read(msg, 0, iNumToRead); string response = new string(msg); this.BeginInvoke(new MethodInvoker(() => textBox1.AppendText(response + "\r\n"))); serialPort1.DiscardInBuffer(); if (m_iTxtMsgState == 4) { int pos_cmgw = response.IndexOf("+CMGW:"); string cmgw_num = response.Substring(pos_cmgw + 7, 4); SendLine("AT+CMSS=" + cmgw_num + "\r\n"); //stop listening to messages received } if (m_iTxtMsgState < NUM_MESSAGE_STATES) { ProcessMessageState(); } } catch { } } private void button1_Click(object sender, EventArgs e) { m_iTxtMsgState = 0; DoWork(); } private void button2_Click(object sender, EventArgs e) { string[] sPorts = SerialPort.GetPortNames(); foreach (string port in sPorts) { consoleOut.Text += port + "\r\n"; } } private string GetUSBComPort() { string[] sPorts = SerialPort.GetPortNames(); foreach (string port in sPorts) { if (port != RESERVED_COM_1 && port != RESERVED_COM_4) { return port; } } return null; } }

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  • how to avoid temporaries when copying weakly typed object

    - by Truncheon
    Hi. I'm writing a series classes that inherit from a base class using virtual. They are INT, FLOAT and STRING objects that I want to use in a scripting language. I'm trying to implement weak typing, but I don't want STRING objects to return copies of themselves when used in the following way (instead I would prefer to have a reference returned which can be used in copying): a = "hello "; b = "world"; c = a + b; I have written the following code as a mock example: #include <iostream> #include <string> #include <cstdio> #include <cstdlib> std::string dummy("<int object cannot return string reference>"); struct BaseImpl { virtual bool is_string() = 0; virtual int get_int() = 0; virtual std::string get_string_copy() = 0; virtual std::string const& get_string_ref() = 0; }; struct INT : BaseImpl { int value; INT(int i = 0) : value(i) { std::cout << "constructor called\n"; } INT(BaseImpl& that) : value(that.get_int()) { std::cout << "copy constructor called\n"; } bool is_string() { return false; } int get_int() { return value; } std::string get_string_copy() { char buf[33]; sprintf(buf, "%i", value); return buf; } std::string const& get_string_ref() { return dummy; } }; struct STRING : BaseImpl { std::string value; STRING(std::string s = "") : value(s) { std::cout << "constructor called\n"; } STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } bool is_string() { return true; } int get_int() { return atoi(value.c_str()); } std::string get_string_copy() { return value; } std::string const& get_string_ref() { return value; } }; struct Base { BaseImpl* impl; Base(BaseImpl* p = 0) : impl(p) {} ~Base() { delete impl; } }; int main() { Base b1(new INT(1)); Base b2(new STRING("Hello world")); Base b3(new INT(*b1.impl)); Base b4(new STRING(*b2.impl)); std::cout << "\n"; std::cout << b1.impl->get_int() << "\n"; std::cout << b2.impl->get_int() << "\n"; std::cout << b3.impl->get_int() << "\n"; std::cout << b4.impl->get_int() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_ref() << "\n"; std::cout << b2.impl->get_string_ref() << "\n"; std::cout << b3.impl->get_string_ref() << "\n"; std::cout << b4.impl->get_string_ref() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_copy() << "\n"; std::cout << b2.impl->get_string_copy() << "\n"; std::cout << b3.impl->get_string_copy() << "\n"; std::cout << b4.impl->get_string_copy() << "\n"; return 0; } It was necessary to add an if check in the STRING class to determine whether its safe to request a reference instead of a copy: Script code: a = "test"; b = a; c = 1; d = "" + c; /* not safe to request reference by standard */ C++ code: STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } If was hoping there's a way of moving that if check into compile time, rather than run time.

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  • Rendering ASP.NET Script References into the Html Header

    - by Rick Strahl
    One thing that I’ve come to appreciate in control development in ASP.NET that use JavaScript is the ability to have more control over script and script include placement than ASP.NET provides natively. Specifically in ASP.NET you can use either the ClientScriptManager or ScriptManager to embed scripts and script references into pages via code. This works reasonably well, but the script references that get generated are generated into the HTML body and there’s very little operational control for placement of scripts. If you have multiple controls or several of the same control that need to place the same scripts onto the page it’s not difficult to end up with scripts that render in the wrong order and stop working correctly. This is especially critical if you load script libraries with dependencies either via resources or even if you are rendering referenced to CDN resources. Natively ASP.NET provides a host of methods that help embedding scripts into the page via either Page.ClientScript or the ASP.NET ScriptManager control (both with slightly different syntax): RegisterClientScriptBlock Renders a script block at the top of the HTML body and should be used for embedding callable functions/classes. RegisterStartupScript Renders a script block just prior to the </form> tag and should be used to for embedding code that should execute when the page is first loaded. Not recommended – use jQuery.ready() or equivalent load time routines. RegisterClientScriptInclude Embeds a reference to a script from a url into the page. RegisterClientScriptResource Embeds a reference to a Script from a resource file generating a long resource file string All 4 of these methods render their <script> tags into the HTML body. The script blocks give you a little bit of control by having a ‘top’ and ‘bottom’ of the document location which gives you some flexibility over script placement and precedence. Script includes and resource url unfortunately do not even get that much control – references are simply rendered into the page in the order of declaration. The ASP.NET ScriptManager control facilitates this task a little bit with the abililty to specify scripts in code and the ability to programmatically check what scripts have already been registered, but it doesn’t provide any more control over the script rendering process itself. Further the ScriptManager is a bear to deal with generically because generic code has to always check and see if it is actually present. Some time ago I posted a ClientScriptProxy class that helps with managing the latter process of sending script references either to ClientScript or ScriptManager if it’s available. Since I last posted about this there have been a number of improvements in this API, one of which is the ability to control placement of scripts and script includes in the page which I think is rather important and a missing feature in the ASP.NET native functionality. Handling ScriptRenderModes One of the big enhancements that I’ve come to rely on is the ability of the various script rendering functions described above to support rendering in multiple locations: /// <summary> /// Determines how scripts are included into the page /// </summary> public enum ScriptRenderModes { /// <summary> /// Inherits the setting from the control or from the ClientScript.DefaultScriptRenderMode /// </summary> Inherit, /// Renders the script include at the location of the control /// </summary> Inline, /// <summary> /// Renders the script include into the bottom of the header of the page /// </summary> Header, /// <summary> /// Renders the script include into the top of the header of the page /// </summary> HeaderTop, /// <summary> /// Uses ClientScript or ScriptManager to embed the script include to /// provide standard ASP.NET style rendering in the HTML body. /// </summary> Script, /// <summary> /// Renders script at the bottom of the page before the last Page.Controls /// literal control. Note this may result in unexpected behavior /// if /body and /html are not the last thing in the markup page. /// </summary> BottomOfPage } This enum is then applied to the various Register functions to allow more control over where scripts actually show up. Why is this useful? For me I often render scripts out of control resources and these scripts often include things like a JavaScript Library (jquery) and a few plug-ins. The order in which these can be loaded is critical so that jQuery.js always loads before any plug-in for example. Typically I end up with a general script layout like this: Core Libraries- HeaderTop Plug-ins: Header ScriptBlocks: Header or Script depending on other dependencies There’s also an option to render scripts and CSS at the very bottom of the page before the last Page control on the page which can be useful for speeding up page load when lots of scripts are loaded. The API syntax of the ClientScriptProxy methods is closely compatible with ScriptManager’s using static methods and control references to gain access to the page and embedding scripts. For example, to render some script into the current page in the header: // Create script block in header ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function", "function helloWorld() { alert('hello'); }", true, ScriptRenderModes.Header); // Same again - shouldn't be rendered because it's the same id ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function", "function helloWorld() { alert('hello'); }", true, ScriptRenderModes.Header); // Create a second script block in header ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function2", "function helloWorld2() { alert('hello2'); }", true, ScriptRenderModes.Header); // This just calls ClientScript and renders into bottom of document ClientScriptProxy.Current.RegisterStartupScript(this,typeof(ControlResources), "call_hello", "helloWorld();helloWorld2();", true); which generates: <html xmlns="http://www.w3.org/1999/xhtml" > <head><title> </title> <script type="text/javascript"> function helloWorld() { alert('hello'); } </script> <script type="text/javascript"> function helloWorld2() { alert('hello2'); } </script> </head> <body> … <script type="text/javascript"> //<![CDATA[ helloWorld();helloWorld2();//]]> </script> </form> </body> </html> Note that the scripts are generated into the header rather than the body except for the last script block which is the call to RegisterStartupScript. In general I wouldn’t recommend using RegisterStartupScript – ever. It’s a much better practice to use a script base load event to handle ‘startup’ code that should fire when the page first loads. So instead of the code above I’d actually recommend doing: ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "call_hello", "$().ready( function() { alert('hello2'); });", true, ScriptRenderModes.Header); assuming you’re using jQuery on the page. For script includes from a Url the following demonstrates how to embed scripts into the header. This example injects a jQuery and jQuery.UI script reference from the Google CDN then checks each with a script block to ensure that it has loaded and if not loads it from a server local location: // load jquery from CDN ClientScriptProxy.Current.RegisterClientScriptInclude(this, typeof(ControlResources), "http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js", ScriptRenderModes.HeaderTop); // check if jquery loaded - if it didn't we're not online string scriptCheck = @"if (typeof jQuery != 'object') document.write(unescape(""%3Cscript src='{0}' type='text/javascript'%3E%3C/script%3E""));"; string jQueryUrl = ClientScriptProxy.Current.GetWebResourceUrl(this, typeof(ControlResources), ControlResources.JQUERY_SCRIPT_RESOURCE); ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "jquery_register", string.Format(scriptCheck,jQueryUrl),true, ScriptRenderModes.HeaderTop); // Load jquery-ui from cdn ClientScriptProxy.Current.RegisterClientScriptInclude(this, typeof(ControlResources), "http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/jquery-ui.min.js", ScriptRenderModes.Header); // check if we need to load from local string jQueryUiUrl = ResolveUrl("~/scripts/jquery-ui-custom.min.js"); ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "jqueryui_register", string.Format(scriptCheck, jQueryUiUrl), true, ScriptRenderModes.Header); // Create script block in header ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function", "$().ready( function() { alert('hello'); });", true, ScriptRenderModes.Header); which in turn generates this HTML: <html xmlns="http://www.w3.org/1999/xhtml" > <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> if (typeof jQuery != 'object') document.write(unescape("%3Cscript src='/WestWindWebToolkitWeb/WebResource.axd?d=DIykvYhJ_oXCr-TA_dr35i4AayJoV1mgnQAQGPaZsoPM2LCdvoD3cIsRRitHKlKJfV5K_jQvylK7tsqO3lQIFw2&t=633979863959332352' type='text/javascript'%3E%3C/script%3E")); </script> <title> </title> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/jquery-ui.min.js" type="text/javascript"></script> <script type="text/javascript"> if (typeof jQuery != 'object') document.write(unescape("%3Cscript src='/WestWindWebToolkitWeb/scripts/jquery-ui-custom.min.js' type='text/javascript'%3E%3C/script%3E")); </script> <script type="text/javascript"> $().ready(function() { alert('hello'); }); </script> </head> <body> …</body> </html> As you can see there’s a bit more control in this process as you can inject both script includes and script blocks into the document at the top or bottom of the header, plus if necessary at the usual body locations. This is quite useful especially if you create custom server controls that interoperate with script and have certain dependencies. The above is a good example of a useful switchable routine where you can switch where scripts load from by default – the above pulls from Google CDN but a configuration switch may automatically switch to pull from the local development copies if your doing development for example. How does it work? As mentioned the ClientScriptProxy object mimicks many of the ScriptManager script related methods and so provides close API compatibility with it although it contains many additional overloads that enhance functionality. It does however work against ScriptManager if it’s available on the page, or Page.ClientScript if it’s not so it provides a single unified frontend to script access. There are however many overloads of the original SM methods like the above to provide additional functionality. The implementation of script header rendering is pretty straight forward – as long as a server header (ie. it has to have runat=”server” set) is available. Otherwise these routines fall back to using the default document level insertions of ScriptManager/ClientScript. Given that there is a server header it’s relatively easy to generate the script tags and code and append them to the header either at the top or bottom. I suspect Microsoft didn’t provide header rendering functionality precisely because a runat=”server” header is not required by ASP.NET so behavior would be slightly unpredictable. That’s not really a problem for a custom implementation however. Here’s the RegisterClientScriptBlock implementation that takes a ScriptRenderModes parameter to allow header rendering: /// <summary> /// Renders client script block with the option of rendering the script block in /// the Html header /// /// For this to work Header must be defined as runat="server" /// </summary> /// <param name="control">any control that instance typically page</param> /// <param name="type">Type that identifies this rendering</param> /// <param name="key">unique script block id</param> /// <param name="script">The script code to render</param> /// <param name="addScriptTags">Ignored for header rendering used for all other insertions</param> /// <param name="renderMode">Where the block is rendered</param> public void RegisterClientScriptBlock(Control control, Type type, string key, string script, bool addScriptTags, ScriptRenderModes renderMode) { if (renderMode == ScriptRenderModes.Inherit) renderMode = DefaultScriptRenderMode; if (control.Page.Header == null || renderMode != ScriptRenderModes.HeaderTop && renderMode != ScriptRenderModes.Header && renderMode != ScriptRenderModes.BottomOfPage) { RegisterClientScriptBlock(control, type, key, script, addScriptTags); return; } // No dupes - ref script include only once const string identifier = "scriptblock_"; if (HttpContext.Current.Items.Contains(identifier + key)) return; HttpContext.Current.Items.Add(identifier + key, string.Empty); StringBuilder sb = new StringBuilder(); // Embed in header sb.AppendLine("\r\n<script type=\"text/javascript\">"); sb.AppendLine(script); sb.AppendLine("</script>"); int? index = HttpContext.Current.Items["__ScriptResourceIndex"] as int?; if (index == null) index = 0; if (renderMode == ScriptRenderModes.HeaderTop) { control.Page.Header.Controls.AddAt(index.Value, new LiteralControl(sb.ToString())); index++; } else if(renderMode == ScriptRenderModes.Header) control.Page.Header.Controls.Add(new LiteralControl(sb.ToString())); else if (renderMode == ScriptRenderModes.BottomOfPage) control.Page.Controls.AddAt(control.Page.Controls.Count-1,new LiteralControl(sb.ToString())); HttpContext.Current.Items["__ScriptResourceIndex"] = index; } Note that the routine has to keep track of items inserted by id so that if the same item is added again with the same key it won’t generate two script entries. Additionally the code has to keep track of how many insertions have been made at the top of the document so that entries are added in the proper order. The RegisterScriptInclude method is similar but there’s some additional logic in here to deal with script file references and ClientScriptProxy’s (optional) custom resource handler that provides script compression /// <summary> /// Registers a client script reference into the page with the option to specify /// the script location in the page /// </summary> /// <param name="control">Any control instance - typically page</param> /// <param name="type">Type that acts as qualifier (uniqueness)</param> /// <param name="url">the Url to the script resource</param> /// <param name="ScriptRenderModes">Determines where the script is rendered</param> public void RegisterClientScriptInclude(Control control, Type type, string url, ScriptRenderModes renderMode) { const string STR_ScriptResourceIndex = "__ScriptResourceIndex"; if (string.IsNullOrEmpty(url)) return; if (renderMode == ScriptRenderModes.Inherit) renderMode = DefaultScriptRenderMode; // Extract just the script filename string fileId = null; // Check resource IDs and try to match to mapped file resources // Used to allow scripts not to be loaded more than once whether // embedded manually (script tag) or via resources with ClientScriptProxy if (url.Contains(".axd?r=")) { string res = HttpUtility.UrlDecode( StringUtils.ExtractString(url, "?r=", "&", false, true) ); foreach (ScriptResourceAlias item in ScriptResourceAliases) { if (item.Resource == res) { fileId = item.Alias + ".js"; break; } } if (fileId == null) fileId = url.ToLower(); } else fileId = Path.GetFileName(url).ToLower(); // No dupes - ref script include only once const string identifier = "script_"; if (HttpContext.Current.Items.Contains( identifier + fileId ) ) return; HttpContext.Current.Items.Add(identifier + fileId, string.Empty); // just use script manager or ClientScriptManager if (control.Page.Header == null || renderMode == ScriptRenderModes.Script || renderMode == ScriptRenderModes.Inline) { RegisterClientScriptInclude(control, type,url, url); return; } // Retrieve script index in header int? index = HttpContext.Current.Items[STR_ScriptResourceIndex] as int?; if (index == null) index = 0; StringBuilder sb = new StringBuilder(256); url = WebUtils.ResolveUrl(url); // Embed in header sb.AppendLine("\r\n<script src=\"" + url + "\" type=\"text/javascript\"></script>"); if (renderMode == ScriptRenderModes.HeaderTop) { control.Page.Header.Controls.AddAt(index.Value, new LiteralControl(sb.ToString())); index++; } else if (renderMode == ScriptRenderModes.Header) control.Page.Header.Controls.Add(new LiteralControl(sb.ToString())); else if (renderMode == ScriptRenderModes.BottomOfPage) control.Page.Controls.AddAt(control.Page.Controls.Count-1, new LiteralControl(sb.ToString())); HttpContext.Current.Items[STR_ScriptResourceIndex] = index; } There’s a little more code here that deals with cleaning up the passed in Url and also some custom handling of script resources that run through the ScriptCompressionModule – any script resources loaded in this fashion are automatically cached based on the resource id. Raw urls extract just the filename from the URL and cache based on that. All of this to avoid doubling up of scripts if called multiple times by multiple instances of the same control for example or several controls that all load the same resources/includes. Finally RegisterClientScriptResource utilizes the previous method to wrap the WebResourceUrl as well as some custom functionality for the resource compression module: /// <summary> /// Returns a WebResource or ScriptResource URL for script resources that are to be /// embedded as script includes. /// </summary> /// <param name="control">Any control</param> /// <param name="type">A type in assembly where resources are located</param> /// <param name="resourceName">Name of the resource to load</param> /// <param name="renderMode">Determines where in the document the link is rendered</param> public void RegisterClientScriptResource(Control control, Type type, string resourceName, ScriptRenderModes renderMode) { string resourceUrl = GetClientScriptResourceUrl(control, type, resourceName); RegisterClientScriptInclude(control, type, resourceUrl, renderMode); } /// <summary> /// Works like GetWebResourceUrl but can be used with javascript resources /// to allow using of resource compression (if the module is loaded). /// </summary> /// <param name="control"></param> /// <param name="type"></param> /// <param name="resourceName"></param> /// <returns></returns> public string GetClientScriptResourceUrl(Control control, Type type, string resourceName) { #if IncludeScriptCompressionModuleSupport // If wwScriptCompression Module through Web.config is loaded use it to compress // script resources by using wcSC.axd Url the module intercepts if (ScriptCompressionModule.ScriptCompressionModuleActive) { string url = "~/wwSC.axd?r=" + HttpUtility.UrlEncode(resourceName); if (type.Assembly != GetType().Assembly) url += "&t=" + HttpUtility.UrlEncode(type.FullName); return WebUtils.ResolveUrl(url); } #endif return control.Page.ClientScript.GetWebResourceUrl(type, resourceName); } This code merely retrieves the resource URL and then simply calls back to RegisterClientScriptInclude with the URL to be embedded which means there’s nothing specific to deal with other than the custom compression module logic which is nice and easy. What else is there in ClientScriptProxy? ClientscriptProxy also provides a few other useful services beyond what I’ve already covered here: Transparent ScriptManager and ClientScript calls ClientScriptProxy includes a host of routines that help figure out whether a script manager is available or not and all functions in this class call the appropriate object – ScriptManager or ClientScript – that is available in the current page to ensure that scripts get embedded into pages properly. This is especially useful for control development where controls have no control over the scripting environment in place on the page. RegisterCssLink and RegisterCssResource Much like the script embedding functions these two methods allow embedding of CSS links. CSS links are appended to the header or to a form declared with runat=”server”. LoadControlScript Is a high level resource loading routine that can be used to easily switch between different script linking modes. It supports loading from a WebResource, a url or not loading anything at all. This is very useful if you build controls that deal with specification of resource urls/ids in a standard way. Check out the full Code You can check out the full code to the ClientScriptProxyClass here: ClientScriptProxy.cs ClientScriptProxy Documentation (class reference) Note that the ClientScriptProxy has a few dependencies in the West Wind Web Toolkit of which it is part of. ControlResources holds a few standard constants and script resource links and the ScriptCompressionModule which is referenced in a few of the script inclusion methods. There’s also another useful ScriptContainer companion control  to the ClientScriptProxy that allows scripts to be placed onto the page’s markup including the ability to specify the script location and script minification options. You can find all the dependencies in the West Wind Web Toolkit repository: West Wind Web Toolkit Repository West Wind Web Toolkit Home Page© Rick Strahl, West Wind Technologies, 2005-2010Posted in ASP.NET  JavaScript  

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  • Trying to Draw a 2D Triangle in OpenGL ES 2.0

    - by Nathan Campos
    I'm trying to convert a code from OpenGL to OpenGL ES 2.0 (for the BlackBerry PlayBook). So far what I got is this (just the part of the code that should draw the triangle): void setupScene() { glClearColor(250, 250, 250, 1); glViewport(0, 0, 600, 1024); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void drawScene() { setupScene(); glColorMask(0, 0, 0, 1); const GLfloat triangleVertices[] = { 100, 100, 150, 0, 200, 100 }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, 2); } void render() { drawScene(); bbutil_swap(); } The problem is that when I launch the app instead of showing me the triangle the screen just flickers (very fast) from white to gray. Any idea what I'm doing wrong? Also, here is the entire code if you need: Full source code

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • Persisting settings without using Options dialog in Visual Studio

    - by Utkarsh Shigihalli
    Originally posted on: http://geekswithblogs.net/onlyutkarsh/archive/2013/11/02/persisting-settings-without-using-options-dialog-in-visual-studio.aspxIn one of my previous blog post we have seen persisting settings using Visual Studio's options dialog. Visual Studio options has many advantages in automatically persisting user options for you. However, during our latest Team Rooms extension development, we decided to provide our users; ability to use our preferences directly from Team Explorer. The main reason was that we had only one simple option for user and we thought it is cumbersome for user to go to Tools –> Options dialog to change this. Another reason was, we wanted to highlight this setting to user as soon as he is using our extension.   So if you are in such a scenario where you do not want to use VS options window, but still would like to persist the settings, this post will guide you through. Visual Studio SDK provides two ways to persist settings in your extensions. One is using DialogPage as shown in my previous post. Another way is to use by implementing IProfileManager interface which I will explain in this post. Please note that the class implementing IProfileManager should be independent class. This is because, VS instantiates this class during Tools –> Import and Export Settings. IProfileManager provides 2 different sets of methods (total 4 methods) to persist the settings. They are LoadSettingsFromXml and SaveSettingsToXml – Implement these methods to persist settings to disk from VS settings storage. The VS will persist your settings along with other options to disk. LoadSettingsFromStorage and SaveSettingsToStorage – Implement these methods to persist settings to local storage, usually it be registry. VS calls LoadSettingsFromStorage method when it is initializing the package too. We are going to use the 2nd set of methods for this example. First, we are creating a separate class file called UserOptions.cs. Please note that, we also need to implement IComponent, which can be done by inheriting Component along with IProfileManager. [ComVisible(true)] [Guid("XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX")] public class UserOptions : Component, IProfileManager { private const string SUBKEY_NAME = "TForVS2013"; private const string TRAY_NOTIFICATIONS_STRING = "TrayNotifications"; ... } Define the property so that it can be used to set and get from other classes. public bool TrayNotifications { get; set; } Implement the members of IProfileManager. public void LoadSettingsFromStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME)) { if (reg != null) { // Key already exists, so just update this setting. TrayNotifications = Convert.ToBoolean(reg.GetValue(TRAY_NOTIFICATIONS_STRING, true)); } } } catch (TeamRoomException exception) { TrayNotifications = true; ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void LoadSettingsFromXml(IVsSettingsReader reader) { reader.ReadSettingBoolean(TRAY_NOTIFICATIONS_STRING, out _isTrayNotificationsEnabled); TrayNotifications = (_isTrayNotificationsEnabled == 1); } public void ResetSettings() { } public void SaveSettingsToStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME, true)) { if (reg != null) { // Key already exists, so just update this setting. reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } else { reg = Package.UserRegistryRoot.CreateSubKey(SUBKEY_NAME); reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } } } catch (TeamRoomException exception) { ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void SaveSettingsToXml(IVsSettingsWriter writer) { writer.WriteSettingBoolean(TRAY_NOTIFICATIONS_STRING, TrayNotifications ? 1 : 0); } Let me elaborate on the method implementation. The Package class provides UserRegistryRoot (which is HKCU\Microsoft\VisualStudio\12.0 for VS2013) property which can be used to create and read the registry keys. So basically, in the methods above, I am checking if the registry key exists already and if not, I simply create it. Also, in case there is an exception I return the default values. If the key already exists, I update the value. Also, note that you need to make sure that you close the key while exiting from the method. Very simple right? Accessing and settings is simple too. We just need to use the exposed property. UserOptions.TrayNotifications = true; UserOptions.SaveSettingsToStorage(); Reading settings is as simple as reading a property. UserOptions.LoadSettingsFromStorage(); var trayNotifications = UserOptions.TrayNotifications; Lastly, the most important step. We need to tell Visual Studio shell that our package exposes options using the UserOptions class. For this we need to decorate our package class with ProvideProfile attribute as below. [ProvideProfile(typeof(UserOptions), "TForVS2013", "TeamRooms", 110, 110, false, DescriptionResourceID = 401)] public sealed class TeamRooms : Microsoft.VisualStudio.Shell.Package { ... } That's it. If everything is alright, once you run the package you will also see your options appearing in "Import Export settings" window, which allows you to export your options.

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  • Using TPL and PLINQ to raise performance of feed aggregator

    - by DigiMortal
    In this posting I will show you how to use Task Parallel Library (TPL) and PLINQ features to boost performance of simple RSS-feed aggregator. I will use here only very basic .NET classes that almost every developer starts from when learning parallel programming. Of course, we will also measure how every optimization affects performance of feed aggregator. Feed aggregator Our feed aggregator works as follows: Load list of blogs Download RSS-feed Parse feed XML Add new posts to database Our feed aggregator is run by task scheduler after every 15 minutes by example. We will start our journey with serial implementation of feed aggregator. Second step is to use task parallelism and parallelize feeds downloading and parsing. And our last step is to use data parallelism to parallelize database operations. We will use Stopwatch class to measure how much time it takes for aggregator to download and insert all posts from all registered blogs. After every run we empty posts table in database. Serial aggregation Before doing parallel stuff let’s take a look at serial implementation of feed aggregator. All tasks happen one after other. internal class FeedClient {     private readonly INewsService _newsService;     private const int FeedItemContentMaxLength = 255;       public FeedClient()     {          ObjectFactory.Initialize(container =>          {              container.PullConfigurationFromAppConfig = true;          });           _newsService = ObjectFactory.GetInstance<INewsService>();     }       public void Execute()     {         var blogs = _newsService.ListPublishedBlogs();           for (var index = 0; index <blogs.Count; index++)         {              ImportFeed(blogs[index]);         }     }       private void ImportFeed(BlogDto blog)     {         if(blog == null)             return;         if (string.IsNullOrEmpty(blog.RssUrl))             return;           var uri = new Uri(blog.RssUrl);         SyndicationContentFormat feedFormat;           feedFormat = SyndicationDiscoveryUtility.SyndicationContentFormatGet(uri);           if (feedFormat == SyndicationContentFormat.Rss)             ImportRssFeed(blog);         if (feedFormat == SyndicationContentFormat.Atom)             ImportAtomFeed(blog);                 }       private void ImportRssFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = RssFeed.Create(uri);           foreach (var item in feed.Channel.Items)         {             SaveRssFeedItem(item, blog.Id, blog.CreatedById);         }     }       private void ImportAtomFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = AtomFeed.Create(uri);           foreach (var item in feed.Entries)         {             SaveAtomFeedEntry(item, blog.Id, blog.CreatedById);         }     } } Serial implementation of feed aggregator downloads and inserts all posts with 25.46 seconds. Task parallelism Task parallelism means that separate tasks are run in parallel. You can find out more about task parallelism from MSDN page Task Parallelism (Task Parallel Library) and Wikipedia page Task parallelism. Although finding parts of code that can run safely in parallel without synchronization issues is not easy task we are lucky this time. Feeds import and parsing is perfect candidate for parallel tasks. We can safely parallelize feeds import because importing tasks doesn’t share any resources and therefore they don’t also need any synchronization. After getting the list of blogs we iterate through the collection and start new TPL task for each blog feed aggregation. internal class FeedClient {     private readonly INewsService _newsService;     private const int FeedItemContentMaxLength = 255;       public FeedClient()     {          ObjectFactory.Initialize(container =>          {              container.PullConfigurationFromAppConfig = true;          });           _newsService = ObjectFactory.GetInstance<INewsService>();     }       public void Execute()     {         var blogs = _newsService.ListPublishedBlogs();                var tasks = new Task[blogs.Count];           for (var index = 0; index <blogs.Count; index++)         {             tasks[index] = new Task(ImportFeed, blogs[index]);             tasks[index].Start();         }           Task.WaitAll(tasks);     }       private void ImportFeed(object blogObject)     {         if(blogObject == null)             return;         var blog = (BlogDto)blogObject;         if (string.IsNullOrEmpty(blog.RssUrl))             return;           var uri = new Uri(blog.RssUrl);         SyndicationContentFormat feedFormat;           feedFormat = SyndicationDiscoveryUtility.SyndicationContentFormatGet(uri);           if (feedFormat == SyndicationContentFormat.Rss)             ImportRssFeed(blog);         if (feedFormat == SyndicationContentFormat.Atom)             ImportAtomFeed(blog);                }       private void ImportRssFeed(BlogDto blog)     {          var uri = new Uri(blog.RssUrl);          var feed = RssFeed.Create(uri);           foreach (var item in feed.Channel.Items)          {              SaveRssFeedItem(item, blog.Id, blog.CreatedById);          }     }     private void ImportAtomFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = AtomFeed.Create(uri);           foreach (var item in feed.Entries)         {             SaveAtomFeedEntry(item, blog.Id, blog.CreatedById);         }     } } You should notice first signs of the power of TPL. We made only minor changes to our code to parallelize blog feeds aggregating. On my machine this modification gives some performance boost – time is now 17.57 seconds. Data parallelism There is one more way how to parallelize activities. Previous section introduced task or operation based parallelism, this section introduces data based parallelism. By MSDN page Data Parallelism (Task Parallel Library) data parallelism refers to scenario in which the same operation is performed concurrently on elements in a source collection or array. In our code we have independent collections we can process in parallel – imported feed entries. As checking for feed entry existence and inserting it if it is missing from database doesn’t affect other entries the imported feed entries collection is ideal candidate for parallelization. internal class FeedClient {     private readonly INewsService _newsService;     private const int FeedItemContentMaxLength = 255;       public FeedClient()     {          ObjectFactory.Initialize(container =>          {              container.PullConfigurationFromAppConfig = true;          });           _newsService = ObjectFactory.GetInstance<INewsService>();     }       public void Execute()     {         var blogs = _newsService.ListPublishedBlogs();                var tasks = new Task[blogs.Count];           for (var index = 0; index <blogs.Count; index++)         {             tasks[index] = new Task(ImportFeed, blogs[index]);             tasks[index].Start();         }           Task.WaitAll(tasks);     }       private void ImportFeed(object blogObject)     {         if(blogObject == null)             return;         var blog = (BlogDto)blogObject;         if (string.IsNullOrEmpty(blog.RssUrl))             return;           var uri = new Uri(blog.RssUrl);         SyndicationContentFormat feedFormat;           feedFormat = SyndicationDiscoveryUtility.SyndicationContentFormatGet(uri);           if (feedFormat == SyndicationContentFormat.Rss)             ImportRssFeed(blog);         if (feedFormat == SyndicationContentFormat.Atom)             ImportAtomFeed(blog);                }       private void ImportRssFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = RssFeed.Create(uri);           feed.Channel.Items.AsParallel().ForAll(a =>         {             SaveRssFeedItem(a, blog.Id, blog.CreatedById);         });      }        private void ImportAtomFeed(BlogDto blog)      {         var uri = new Uri(blog.RssUrl);         var feed = AtomFeed.Create(uri);           feed.Entries.AsParallel().ForAll(a =>         {              SaveAtomFeedEntry(a, blog.Id, blog.CreatedById);         });      } } We did small change again and as the result we parallelized checking and saving of feed items. This change was data centric as we applied same operation to all elements in collection. On my machine I got better performance again. Time is now 11.22 seconds. Results Let’s visualize our measurement results (numbers are given in seconds). As we can see then with task parallelism feed aggregation takes about 25% less time than in original case. When adding data parallelism to task parallelism our aggregation takes about 2.3 times less time than in original case. More about TPL and PLINQ Adding parallelism to your application can be very challenging task. You have to carefully find out parts of your code where you can safely go to parallel processing and even then you have to measure the effects of parallel processing to find out if parallel code performs better. If you are not careful then troubles you will face later are worse than ones you have seen before (imagine error that occurs by average only once per 10000 code runs). Parallel programming is something that is hard to ignore. Effective programs are able to use multiple cores of processors. Using TPL you can also set degree of parallelism so your application doesn’t use all computing cores and leaves one or more of them free for host system and other processes. And there are many more things in TPL that make it easier for you to start and go on with parallel programming. In next major version all .NET languages will have built-in support for parallel programming. There will be also new language constructs that support parallel programming. Currently you can download Visual Studio Async to get some idea about what is coming. Conclusion Parallel programming is very challenging but good tools offered by Visual Studio and .NET Framework make it way easier for us. In this posting we started with feed aggregator that imports feed items on serial mode. With two steps we parallelized feed importing and entries inserting gaining 2.3 times raise in performance. Although this number is specific to my test environment it shows clearly that parallel programming may raise the performance of your application significantly.

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  • Failed to compile Network Manager 0.9.4

    - by Oleksa
    After upgrading to 12.04 I needed to re-compile Network Manager to the version 0.9.4.0 again. However with the version 9.4.0 I faced with the error during compilation with libdns-manager: $ make ... Making all in dns-manager make[4]: ????? ? ??????? "/home/stasevych/install/network-manager/nm0.9.4.0/network-manager-0.9.4.0/src/dns-manager" /bin/bash ../../libtool --tag=CC --mode=compile gcc -DHAVE_CONFIG_H -I. -I../.. -I../../src/logging -I../../libnm-util -I../../libnm-util -I../../src -I../../include -I../../include -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -pthread -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -DLOCALSTATEDIR=\"/usr/local/var\" -Wall -std=gnu89 -g -O2 -Wshadow -Wmissing-declarations -Wmissing-prototypes -Wdeclaration-after-statement -Wfloat-equal -Wno-unused-parameter -Wno-sign-compare -fno-strict-aliasing -Wno-unused-but-set-variable -Wundef -Werror -MT libdns_manager_la-nm-dns-manager.lo -MD -MP -MF .deps/libdns_manager_la-nm-dns-manager.Tpo -c -o libdns_manager_la-nm-dns-manager.lo `test -f 'nm-dns-manager.c' || echo './'`nm-dns-manager.c libtool: compile: gcc -DHAVE_CONFIG_H -I. -I../.. -I../../src/logging -I../../libnm-util -I../../libnm-util -I../../src -I../../include -I../../include -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -pthread -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -DLOCALSTATEDIR=\"/usr/local/var\" -Wall -std=gnu89 -g -O2 -Wshadow -Wmissing-declarations -Wmissing-prototypes -Wdeclaration-after-statement -Wfloat-equal -Wno-unused-parameter -Wno-sign-compare -fno-strict-aliasing -Wno-unused-but-set-variable -Wundef -Werror -MT libdns_manager_la-nm-dns-manager.lo -MD -MP -MF .deps/libdns_manager_la-nm-dns-manager.Tpo -c nm-dns-manager.c -fPIC -DPIC -o .libs/libdns_manager_la-nm-dns-manager.o mv -f .deps/libdns_manager_la-nm-dns-manager.Tpo .deps/libdns_manager_la-nm-dns-manager.Plo /bin/bash ../../libtool --tag=CC --mode=compile gcc -DHAVE_CONFIG_H -I. -I../.. -I../../src/logging -I../../libnm-util -I../../libnm-util -I../../src -I../../include -I../../include -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -pthread -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -DLOCALSTATEDIR=\"/usr/local/var\" -Wall -std=gnu89 -g -O2 -Wshadow -Wmissing-declarations -Wmissing-prototypes -Wdeclaration-after-statement -Wfloat-equal -Wno-unused-parameter -Wno-sign-compare -fno-strict-aliasing -Wno-unused-but-set-variable -Wundef -Werror -MT libdns_manager_la-nm-dns-dnsmasq.lo -MD -MP -MF .deps/libdns_manager_la-nm-dns-dnsmasq.Tpo -c -o libdns_manager_la-nm-dns-dnsmasq.lo `test -f 'nm-dns-dnsmasq.c' || echo './'`nm-dns-dnsmasq.c libtool: compile: gcc -DHAVE_CONFIG_H -I. -I../.. -I../../src/logging -I../../libnm-util -I../../libnm-util -I../../src -I../../include -I../../include -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/libnl3 -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -pthread -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -DLOCALSTATEDIR=\"/usr/local/var\" -Wall -std=gnu89 -g -O2 -Wshadow -Wmissing-declarations -Wmissing-prototypes -Wdeclaration-after-statement -Wfloat-equal -Wno-unused-parameter -Wno-sign-compare -fno-strict-aliasing -Wno-unused-but-set-variable -Wundef -Werror -MT libdns_manager_la-nm-dns-dnsmasq.lo -MD -MP -MF .deps/libdns_manager_la-nm-dns-dnsmasq.Tpo -c nm-dns-dnsmasq.c -fPIC -DPIC -o .libs/libdns_manager_la-nm-dns-dnsmasq.o nm-dns-dnsmasq.c: In function 'update': nm-dns-dnsmasq.c:274:2: error: passing argument 1 of 'g_slist_copy' discards 'const' qualifier from pointer target type [-Werror] /usr/include/glib-2.0/glib/gslist.h:82:10: note: expected 'struct GSList *' but argument is of type 'const struct GSList *' cc1: all warnings being treated as errors make[4]: *** [libdns_manager_la-nm-dns-dnsmasq.lo] ??????? 1 make[4]: ??????? ??????? "/home/stasevych/install/network-manager/nm0.9.4.0/network-manager-0.9.4.0/src/dns-manager" make[3]: *** [all-recursive] ??????? 1 make[3]: ??????? ??????? "/home/stasevych/install/network-manager/nm0.9.4.0/network-manager-0.9.4.0/src" make[2]: *** [all] ??????? 2 make[2]: ??????? ??????? "/home/stasevych/install/network-manager/nm0.9.4.0/network-manager-0.9.4.0/src" make[1]: *** [all-recursive] ??????? 1 make[1]: ??????? ??????? "/home/stasevych/install/network-manager/nm0.9.4.0/network-manager-0.9.4.0" make: *** [all] ??????? 2 Has anybody faced with the similar errors? Thank you in advance for your help.

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