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  • Specializing function template for both std::string and char*

    - by sad_man
    As the title says I want to specialize a function template for both string and char pointer, so far I did this but I can not figure out passing the string parameters by reference. #include <iostream> #include <string> template<typename T> void xxx(T param) { std::cout << "General : "<< sizeof(T) << std::endl; } template<> void xxx<char*>(char* param) { std::cout << "Char ptr: "<< strlen(param) << std::endl; } template<> void xxx<const char* >(const char* param) { std::cout << "Const Char ptr : "<< strlen(param)<< std::endl; } template<> void xxx<const std::string & >(const std::string & param) { std::cout << "Const String : "<< param.size()<< std::endl; } template<> void xxx<std::string >(std::string param) { std::cout << "String : "<< param.size()<< std::endl; } int main() { xxx("word"); std::string aword("word"); xxx(aword); std::string const cword("const word"); xxx(cword); } Also template<> void xxx<const std::string & >(const std::string & param) thing just does not working. If I rearranged the opriginal template to accept parameters as T& then the char * is required to be char * & which is not good for static text in code. Please help !

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  • Confused Why I am getting C1010 error?

    - by bluepixel
    I have three files: Main, slist.h and slist.cpp can be seen at http://forums.devarticles.com/c-c-help-52/confused-why-i-am-getting-c2143-and-c1010-error-259574.html I'm trying to make a program where main reads the list of student names from a file (roster.txt) and inserts all the names in a list in ascending order. This is the full class roster list (notCheckedIN). From here I will read all students who have come to write the exams, each checkin will transfer their name to another list (in ascending order) called present. The final product is notCheckedIN will contain a list of all those students that did not write the exam and present will contain the list of all students who wrote the exam Main File: // Exam.cpp : Defines the entry point for the console application. #include "stdafx.h" #include "iostream" #include "iomanip" #include "fstream" #include "string" #include "slist.h" using namespace std; void OpenFile(ifstream&); void GetClassRoster(SortList&, ifstream&); void InputStuName(SortList&, SortList&); void UpdateList(SortList&, SortList&, string); void Print(SortList&, SortList&); const string END_DATA = "EndData"; int main() { ifstream roster; SortList notCheckedIn; //students present SortList present; //student absent OpenFile(roster); if(!roster) //Make sure file is opened return 1; GetClassRoster(notCheckedIn, roster); //insert the roster list into the notCheckedIn list InputStuName(present, notCheckedIn); Print(present, notCheckedIn); return 0; } void OpenFile(ifstream& roster) //Precondition: roster is pointing to file containing student anmes //Postcondition:IF file does not exist -> exit { string fileName = "roster.txt"; roster.open(fileName.c_str()); if(!roster) cout << "***ERROR CANNOT OPEN FILE :"<< fileName << "***" << endl; } void GetClassRoster(SortList& notCheckedIN, ifstream& roster) //Precondition:roster points to file containing list of student last name // && notCheckedIN is empty //Postcondition:notCheckedIN is filled with the names taken from roster.txt in ascending order { string name; roster >> name; while(roster) { notCheckedIN.Insert(name); roster >> name; } } void InputStuName(SortList& present, SortList& notCheckedIN) //Precondition: present list is empty initially and notCheckedIN list is full //Postcondition: repeated prompting to enter stuName // && notCheckedIN will delete all names found in present // && present will contain names present // && names not found in notCheckedIN will report Error { string stuName; cout << "Enter last name (Enter EndData if none to Enter): "; cin >> stuName; while(stuName!=END_DATA) { UpdateList(present, notCheckedIN, stuName); } } void UpdateList(SortList& present, SortList& notCheckedIN, string stuName) //Precondition:stuName is assigned //Postcondition:IF stuName is present, stuName is inserted in present list // && stuName is removed from the notCheckedIN list // ELSE stuName does not exist { if(notCheckedIN.isPresent(stuName)) { present.Insert(stuName); notCheckedIN.Delete(stuName); } else cout << "NAME IS NOT PRESENT" << endl; } void Print(SortList& present, SortList& notCheckedIN) //Precondition: present and notCheckedIN contains a list of student Names present/not present //Postcondition: content of present and notCheckedIN is printed { cout << "Candidates Present" << endl; present.Print(); cout << "Candidates Absent" << endl; notCheckedIN.Print(); } Header File: //Specification File: slist.h //This file gives the specifications of a list abstract data type //List items inserted will be in order //Class SortList, structured type used to represent an ADT using namespace std; const int MAX_LENGTH = 200; typedef string ItemType; //Class Object (class instance) SortList. Variable of class type. class SortList { //Class Member - components of a class, can be either data or functions public: //Constructor //Post-condition: Empty list is created SortList(); //Const member function. Compiler error occurs if any statement within tries to modify a private data bool isEmpty() const; //Post-condition: == true if list is empty // == false if list is not empty bool isFull() const; //Post-condition: == true if list is full // == false if list is full int Length() const; //Post-condition: size of list void Insert(ItemType item); //Precondition: NOT isFull() && item is assigned //Postcondition: item is in list && Length() = Length()@entry + 1 void Delete(ItemType item); //Precondition: NOT isEmpty() && item is assigned //Postcondition: // IF items is in list at entry // first occurance of item in list is removed // && Length() = Length()@entry -1; // ELSE // list is not changed bool isPresent(ItemType item) const; //Precondition: item is assigned //Postcondition: == true if item is present in list // == false if item is not present in list void Print() const; //Postcondition: All component of list have been output private: int length; ItemType data[MAX_LENGTH]; void BinSearch(ItemType, bool&, int&) const; }; Source File: //Implementation File: slist.cpp //This file gives the specifications of a list abstract data type //List items inserted will be in order //Class SortList, structured type used to represent an ADT #include "iostream" #include "slist.h" using namespace std; // int length; // ItemType data[MAX_SIZE]; //Class Object (class instance) SortList. Variable of class type. SortList::SortList() //Constructor //Post-condition: Empty list is created { length=0; } //Const member function. Compiler error occurs if any statement within tries to modify a private data bool SortList::isEmpty() const //Post-condition: == true if list is empty // == false if list is not empty { return(length==0); } bool SortList::isFull() const //Post-condition: == true if list is full // == false if list is full { return (length==(MAX_LENGTH-1)); } int SortList::Length() const //Post-condition: size of list { return length; } void SortList::Insert(ItemType item) //Precondition: NOT isFull() && item is assigned //Postcondition: item is in list && Length() = Length()@entry + 1 // && list componenet are in ascending order of value { int index; index = length -1; while(index >=0 && item<data[index]) { data[index+1]=data[index]; index--; } data[index+1]=item; length++; } void SortList:elete(ItemType item) //Precondition: NOT isEmpty() && item is assigned //Postcondition: // IF items is in list at entry // first occurance of item in list is removed // && Length() = Length()@entry -1; // && list components are in ascending order // ELSE data array is unchanged { bool found; int position; BinSearch(item,found,position); if (found) { for(int index = position; index < length; index++) data[index]=data[index+1]; length--; } } bool SortList::isPresent(ItemType item) const //Precondition: item is assigned && length <= MAX_LENGTH && items are in ascending order //Postcondition: true if item is found in the list // false if item is not found in the list { bool found; int position; BinSearch(item,found,position); return (found); } void SortList::Print() const //Postcondition: All component of list have been output { for(int x= 0; x<length; x++) cout << data[x] << endl; } void SortList::BinSearch(ItemType item, bool found, int position) const //Precondition: item contains item to be found // && item in the list is an ascending order //Postcondition: IF item is in list, position is returned // ELSE item does not exist in the list { int first = 0; int last = length -1; int middle; found = false; while(!found) { middle = (first+last)/2; if(data[middle]<item) first = middle+1; else if (data[middle] > item) last = middle -1; else found = true; } if(found) position = middle; } I cannot get rid of the C1010 error: fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source? Is there a way to get rid of this error? When I included "stdafx.h" I received the following 32 errors (which does not make sense to me why because I referred back to my manual on how to use Class method - everything looks a.ok.) Error 1 error C2871: 'std' : a namespace with this name does not exist c:\..\slist.h 6 Error 2 error C2146: syntax error : missing ';' before identifier 'ItemType' c:\..\slist.h 8 Error 3 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 8 Error 4 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 8 Error 5 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 30 Error 6 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 34 Error 7 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 43 Error 8 error C2146: syntax error : missing ';' before identifier 'data' c:\..\slist.h 52 Error 9 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 52 Error 10 error C4430: missing type specifier - int assumed. Note: C++ does not support default-int c:\..\slist.h 52 Error 11 error C2061: syntax error : identifier 'ItemType' c:\..\slist.h 53 Error 12 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 41 Error 13 error C2761: 'void SortList::Insert(void)' : member function redeclaration not allowed c:\..\slist.cpp 41 Error 14 error C2059: syntax error : ')' c:\..\slist.cpp 41 Error 15 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 45 Error 16 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 45 Error 17 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 57 Error 18 error C2761: 'void SortList:elete(void)' : member function redeclaration not allowed c:\..\slist.cpp 57 Error 19 error C2059: syntax error : ')' c:\..\slist.cpp 57 Error 20 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 65 Error 21 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 65 Error 22 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 79 Error 23 error C2761: 'bool SortList::isPresent(void) const' : member function redeclaration not allowed c:\..\slist.cpp 79 Error 24 error C2059: syntax error : ')' c:\..\slist.cpp 79 Error 25 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 83 Error 26 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 83 Error 27 error C2065: 'data' : undeclared identifier c:\..\slist.cpp 95 Error 28 error C2146: syntax error : missing ')' before identifier 'item' c:\..\slist.cpp 98 Error 29 error C2761: 'void SortList::BinSearch(void) const' : member function redeclaration not allowed c:\..\slist.cpp 98 Error 30 error C2059: syntax error : ')' c:\..\slist.cpp 98 Error 31 error C2143: syntax error : missing ';' before '{' c:\..\slist.cpp 103 Error 32 error C2447: '{' : missing function header (old-style formal list?) c:\..\slist.cpp 103

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  • SQL SERVER – Fix: Error: 147 An aggregate may not appear in the WHERE clause unless it is in a subquery contained in a HAVING clause or a select list, and the column being aggregated is an outer reference

    - by pinaldave
    Everybody was beginner once and I always like to get involved in the questions from beginners. There is a big difference between the question from beginner and question from advanced user. I have noticed that if an advanced user gets an error, they usually need just a small hint to resolve the problem. However, when a beginner gets error he sometimes sits on the error for a long time as he/she has no idea about how to solve the problem as well have no idea regarding what is the capability of the product. I recently received a very novice level question. When I received the problem I quickly see how the user was stuck. When I replied him with the solution, he wrote a long email explaining how he was not able to solve the problem. He thanked multiple times in the email. This whole thing inspired me to write this quick blog post. I have modified the user’s question to match the code with AdventureWorks as well simplified so it contains the core content which I wanted to discuss. Problem Statement: Find all the details of SalesOrderHeaders for the latest ShipDate. He comes up with following T-SQL Query: SELECT * FROM [Sales].[SalesOrderHeader] WHERE ShipDate = MAX(ShipDate) GO When he executed above script it gave him following error: Msg 147, Level 15, State 1, Line 3 An aggregate may not appear in the WHERE clause unless it is in a subquery contained in a HAVING clause or a select list, and the column being aggregated is an outer reference. He was not able to resolve this problem, even though the solution was given in the query description itself. Due to lack of experience he came up with another version of above query based on the error message. SELECT * FROM [Sales].[SalesOrderHeader] HAVING ShipDate = MAX(ShipDate) GO When he ran above query it produced another error. Msg 8121, Level 16, State 1, Line 3 Column ‘Sales.SalesOrderHeader.ShipDate’ is invalid in the HAVING clause because it is not contained in either an aggregate function or the GROUP BY clause. What he wanted actually was the SalesOrderHeader all the Sales shipped on the last day. Based on the problem statement what the right solution is as following, which does not generate error. SELECT * FROM [Sales].[SalesOrderHeader] WHERE ShipDate = (SELECT MAX(ShipDate) FROM [Sales].[SalesOrderHeader]) Well, that’s it! Very simple. With SQL Server there are always multiple solution to a single problem. Is there any other solution available to the problem stated? Please share in the comment. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • publishing asp.net website give "Object reference not set to an instance of an object." error

    - by Johan
    Good day I am using VS 2008 I am getting fed up with this error. I have search all over the web and tried every possible suggestion to this error I could find. 1. delete app_code, build, add files back, publish. (did not work) 2. delete temporary asp.net files (did not work) in the end I even tried the command line and get the following stacktrace. error ASPRUNTIME: Object reference not set to an instance of an object. [NullReferenceException]: Object reference not set to an instance of an object. at System.Web.Compilation.BuildManager.CopyPrecompiledFile(VirtualFile vfile, String destPhysicalPath) at System.Web.Compilation.BuildManager.CopyStaticFilesRecursive(VirtualDirect ory sourceVdir, String destPhysicalDir, Boolean topLevel) at System.Web.Compilation.BuildManager.CopyStaticFilesRecursive(VirtualDirect ory sourceVdir, String destPhysicalDir, Boolean topLevel) at System.Web.Compilation.BuildManager.CopyStaticFilesRecursive(VirtualDirect ory sourceVdir, String destPhysicalDir, Boolean topLevel) at System.Web.Compilation.BuildManager.PrecompileAppInternal(VirtualPath star tingVirtualDir) at System.Web.Compilation.BuildManager.PrecompileApp(VirtualPath startingVirt ualDir) at System.Web.Compilation.BuildManager.PrecompileApp(ClientBuildManagerCallba ck callback) at System.Web.Compilation.BuildManagerHost.PrecompileApp(ClientBuildManagerCa llback callback) at System.Web.Compilation.BuildManagerHost.PrecompileApp(ClientBuildManagerCa llback callback) at System.Web.Compilation.ClientBuildManager.PrecompileApplication(ClientBuil dManagerCallback callback, Boolean forceCleanBuild) at System.Web.Compilation.ClientBuildManager.PrecompileApplication(ClientBuil dManagerCallback callback) at System.Web.Compilation.Precompiler.Main(String[] args) I used the following command line: aspnet_compiler.exe -p d:\code\websites\brokerweb -v / d:\code\websites\published -f -c -errorstack -u Please help as I cannot publish this site at all at present and it worked fine for quite a long time now before this stupid error. Regards Johan

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  • WPF binding to ComboBox SelectedItem when reference not in ItemsSource.

    - by juharr
    I'm binding the PageMediaSize collection of a PrintQueue to the ItemSource of a ComboBox (This works fine). Then I'm binding the SelectedItem of the ComboBox to the DefaultPrintTicket.PageMediaSize of the PrintQueue. While this will set the selected value to the DefaultPrintTicket.PageMediaSize just fine it does not set the initially selected value of the ComboBox to the initial value of DefaultPrintTicket.PageMediaSize This is because the DefaultPrintTicket.PageMediaSize reference does not match any of the references in the collection. However I don't want it to compare the objects by reference, but instead by value, but PageMediaSize does not override Equals (and I have no control over it). What I'd really like to do is setup a IComparable for the ComboBox to use, but I don't see any way to do that. I've tried to use a Converter, but I would need more than the value and I couldn't figured out how to pass the collection to the ConverterProperty. Any ideas on how to handle this problem. Here's my xaml <ComboBox x:Name="PaperSizeComboBox" ItemsSource="{Binding ElementName=PrintersComboBox, Path=SelectedItem, Converter={StaticResource printQueueToPageSizesConverter}}" SelectedItem="{Binding ElementName=PrintersComboBox, Path=SelectedItem.DefaultPrintTicket.PageMediaSize}" DisplayMemberPath="PageMediaSizeName" Height="22" Margin="120,76,15,0" VerticalAlignment="Top"/> And the code for the converter that gets the PageMediaSize collection public class PrintQueueToPageSizesConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { return value == null ? null : ((PrintQueue)value).GetPrintCapabilities().PageMediaSizeCapability; } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { throw new NotImplementedException(); } }

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  • asp.net C# Webcam api error

    - by Eyla
    Greeting, I'm tring to use webcam api with asp.net and C#. I included all the library and reverince I needed for that. the original code I'm use was for windows application and I'm trying to convert it to asp.net web application. I have start capturing button when I click it, it should start capturing but it gives me an error. the error at this line: hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); and the error message is: Error 1 'System.Web.UI.WebControls.Image' does not contain a definition for 'Handle' and no extension method 'Handle' accepting a first argument of type 'System.Web.UI.WebControls.Image' could be found (are you missing a using directive or an assembly reference?) C:\Users\Ali\Documents\Visual Studio 2008\Projects\Conference\Conference\Conference1.aspx.cs 63 117 Conference Please advice!! ................................................ here is the complete code ........................................... using System; using System.Collections; using System.Drawing; using System.ComponentModel; using System.Windows.Forms; using System.Configuration; using System.Data; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Xml.Linq; using System.Runtime.InteropServices; using System.Drawing.Imaging; using System.Net; using System.Net.Sockets; using System.Threading; using System.IO; namespace Conference { public partial class Conference1 : System.Web.UI.Page { #region WebCam API const short WM_CAP = 1024; const int WM_CAP_DRIVER_CONNECT = WM_CAP + 10; const int WM_CAP_DRIVER_DISCONNECT = WM_CAP + 11; const int WM_CAP_EDIT_COPY = WM_CAP + 30; const int WM_CAP_SET_PREVIEW = WM_CAP + 50; const int WM_CAP_SET_PREVIEWRATE = WM_CAP + 52; const int WM_CAP_SET_SCALE = WM_CAP + 53; const int WS_CHILD = 1073741824; const int WS_VISIBLE = 268435456; const short SWP_NOMOVE = 2; const short SWP_NOSIZE = 1; const short SWP_NOZORDER = 4; const short HWND_BOTTOM = 1; int iDevice = 0; int hHwnd; [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SendMessageA")] static extern int SendMessage(int hwnd, int wMsg, int wParam, [MarshalAs(UnmanagedType.AsAny)] object lParam); [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SetWindowPos")] static extern int SetWindowPos(int hwnd, int hWndInsertAfter, int x, int y, int cx, int cy, int wFlags); [System.Runtime.InteropServices.DllImport("user32")] static extern bool DestroyWindow(int hndw); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern int capCreateCaptureWindowA(string lpszWindowName, int dwStyle, int x, int y, int nWidth, short nHeight, int hWndParent, int nID); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern bool capGetDriverDescriptionA(short wDriver, string lpszName, int cbName, string lpszVer, int cbVer); private void OpenPreviewWindow() { int iHeight = 320; int iWidth = 200; // // Open Preview window in picturebox // hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); // // Connect to device // if (SendMessage(hHwnd, WM_CAP_DRIVER_CONNECT, iDevice, 0) == 1) { // // Set the preview scale // SendMessage(hHwnd, WM_CAP_SET_SCALE, 1, 0); // // Set the preview rate in milliseconds // SendMessage(hHwnd, WM_CAP_SET_PREVIEWRATE, 66, 0); // // Start previewing the image from the camera // SendMessage(hHwnd, WM_CAP_SET_PREVIEW, 1, 0); // // Resize window to fit in picturebox // SetWindowPos(hHwnd, HWND_BOTTOM, 0, 0, iWidth, iHeight, (SWP_NOMOVE | SWP_NOZORDER)); } else { // // Error connecting to device close window // DestroyWindow(hHwnd); } } private void ClosePreviewWindow() { // // Disconnect from device // SendMessage(hHwnd, WM_CAP_DRIVER_DISCONNECT, iDevice, 0); // // close window // DestroyWindow(hHwnd); } #endregion protected void Page_Load(object sender, EventArgs e) { } protected void btnStart_Click(object sender, EventArgs e) { int iDevice = int.Parse(device_number_textBox.Text); OpenPreviewWindow(); } } }

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  • Webcam api error when accessed from ASP.NET Server-side code

    - by Eyla
    I'm tring to use webcam api with asp.net and C#. I included all the library and references I needed for that. the original code I'm use was for windows application and I'm trying to convert it to asp.net web application. I have start capturing button when I click it, it should start capturing but it gives me an error. the error at this line: hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); and the error message is: Error 1 'System.Web.UI.WebControls.Image' does not contain a definition for 'Handle' and no extension method 'Handle' accepting a first argument of type 'System.Web.UI.WebControls.Image' could be found (are you missing a using directive or an assembly reference?) C:\Users\Ali\Documents\Visual Studio 2008\Projects\Conference\Conference\Conference1.aspx.cs 63 117 Conference Please advice!! ................................................ here is the complete code ........................................... using System; using System.Collections; using System.Drawing; using System.ComponentModel; using System.Windows.Forms; using System.Configuration; using System.Data; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Xml.Linq; using System.Runtime.InteropServices; using System.Drawing.Imaging; using System.Net; using System.Net.Sockets; using System.Threading; using System.IO; namespace Conference { public partial class Conference1 : System.Web.UI.Page { #region WebCam API const short WM_CAP = 1024; const int WM_CAP_DRIVER_CONNECT = WM_CAP + 10; const int WM_CAP_DRIVER_DISCONNECT = WM_CAP + 11; const int WM_CAP_EDIT_COPY = WM_CAP + 30; const int WM_CAP_SET_PREVIEW = WM_CAP + 50; const int WM_CAP_SET_PREVIEWRATE = WM_CAP + 52; const int WM_CAP_SET_SCALE = WM_CAP + 53; const int WS_CHILD = 1073741824; const int WS_VISIBLE = 268435456; const short SWP_NOMOVE = 2; const short SWP_NOSIZE = 1; const short SWP_NOZORDER = 4; const short HWND_BOTTOM = 1; int iDevice = 0; int hHwnd; [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SendMessageA")] static extern int SendMessage(int hwnd, int wMsg, int wParam, [MarshalAs(UnmanagedType.AsAny)] object lParam); [System.Runtime.InteropServices.DllImport("user32", EntryPoint = "SetWindowPos")] static extern int SetWindowPos(int hwnd, int hWndInsertAfter, int x, int y, int cx, int cy, int wFlags); [System.Runtime.InteropServices.DllImport("user32")] static extern bool DestroyWindow(int hndw); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern int capCreateCaptureWindowA(string lpszWindowName, int dwStyle, int x, int y, int nWidth, short nHeight, int hWndParent, int nID); [System.Runtime.InteropServices.DllImport("avicap32.dll")] static extern bool capGetDriverDescriptionA(short wDriver, string lpszName, int cbName, string lpszVer, int cbVer); private void OpenPreviewWindow() { int iHeight = 320; int iWidth = 200; // // Open Preview window in picturebox // hHwnd = capCreateCaptureWindowA(iDevice.ToString(), (WS_VISIBLE | WS_CHILD), 0, 0, 640, 480, picCapture.Handle.ToInt32(), 0); // // Connect to device // if (SendMessage(hHwnd, WM_CAP_DRIVER_CONNECT, iDevice, 0) == 1) { // // Set the preview scale // SendMessage(hHwnd, WM_CAP_SET_SCALE, 1, 0); // // Set the preview rate in milliseconds // SendMessage(hHwnd, WM_CAP_SET_PREVIEWRATE, 66, 0); // // Start previewing the image from the camera // SendMessage(hHwnd, WM_CAP_SET_PREVIEW, 1, 0); // // Resize window to fit in picturebox // SetWindowPos(hHwnd, HWND_BOTTOM, 0, 0, iWidth, iHeight, (SWP_NOMOVE | SWP_NOZORDER)); } else { // // Error connecting to device close window // DestroyWindow(hHwnd); } } private void ClosePreviewWindow() { // // Disconnect from device // SendMessage(hHwnd, WM_CAP_DRIVER_DISCONNECT, iDevice, 0); // // close window // DestroyWindow(hHwnd); } #endregion protected void Page_Load(object sender, EventArgs e) { } protected void btnStart_Click(object sender, EventArgs e) { int iDevice = int.Parse(device_number_textBox.Text); OpenPreviewWindow(); } } }

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  • Using Directives, Namespace and Assembly Reference - all jumbled up with StyleCop!

    - by Jack
    I like to adhere to StyleCop's formatting rules to make code nice and clear, but I've recently had a problem with one of its warnings: All using directives must be placed inside of the namespace. My problem is that I have using directives, an assembly reference (for mocking file deletion), and a namespace to juggle in one of my test classes: using System; using System.IO; using Microsoft.Moles.Framework; using Microsoft.VisualStudio.TestTools.UnitTesting; [assembly: MoledType(typeof(System.IO.File))] namespace MyNamespace { //Some Code } The above allows tests to be run fine - but StyleCop complains about the using directives not being inside the namespace. Putting the usings inside the namespace gives the error that "MoledType" is not recognised. Putting both the usings and the assembly reference inside the namespace gives the error 'assembly' is not a valid attribute location for this declaration. Valid attribute locations for this declaration are 'type'. All attributes in this block will be ignored. It seems I've tried every layout I can but to no avail - either the solution won't build, the mocking won't work or StyleCop complains! Does anyone know a way to set these out so that everything's happy? Or am I going to have to ignore the StyleCop warning in this case?

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  • How do I reference an unsigned assembly from a VSTO Word Doc project?

    - by Gishu
    I created a new project in VS2008. Project type Visual C# > Office > 2007 > Word 2007 Document Added some code.. got Word to do a few jumps through some custom hoops.. all fine. Now I need to reference another assembly (CopyLocal as false) which is not signed. So I add the project reference. Now the project will not build complaining error MSB3188: Assembly 'X.dll' must be strong signed in order to be marked as a prerequisite. The error code page is concise (now accustomed to this) Been googling and reading posts ever since.. No Luck. How do I get around this ? Or is the hidden commandment that all references (for VSTO?) must be strong named / signed. I cannot sign 'X.dll' and be done with it because it is a binary that I don't control also it depends on another bunch of unsigned dlls.. can't set off a chain sign reaction. Update: Solved the build issue by turning CopyLocal=True. But this meant dumping the referenced X.DLL and all its dependencies into the bin\debug folder... Ughh! Tried creating a subfolder called bin\debug\refExecs and referencing X.dll CopyLocal=false from there. The error message was back.

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  • C#/.Net Error: MySql.Data Object reference not set to an instance of an object.

    - by Simon
    Hello, I get this exception on my Windows 7 64bit in application running in VS 2008 express. I am using Connector/Net 6.2.2.0: Message: Object reference not set to an instance of an object. Source: MySql.Data in MySql.Data.MySqlClient.NativeDriver.GetResult(Int32& affectedRow, Int32& insertedId) Stack trace: in MySql.Data.MySqlClient.Driver.GetResult(Int32 statementId, Int32& affectedRows, Int32& insertedId) in MySql.Data.MySqlClient.Driver.NextResult(Int32 statementId) in MySql.Data.MySqlClient.MySqlDataReader.NextResult() in MySql.Data.MySqlClient.MySqlDataReader.Close() in MySql.Data.MySqlClient.MySqlConnection.Close() in MySql.Data.MySqlClient.MySqlConnection.Dispose(Boolean disposing) in System.ComponentModel.Component.Finalize() No inner exception. This exception is unhalted and the debugger dont point on any code line. It just say "Object reference not set to an instance of an object. MySql.Data" This error is really hard to repeat. On my Windows XP 32bit is all ok. Could it be error in 64bit Windows 7? Thank you very much for your answers. Regards, simon

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  • Function parameters evaluation order: is undefined behaviour if we pass reference?

    - by bolov
    This is undefined behaviour: void feedMeValue(int x, int a) { cout << x << " " << a << endl; } int main() { int a = 2; int &ra = a; feedMeValue(ra = 3, a); return 0; } because depending on what parameter gets evaluated first we could call (3, 2) or (3, 3). However this: void feedMeReference(int x, int const &ref) { cout << x << " " << ref << endl; } int main() { int a = 2; int &ra = a; feedMeReference(ra = 3, a); return 0; } will always output 3 3 since the second parameter is a reference and all parameters have been evaluated before the function call, so even if the second parameter is evaluated before of after ra = 3, the function received a reference to a wich will have a value of 2 or 3 at the time of the evaluation, but will always have the value 3 at the time of the function call. Is the second example UB? It is important to know because the compiler is free to do anything if he detects undefined behaviour, even if I know it would always yield the same results. *Note: I think that feedMeReference(a = 3, a) is the exact same situation as feedMeReference(ra = 3, a). However it seems not everybody agrees, in the addition to having 2 completely different answers.

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

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

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  • Drupal 6: getting particular fields from Node Reference types...

    - by artmania
    Hi friends, I'm a drupal newbie... <?php print $node->field_date[0]['view']; ?> I can get the custom created CCK fields' value and display in tpl.php files as above... that's fine. my question is how can I get the Node reference fields' in-fields? for example, I have an event content type, and I have defined Node Reference for Location (title, address, img, etc.). When I write the code below, it displays all location content; <?php print $node->field_location[0]['view']; ?> but I need to get only address field from this location content type. sth like below would be great :D but not working; <?php print $node->field_location[0]['field_address']['view']; ?> so how can get that? appreciate helps so much! thanks a lot!

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  • I'm new to C++. Please Help me with the Linked List (What functions to add)?

    - by Igal
    DEAR All; Hi, I'm just beginner to C++; Please help me to understand: What functions should be in the Linked list class ? I think there should be overloaded operators << and ; Please help me to improve the code (style, errors, etc,) Thanks for advance. Igal. Please review the small code for the integer List (enclosed MyNODE.h and ListDriver1.cpp); MyNODE.h // This is my first attempt to write linked list. Igal Spector, June 2010. #include <iostream.h> #include <assert.h> //Forward Declaration of the classes: class ListNode; class TheLinkedlist; // Definition of the node (WITH IMPLEMENTATION !!!, without test drive): class ListNode{ friend class TheLinkedlist; public: // constructor: ListNode(const int& value, ListNode *next= 0); // note: no destructor, as this handled by TheLinkedList class. // accessor: return data in the node. // int Show() const {return theData;} private: int theData; //the Data ListNode* theNext; //points to the next node in the list. }; //Implementations: //constructor: inline ListNode::ListNode(const int &value,ListNode *next) :theData(value),theNext(next){} //end of ListNode class, now for the LL class: class TheLinkedlist { public: //constructors: TheLinkedlist(); virtual ~TheLinkedlist(); // Accessors: void InsertAtFront(const &); void AppendAtBack(const &); // void InOrderInsert(const &); bool IsEmpty()const;//predicate function void Print() const; private: ListNode * Head; //pointer to first node ListNode * Tail; //pointer to last node. }; //Implementation: //Default constructor inline TheLinkedlist::TheLinkedlist():Head(0),Tail(0) {} //Destructor inline TheLinkedlist::~TheLinkedlist(){ if(!IsEmpty()){ //list is not empty cout<<"\n\tDestroying Nodes"<<endl; ListNode *currentPointer=Head, *tempPtr; while(currentPointer != 0){ //Delete remaining Nodes. tempPtr=currentPointer; cout<<"The node: "<<tempPtr->theData <<" is Destroyed."<<endl<<endl; currentPointer=currentPointer->theNext; delete tempPtr; } Head=Tail = 0; //don't forget this, as it may be checked one day. } } //Insert the Node to the beginning of the list: void TheLinkedlist::InsertAtFront(const int& value){ ListNode *newPtr = new ListNode(value,Head); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty newPtr->theNext = Head; Head = newPtr; } } //Insert the Node to the beginning of the list: void TheLinkedlist::AppendAtBack(const int& value){ ListNode *newPtr = new ListNode(value, NULL); assert(newPtr!=0); if(IsEmpty()) //list is empty Head = Tail = newPtr; else { //list is NOT empty Tail->theNext = newPtr; Tail = newPtr; } } //is the list empty? inline bool TheLinkedlist::IsEmpty() const { return (Head == 0); } // Display the contents of the list void TheLinkedlist::Print()const{ if ( IsEmpty() ){ cout << "\n\t The list is empty!!"<<endl; return; } ListNode *tempPTR = Head; cout<<"\n\t The List is: "; while ( tempPTR != 0 ){ cout<< tempPTR->theData <<" "; tempPTR = tempPTR->theNext; } cout<<endl<<endl; } ////////////////////////////////////// The test Driver: //Driver test for integer Linked List. #include <iostream.h> #include "MyNODE.h" // main Driver int main(){ cout<< "\n\t This is the test for integer LinkedList."<<endl; const int arraySize=11, ARRAY[arraySize]={44,77,88,99,11,2,22,204,50,58,12}; cout << "\n\tThe array is: "; //print the numbers. for (int i=0;i<arraySize; i++) cout<<ARRAY[i]<<", "; TheLinkedlist list; //declare the list for(int index=0;index<arraySize;index++) list.AppendAtBack( ARRAY[index] );//create the list cout<<endl<<endl; list.Print(); //print the list return 0; //end of the program. }

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  • Is this reference or code in mistake or bug?

    - by mikezang
    I copied some text from NSDate Reference as below, please check Return Value, it is said the format will be in YYYY-MM-DD HH:MM:SS ±HHMM, but I got as below in my app, so the reference is mistake? or code in mistake? Saturday, January 1, 2011 12:00:00 AM Japan Standard Time or 2011?1?1????0?00?00? ????? descriptionWithLocale: Returns a string representation of the receiver using the given locale. - (NSString *)descriptionWithLocale:(id)locale Parameters locale An NSLocale object. If you pass nil, NSDate formats the date in the same way as the description method. On Mac OS X v10.4 and earlier, this parameter was an NSDictionary object. If you pass in an NSDictionary object on Mac OS X v10.5, NSDate uses the default user locale—the same as if you passed in [NSLocale currentLocale]. Return Value A string representation of the receiver, using the given locale, or if the locale argument is nil, in the international format YYYY-MM-DD HH:MM:SS ±HHMM, where ±HHMM represents the time zone offset in hours and minutes from GMT (for example, “2001-03-24 10:45:32 +0600”)

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  • Strict pointer aliasing: is access through a 'volatile' pointer/reference a solution?

    - by doublep
    On the heels of a specific problem, a self-answer and comments to it, I'd like to understand if it is a proper solution, workaround/hack or just plain wrong. Specifically, I rewrote code: T x = ...; if (*reinterpret_cast <int*> (&x) == 0) ... As: T x = ...; if (*reinterpret_cast <volatile int*> (&x) == 0) ... with a volatile qualifier to the pointer. Let's just assume that treating T as int in my situation makes sense. Does this accessing through a volatile reference solve pointer aliasing problem? For a reference, from specification: [ Note: volatile is a hint to the implementation to avoid aggressive optimization involving the object because the value of the object might be changed by means undetectable by an implementation. See 1.9 for detailed semantics. In general, the semantics of volatile are intended to be the same in C++ as they are in C. — end note ] EDIT: The above code did solve my problem at least on GCC 4.5.

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  • Is it possible, in ASP .net, to reference private assembly in a non-virtual subdirectory?

    - by Bago
    Is it possible to reference a private assembly in asp .net from a sub-folder that is not setup as a virtual directory? In other words, my page is setup in ~/subdir, I don't have access to ~/, and I am not an IIS admin. Can I reference a private assembly? How would I do this? I've tried <%@ Assembly Src="/subdir/bin/Assembly.dll % and <%@ Assembly Src="/subdir/bin/Assembly.dll % , but I get the messages "There is no build provider to match the extension .dll" or "Failed to map to path" respectively. Here is my folder structure: / | -subdir | | - Bin | | | *Assembly.dll | | *Default.aspx I've heard that in web.config might do the trick, but when I've tried it, it doesn't seem to work. Furthermore, I've read that only works in the application .config file. (i.e., the one in ~/). Anyhow, I already tried adding the following to web.config: <runtime> <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1"> <probing privatePath="/subdir/bin" /> <dependentAssembly> <codeBase href="/subdir/bin/Assembly.dll"/> </dependentAssembly> </assemblyBinding> For more background on my problem, I am simply using a shared host, all I have is access to is that subdirectory, and I am trying to use fckeditor.

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  • Is it possible, in ASP.net, to reference private assembly in a non-virtual subdirectory?

    - by Bago
    Is it possible to reference a private assembly in asp .net from a sub-folder that is not setup as a virtual directory? In other words, my page is setup in ~/subdir, I don't have access to ~/, and I am not an IIS admin. Can I reference a private assembly? How would I do this? I've tried <%@ Assembly Src="/subdir/bin/Assembly.dll % and <%@ Assembly Src="/subdir/bin/Assembly.dll % , but I get the messages "There is no build provider to match the extension .dll" or "Failed to map to path" respectively. Here is my folder structure: / | -subdir | | - Bin | | | *Assembly.dll | | *Default.aspx I've heard that in web.config might do the trick, but when I've tried it, it doesn't seem to work. Furthermore, I've read that only works in the application .config file. (i.e., the one in ~/). Anyhow, I already tried adding the following to web.config: <runtime> <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1"> <probing privatePath="/subdir/bin" /> <dependentAssembly> <codeBase href="/subdir/bin/Assembly.dll"/> </dependentAssembly> </assemblyBinding> For more background on my problem, I am simply using a shared host, all I have is access to is that subdirectory, and I am trying to use fckeditor.

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  • Are vector assignments copied by value or by reference in Google's Go language?

    - by Brian T Hannan
    In the following code, I create one peg puzzle then do a move on it which adds a move to its movesAlreadyDone vector. Then I create another peg puzzle then do a move on it which adds a move to its movesAlreadyDone vector. When I print out the values in that vector for the second one, it has the move in it from the first one along with the move from the second one. Can anyone tell me why it seems to be assigning by reference and not value? Are vector assignments copied by value or by reference in Google's Go language? package main import "fmt" import "container/vector" type Move struct { x0, y0, x1, y1 int } type PegPuzzle struct { movesAlreadyDone * vector.Vector; } func (p *PegPuzzle) InitPegPuzzle(){ p.movesAlreadyDone = vector.New(0); } func NewChildPegPuzzle(parent *PegPuzzle) *PegPuzzle{ retVal := new(PegPuzzle); retVal.movesAlreadyDone = parent.movesAlreadyDone; return retVal } func (p *PegPuzzle) doMove(move Move){ p.movesAlreadyDone.Push(move); } func (p *PegPuzzle) printPuzzleInfo(){ fmt.Printf("-----------START----------------------\n"); fmt.Printf("moves already done: %v\n", p.movesAlreadyDone); fmt.Printf("------------END-----------------------\n"); } func main() { p := new(PegPuzzle); cp1 := new(PegPuzzle); cp2 := new(PegPuzzle); p.InitPegPuzzle(); cp1 = NewChildPegPuzzle(p); cp1.doMove(Move{1,1,2,3}); cp1.printPuzzleInfo(); cp2 = NewChildPegPuzzle(p); cp2.doMove(Move{3,2,5,1}); cp2.printPuzzleInfo(); } Any help will be greatly appreciated. Thanks!

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  • How do I get a reference to a rootViewController to a sub-view?

    - by Andy
    An answer posted for one of my previous questions brings up another question; I am calling a new view controller, "RuleBuilder," from my rootViewController. The rootViewController holds a reference to a contacts array. How do I get a reference to that array into the RuleBuilder? I tried adding UITableViewController *rootViewController; ... @property (nonatomic, retain) UITableViewController *rootViewController; to RuleBuilder.h, and then @synthesize rootViewController; in RuleBuilder.m. When I instantiate and push the RuleBuilder from within rootViewController, I do this: ruleBuilder.rootViewController = self; But when I try this [rootViewController.contacts addObject:newContact]; from within RuleBuilder, I get a compiler error to the effect of "request for 'contacts' in something not a struct" (or very similar; I haven't implemented this exact snippet of code, but I tried an identical approach not an hour ago for a couple of different references that I never was able to get working). Thanks, again, for your help.

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • How can I implement a database TableView like thing in C++?

    - by Industrial-antidepressant
    How can I implement a TableView like thing in C++? I want to emulating a tiny relation database like thing in C++. I have data tables, and I want to transform it somehow, so I need a TableView like class. I want filtering, sorting, freely add and remove items and transforming (ex. view as UPPERCASE and so on). The whole thing is inside a GUI application, so datatables and views are attached to a GUI (or HTML or something). So how can I identify an item in the view? How can I signal it when the table is changed? Is there some design pattern for this? Here is a simple table, and a simple data item: #include <string> #include <boost/multi_index_container.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> #include <boost/multi_index/random_access_index.hpp> using boost::multi_index_container; using namespace boost::multi_index; struct Data { Data() {} int id; std::string name; }; struct row{}; struct id{}; struct name{}; typedef boost::multi_index_container< Data, indexed_by< random_access<tag<row> >, ordered_unique<tag<id>, member<Data, int, &Data::id> >, ordered_unique<tag<name>, member<Data, std::string, &Data::name> > > > TDataTable; class DataTable { public: typedef Data item_type; typedef TDataTable::value_type value_type; typedef TDataTable::const_reference const_reference; typedef TDataTable::index<row>::type TRowIndex; typedef TDataTable::index<id>::type TIdIndex; typedef TDataTable::index<name>::type TNameIndex; typedef TRowIndex::iterator iterator; DataTable() : row_index(rule_table.get<row>()), id_index(rule_table.get<id>()), name_index(rule_table.get<name>()), row_index_writeable(rule_table.get<row>()) { } TDataTable::const_reference operator[](TDataTable::size_type n) const { return rule_table[n]; } std::pair<iterator,bool> push_back(const value_type& x) { return row_index_writeable.push_back(x); } iterator erase(iterator position) { return row_index_writeable.erase(position); } bool replace(iterator position,const value_type& x) { return row_index_writeable.replace(position, x); } template<typename InputIterator> void rearrange(InputIterator first) { return row_index_writeable.rearrange(first); } void print_table() const; unsigned size() const { return row_index.size(); } TDataTable rule_table; const TRowIndex& row_index; const TIdIndex& id_index; const TNameIndex& name_index; private: TRowIndex& row_index_writeable; }; class DataTableView { DataTableView(const DataTable& source_table) {} // How can I implement this? // I want filtering, sorting, signaling upper GUI layer, and sorting, and ... }; int main() { Data data1; data1.id = 1; data1.name = "name1"; Data data2; data2.id = 2; data2.name = "name2"; DataTable table; table.push_back(data1); DataTable::iterator it1 = table.row_index.iterator_to(table[0]); table.erase(it1); table.push_back(data1); Data new_data(table[0]); new_data.name = "new_name"; table.replace(table.row_index.iterator_to(table[0]), new_data); for (unsigned i = 0; i < table.size(); ++i) std::cout << table[i].name << std::endl; #if 0 // using scenarios: DataTableView table_view(table); table_view.fill_from_source(); // synchronization with source table_view.remove(data_item1); // remove item from view table_view.add(data_item2); // add item from source table table_view.filter(filterfunc); // filtering table_view.sort(sortfunc); // sorting // modifying from source_able, hot to signal the table_view? // FYI: Table view is atteched to a GUI item table.erase(data); table.replace(data); #endif return 0; }

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • FLTK Images (Using Cmake)

    - by Cenoc
    I'm trying to load and manipulate a jpeg file using FLTK compiled using cmake... but I get the following errors: 2LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_read_scanlines referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_start_decompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_calc_output_dimensions referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_read_header referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_stdio_src referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_CreateDecompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_destroy_decompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) 2fltkimages.lib(Fl_JPEG_Image.obj) : error LNK2019: unresolved external symbol _jpeg_finish_decompress referenced in function "public: __thiscall Fl_JPEG_Image::Fl_JPEG_Image(char const *)" (??0Fl_JPEG_Image@@QAE@PBD@Z) I hate these linking errors..... can anyone help? Thank you in advance.

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