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  • APC PHP cache size does not exceed 32MB, even though settings allow for more

    - by hardy101
    I am setting up APC (v 3.1.9) on a high-traffic WordPress installation on CentOS 6.0 64 bit. I have figured out many of the quirks with APC, but something is still not quite right. No matter what settings I change, APC never actually caches more than 32MB. I'm trying to bump it up to 256 MB. 32MB is a default amount for apc.shm_size, so I am wondering if it's stuck there somehow. I have run the following echo '2147483648' > /proc/sys/kernel/shmmax to increase my system's shared memory to 2G (half of my 4G box). Then ran ipcs -lm which returns ------ Shared Memory Limits -------- max number of segments = 4096 max seg size (kbytes) = 2097152 max total shared memory (kbytes) = 8388608 min seg size (bytes) = 1 Also made a change in /etc/sysctl.conf then ran sysctl -p to make the settings stick on the server. Rebooted, too, for good measure. In my APC settings, I have mmap enabled (which happens by default in recent versions of APC). php.ini looks like: apc.stat=0 apc.shm_size="256M" apc.max_file_size="10M" apc.mmap_file_mask="/tmp/apc.XXXXXX" apc.ttl="7200" I am aware that mmap mode will ignore references to apc.shm_segments, so I have left it out with default 1. phpinfo() indicates the following about APC: Version 3.1.9 APC Debugging Disabled MMAP Support Enabled MMAP File Mask /tmp/apc.bPS7rB Locking type pthread mutex Locks Serialization Support php Revision $Revision: 308812 $ Build Date Oct 11 2011 22:55:02 Directive Local Value apc.cache_by_default On apc.canonicalize O apc.coredump_unmap Off apc.enable_cli Off apc.enabled On On apc.file_md5 Off apc.file_update_protection 2 apc.filters no value apc.gc_ttl 3600 apc.include_once_override Off apc.lazy_classes Off apc.lazy_functions Off apc.max_file_size 10M apc.mmap_file_mask /tmp/apc.bPS7rB apc.num_files_hint 1000 apc.preload_path no value apc.report_autofilter Off apc.rfc1867 Off apc.rfc1867_freq 0 apc.rfc1867_name APC_UPLOAD_PROGRESS apc.rfc1867_prefix upload_ apc.rfc1867_ttl 3600 apc.serializer default apc.shm_segments 1 apc.shm_size 256M apc.slam_defense On apc.stat Off apc.stat_ctime Off apc.ttl 7200 apc.use_request_time On apc.user_entries_hint 4096 apc.user_ttl 0 apc.write_lock On apc.php reveals the following graph, no matter how long the server runs (cache size fluctuates and hovers at just under 32MB. See image http://i.stack.imgur.com/2bwMa.png You can see that the cache is trying to allocate 256MB, but the brown piece of the pie keeps getting recycled at 32MB. This is confirmed as refreshing the apc.php page shows cached file counts that move up and down (implying that the cache is not holding onto all of its files). Does anyone have an idea of how to get APC to use more than 32 MB for its cache size?? **Note that the identical behavior occurs for eaccelerator, xcache, and APC. I read here: http://www.litespeedtech.com/support/forum/archive/index.php/t-5072.html that suEXEC could cause this problem.

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  • Infinite loop when using fscanf

    - by user1409641
    I wrote this simple program in C, because I'm studying FILES right now at University. I take a txt file with a list of the results of the last race so my program will show the data formatted as I want. Here's my code: /* Esercizio file Motogp */ #include <stdio.h> #define SIZE 20 int main () { int pos, punt, num; float kmh; char nome[SIZE+1], cognome[SIZE+1], moto[SIZE+1]; char naz[SIZE+1], nome_file[SIZE+1]; FILE *fp; printf ("Inserisci il nome del file da aprire: "); gets (nome_file); fp = fopen (nome_file, "r"); if (fopen == NULL) printf ("Errore nell' apertura del file %s\n", nome_file); else { while (fscanf (fp, "%d %d %d %s %s %s %s %.2f", &pos, &punt, &num, nome, cognome, naz, moto, &kmh) != EOF ) { printf ("Posizione di arrivo: %d\n", pos); printf ("Punteggio: %d\n", punt); printf ("Numero pilota: %d\n", num); printf ("Nome pilota: %s\n", nome); printf ("Cognome pilota: %s\n", cognome); printf ("Nazione: %s\n", naz); printf ("Moto: %s\n", moto); printf ("Media Kmh: %d\n\n", kmh); } } fclose(fp); return 0; } and there's my txt file: 1 25 99 Jorge LORENZO SPA Yamaha 164.4 2 20 26 Dani PEDROSA SPA Honda 164.1 3 16 4 Andrea DOVIZIOSO ITA Yamaha 163.8 4 13 1 Casey STONER AUS Honda 163.8 5 11 35 Cal CRUTCHLOW GBR Yamaha 163.6 6 10 19 Alvaro BAUTISTA SPA Honda 163.5 7 9 46 Valentino ROSSI ITA Ducati 163.3 8 8 6 Stefan BRADL GER Honda 162.9 9 7 69 Nicky HAYDEN USA Ducati 162.5 10 6 11 Ben SPIES USA Yamaha 162.3 11 5 8 Hector BARBERA SPA Ducati 162.1 12 4 17 Karel ABRAHAM CZE Ducati 160.9 13 3 41 Aleix ESPARGARO SPA ART 160.2 14 2 51 Michele PIRRO ITA FTR 160.1 15 1 14 Randy DE PUNIET FRA ART 160.0 16 0 77 James ELLISON GBR ART 159.9 17 0 54 Mattia PASINI ITA ART 159.4 18 0 68 Yonny HERNANDEZ COL BQR 159.4 19 0 9 Danilo PETRUCCI ITA Ioda 158.2 20 0 22 Ivan SILVA SPA BQR 158.2 When I run my program, it return me an infinite loop of the first one. Why? Is there another function to read those data?

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  • What are the best open-source software non-profits for making financial contributions and/or facilitating useful work?

    - by Jason S
    I'm not a great programmer myself (my main job is more electrical engineering) and have never really helped out with any open source projects, but I've benefited greatly from free and/or open-source software (MySQL, OpenOffice, Firefox, Apache, PHP, Java, etc.) and at some point would like to make some modest financial contributions to help keep this stuff going. I'm wondering, what are the best non-profits to make financial contributions? I'm aware of: Open Source Initiative (founded 10 years ago by several prominent figures including programmer and "The Cathedral and the Bazaar" author Eric S. Raymond) Free Software Foundation Mozilla Foundation Apache Foundation Anyone have a particular favorite? Ideally I'd like to give money to a non-profit that would foster some of the smaller but promising open-source and/or free software projects. The big projects like Firefox and Apache are already well-established. There are a few small individual shareware programs I've already paid for directly. But it's those middle-ground projects that I would really like my contributions to support. (one that comes to mind is a good GUI for Subversion or Mercurial.) It's one thing for a single person to donate a little $$ to a small project. It's another for a foundation or something to give larger grants to projects that give a good bang for the buck. Conservation organizations like The Nature Conservancy, or the Trust for Public Lands, have really honed this approach, but I'm not really sure if there's an equivalent model in software-land.

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  • Why is Microsoft under-supporting or under-developping VBNET?

    - by Will Marcouiller
    I ran into a situation where the lack of some features has become somewhat frustrating while developping in VB.NET 2.0. Since my first day of programming, I've always been a C programmer, and still am. Naturally, I chose C# as my favorite .NET language. Recently, a customer of mine has obliged that all of his development projects which disregard SharePoint development have to be written in VB.NET 2.0, that is to avoid conflictual systems to come into some problems. That is a legitimate choice of his which I approve somehow, since he's running some old central systems and is slowly migrating toward latest technologies. As for me, I would have prefered to go with C#, but then, never having done much VB in my life, I see it as an opportunity to learn somethings new, how to handle this and that in VBNET, etc. Except that the syntax is really too verbose for me, which is a pain! I got used to it and that is fine. However, I recently wanted to use the InternalsVisibleToAttribute which I discovered lastly here on SO. But then, in addition to not being able to have lambda expression that returns no value, which I discovered months ago, today I learn that I can't use the attribute in VBNET! Here is what I have read in an article: [...] Sorry VB.Net developers, Microsoft is again shunning you guys and this attribute is NOT available to you.... :( And here is the link: InternalsVisibleTo: Testing internal methods in .Net 2.0 I have heard from Anders Hejlsberg mouth while watching a Webcast from his presentation of .NET 4.0 Framework that the VBNET team was working or has worked in collaboration with the C# team (Eric Lippert and others) in order to bring VBNET to offer the same features as C# offers. But then, I say to myself that the VBNET team has a huge step forward to make, if already in .NET 2.0, some of the most important features lacked! So my question is this: Why is Microsoft under-supporting or under-developping VBNET? Will VBNET ever be lacking the C# features?

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  • Gravatar XML-RPC request problem in Objective-C

    - by Erik
    Hi all, I'm trying to incorporate some Gravatar functionality using its XML-RPC API in an iPhone app I'm writing. I grabbed the Cocoa XML-RPC Framework by Eric Czarny (http://github.com/eczarny/xmlrpc) and it works well when I tested it with some of the Wordpress methods. However, when I try to use the Gravatar API, I always receive a response of "Error code: -9 Authentication error". I think I'm constructing the request correctly, but I've been wracking my brain and can't seem to figure it out. Maybe someone has some experience with this API or can see what I'm doing wrong. Here's the call: <?xml version="1.0"> <methodCall> <methodName>grav.addresses</methodName> <params> <param><value><string>PASSWORD_HERE</string></value></param> </params> </methodCall> Again, the Cocoa XML-RPC Framework worked like a dream with Wordpress, but it's choking on the Gravatar API for some reason. Thanks for your help.

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  • Why is an Add method required for { } initialization?

    - by Dan Tao
    To use initialization syntax like this: var contacts = new ContactList { { "Dan", "[email protected]" }, { "Eric", "[email protected]" } }; ...my understanding is that my ContactList type would need to define an Add method that takes two string parameters: public void Add(string name, string email); What's a bit confusing to me about this is that the { } initializer syntax seems most useful when creating read-only or fixed-size collections. After all it is meant to mimic the initialization syntax for an array, right? (OK, so arrays are not read-only; but they are fixed size.) And naturally it can only be used when the collection's contents are known (at least the number of elements) at compile-time. So it would almost seem that the main requirement for using this collection initializer syntax (having an Add method and therefore a mutable collection) is at odds with the typical case in which it would be most useful. I'm sure I haven't put as much thought into this matter as the C# design team; it just seems that there could have been different rules for this syntax that would have meshed better with its typical usage scenarios. Am I way off base here? Is the desire to use the { } syntax to initialize fixed-size collections not as common as I think? What other factors might have influenced the formulation of the requirements for this syntax that I'm simply not thinking of?

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  • Stack Overflow Exploit in C

    - by Fernando Gonzalez
    Hey there guys, the question is actually about stack overflows in C. I have an assigment that I can not get done for the life of me, i've looked at everything in the gdb and I just cant figure it. The question is the following: int i,n; void confused() { printf("who called me"); exit(0); } void shell_call(char *c) { printf(" ***Now calling \"%s\" shell command *** \n",c); system(c); exit(0); } void victim_func() { int a[4]; printf("[8]:%x\n", &a[8]); printf("Enter n: "); scanf("%d",&n); printf("Enter %d HEX Values \n",n); for(i=0;i<n;i++) scanf("%x",&a[i]); printf("Done reading junk numbers\n"); } int main() { printf("ls=736c --- ps = 7370 --- cal = 6c6163\n"); printf("location of confused %x \n", confused); printf("location of shell_call %x \n", shell_call); victim_func(); printf("Done, thank you\n"); } Ok, so I managed to get the first question correctly, which is to arbitrarily call one of the two functions not explicitly called in the main path. By the way, this has to be done while running the program without any modifications. I did this by running the program, setting N to 7, which gets me to the Function Pointer of the victim_func frame, I write a[7] with the memory address of confused or shell_call, and it works. (I have a 64 bit machine, thats why I have to get it to 7, since the EBI pointer is 2 ints wide, instead of 1) My question is the following, how could I control which argument gets passed to the shell_code funcion? ie. how do i write a string to char* c. The whole point is executing unix commands like "ps" etc, by running only the program. I figured writing the EBI pointer with the hex representation of "ps" and setting the arg list of shell_call to that, but that didn't work. I also tried inputing argsv arguments and setting the arg list of shell_call to the arg_list of main, but didnt work either. I think the second version should work, but i believe im not setting the arg list of the new stack frame correctly ( I did it by writing a[8] to 0, since its the first part of the functin pointer, and writing a[9]=736c and a[10]=0000, but its probably not right since those are the parameters of victim_func. So how do i access the parameters of shell_call?

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  • Generate number sequences with LINQ

    - by tanascius
    I try to write a LINQ statement which returns me all possible combinations of numbers (I need this for a test and I was inspired by this article of Eric Lippert). The method's prototype I call looks like: IEnumerable<Collection<int>> AllSequences( int start, int end, int size ); The rules are: all returned collections have a length of size number values within a collection have to increase every number between start and end should be used So calling the AllSequences( 1, 5, 3 ) should result in 10 collections, each of size 3: 1 2 3 1 2 4 1 2 5 1 3 4 1 3 5 1 4 5 2 3 4 2 3 5 2 4 5 3 4 5 Now, somehow I'd really like to see a pure LINQ solution. I am able to write a non LINQ solution on my own, so please put no effort into a solution without LINQ. My tries so far ended at a point where I have to join a number with the result of a recursive call of my method - something like: return from i in Enumerable.Range( start, end - size + 1 ) select BuildCollection(i, AllSequences( i, end, size -1)); But I can't manage it to implement BuildCollection() on a LINQ base - or even skip this method call. Can you help me here?

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  • Wordpress XML-RPC call from Objective C: wp.newComment

    - by radesix
    I'm using Eric Czarny's Cocoa XML-RPC framework to make a call to the Wordpress API's. I've downloaded the sample app from Wordpress which gives some good examples. Unfortunately the good examples are for every call EXCEPT wp.newComment. I'm trying to post a comment using the code below and I keep getting an error with a localized description that tells me to check my input parameters. I've checked and rechecked and I don't understand what is wrong. Any ideas? NSDictionary *commentStructure = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithInt:0], @"comment_parent", @"xmlrpc anonymous comments plugin now enabled", @"content", @"Test Author", @"author", @"http://iphone.someurl.com", @"author_url", @"[email protected]", @"author_email", nil]; NSArray *args = [NSArray arrayWithObjects:[NSNumber numberWithInt:0], @"", @"", [NSNumber numberWithInt:[self.parentFeedItem.postID intValue]], commentStructure, nil]; // the param(s) NSString *server = [[[NSString alloc] initWithString:@"http://www.someurl.com/xmlrpc.php"] autorelease]; // the server NSString *method = [[[NSString alloc] initWithString:@"wp.newComment"] autorelease]; // the method XMLRPCRequest *request = [[XMLRPCRequest alloc] initWithHost:[NSURL URLWithString:server]]; [request setMethod:method withObjects:args]; id response = [self executeXMLRPCRequest:request]; [request release]; if( [response isKindOfClass:[NSError class]] ) { //return nil; NSLog(@"There was a problem"); NSLog([response localizedDescription]); }

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  • wrong operator() overload called

    - by user313202
    okay, I am writing a matrix class and have overloaded the function call operator twice. The core of the matrix is a 2D double array. I am using the MinGW GCC compiler called from a windows console. the first overload is meant to return a double from the array (for viewing an element). the second overload is meant to return a reference to a location in the array (for changing the data in that location. double operator()(int row, int col) const ; //allows view of element double &operator()(int row, int col); //allows assignment of element I am writing a testing routine and have discovered that the "viewing" overload never gets called. for some reason the compiler "defaults" to calling the overload that returns a reference when the following printf() statement is used. fprintf(outp, "%6.2f\t", testMatD(i,j)); I understand that I'm insulting the gods by writing my own matrix class without using vectors and testing with C I/O functions. I will be punished thoroughly in the afterlife, no need to do it here. Ultimately I'd like to know what is going on here and how to fix it. I'd prefer to use the cleaner looking operator overloads rather than member functions. Any ideas? -Cal the matrix class: irrelevant code omitted class Matrix { public: double getElement(int row, int col)const; //returns the element at row,col //operator overloads double operator()(int row, int col) const ; //allows view of element double &operator()(int row, int col); //allows assignment of element private: //data members double **array; //pointer to data array }; double Matrix::getElement(int row, int col)const{ //transform indices into true coordinates (from sorted coordinates //only row needs to be transformed (user can only sort by row) row = sortedArray[row]; result = array[usrZeroRow+row][usrZeroCol+col]; return result; } //operator overloads double Matrix::operator()(int row, int col) const { //this overload is used when viewing an element return getElement(row,col); } double &Matrix::operator()(int row, int col){ //this overload is used when placing an element return array[row+usrZeroRow][col+usrZeroCol]; } The testing program: irrelevant code omitted int main(void){ FILE *outp; outp = fopen("test_output.txt", "w+"); Matrix testMatD(5,7); //construct 5x7 matrix //some initializations omitted fprintf(outp, "%6.2f\t", testMatD(i,j)); //calls the wrong overload }

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  • Making RDoc Ruby Gem Default on Mac OS X

    - by jkale
    Hey all, I've recently installed RDoc version (2.4.3) through Ruby gems to replace the one shipped with Mac OS X (version 1.0.1). Unfortunately, I can still only use RDoc 1.0.1 when I call run "rdoc" at the command line. rdoc -v returns: RDoc V1.0.1 - 20041108 I tried amending the $PATH variable to point the first entry to the RDoc 2.4.3 folder but no luck. I couldn't find anything about this online either, so I thought I'd ask here. Cheers! Update: Running "gem list -d --version 1.0.1 rdoc" returns: *** LOCAL GEMS *** rdoc (2.4.3) Authors: Eric Hodel, Dave Thomas, Phil Hagelberg, Tony Strauss Rubyforge: http://rubyforge.org/projects/rdoc Homepage: http://rdoc.rubyforge.org Installed at: /usr/local/lib/ruby/gems/1.8 RDoc is an application that produces documentation for one or more Ruby source files Therefore, it's definitely the Mac OSX version of RDoc that's interfering with the Gems version. Update 2: I found out, using: `bash --debugger rdoc` that the old version of RDoc was in /opt/local/bin. I deleted it and added my gems directory to my $PATH `export PATH=/usr/local/lib/ruby/gems/1.8/gems/` I now have a fresh working copy of the latest RDoc!

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  • Ext JS 4: Show all columns in Ext.grid.Panel as custom option

    - by MacGyver
    Is there a function that can be called on an Ext.grid.Panel in ExtJS that will make all columns visible, if some of them are hidden by default? Whenever an end-user needs to show the hidden columns, they need to click each column. Below, I have some code to add a custom menu option when you select a field header. I'd like to execute this function so all columns show. As an example below, I have 'Project ID' and 'User Created' hidden by default. By choosing 'Select All Columns' would turn those columns on, so they show in the list view. listeners: { ... }, afterrender: function() { var menu = this.headerCt.getMenu(); menu.add([{ text: 'Select All Columns', handler: function() { var columnDataIndex = menu.activeHeader.dataIndex; alert('custom item for column "'+columnDataIndex+'" was pressed'); } }]); } } }); =========================== Answer (with code): Here's what I decided to do based on Eric's code below, since hiding all columns was silly. afterrender: function () { var menu = this.headerCt.getMenu(); menu.add([{ text: 'Show All Columns', handler: function () { var columnDataIndex = menu.activeHeader.dataIndex; Ext.each(grid.headerCt.getGridColumns(), function (column) { column.show(); }); } }]); menu.add([{ text: 'Hide All Columns Except This', handler: function () { var columnDataIndex = menu.activeHeader.dataIndex; alert(columnDataIndex); Ext.each(grid.headerCt.getGridColumns(), function (column) { if (column.dataIndex != columnDataIndex) { column.hide(); } }); } }]); }

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  • get values from table as key value pairs with jquery

    - by liz
    I have a table: <table class="datatable" id="hosprates"> <caption> hospitalization rates test</caption> <thead> <tr> <th scope="col">Funding Source</th> <th scope="col">Alameda County</th> <th scope="col">California</th> </tr> </thead> <tbody> <tr> <th scope="row">Medi-Cal</th> <td>34.3</td> <td>32.3</td> </tr> <tr> <th scope="row">Private</th> <td>32.2</td> <td>34.2</td> </tr> <tr> <th scope="row">Other</th> <td>22.7</td> <td>21.7</td> </tr> </tbody> </table> i want to retrieve column 1 and column 2 values per row as pairs that end up looking like this [funding,number],[funding,number] i did this so far, but when i alert it, it only shows [object, object]... var myfunding = $('#hosprates tbody tr').each(function(){ var funding = new Object(); funding.name = $('#hosprates tbody tr td:nth-child(1)').map(function() { return $(this).text().match(/\S+/)[0]; }).get(); funding.value= $('#hosprates tbody tr td:nth-child(2)').map(function() { return $(this).text().match(/\S+/)[0]; }).get(); }); alert (myfunding);

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  • Dynamically changing background color of a UIView

    - by EricM
    Hello- Here's my setup. I have a viewcontroller that I'm creating and adding as a subview. The viewcontroller presents some options that a user can chose from. The viewcontroller is being pushed in response to a "long press" gesture. Within the viewcontroller, I added a child UIView to group some other controls together so I can move them around the screen as a unit and, when they are displayed, center them on the location of the long press. Here is the code that instantiates the view controller, changes its location, and adds it as a subview: UserOptions *opts = [[UserOptions alloc] initWithNibName:@"UserOptions" bundle:nil]; [opts recenterOptions:location]; [self.view addSubview:opts.view]; That bit of code does create and push the viewcontroller, but the call to recenterOptions doesn't do anything. Here is that method: - (void) recenterOptions:(CGPoint)location { CGRect oldFrame = self.optionsView.frame; CGFloat newX = location.x; // + oldFrame.size.width / 2.0; CGFloat newY = location.y; // + oldFrame.size.height / 2.0; CGRect newFrame = CGRectMake(newX, newY, oldFrame.size.width, oldFrame.size.height); self.optionsView.frame = newFrame; } Note that self.optionsView is the child UIView that I added to the viewcontroller's nib. Does anyone know why I'm unable to change the location of the UIView? Regards, Eric

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  • What makes good web form styling for business applications?

    - by ProfK
    Styling forms (form elements) is something that even Eric Meyer prefers to avoid. However, most business forms, and that is where styling is at issue; 'contact us' forms are easy to style, put window estate at a premium, with more 'document level' (e.g. invoice) fields, plus 'detail level' (e.g. invoice line) fields. Factors I often find at play are: At my minimum, at least two horizontally adjacent fieldsets are required. In applications vs. public web pages, fixed positioning vs fluid layout is often better. Quantity of content is important, vs. exaggerated readability. Users know the system, and cues etc. take a back seat. In light of factors like these, is there any available guidence for styling web form based applications? Are there any CSS or JavaScript frameworks that would make my quest to style these applications better than Visual Studios still pathetic 'Auto-format' (what drugs were those people on? I will never take them.)

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  • Sampling Duplicates

    - by user3640982
    I have a dataset from which I need to sample. It is set up with an ID field and a year field. I want every record from the most current year and then I want the most current ID's but sampled from every 3rd year going back. The data is ordered by year. For example ID<-rep(1:3, 5) Year<-rep(c(1,2,3,4,5),each=3) df<-data.frame(ID,Year) ID Year 1 1 1 2 2 1 3 3 1 4 1 2 5 2 2 6 3 2 7 1 3 8 2 3 9 3 3 10 1 4 11 2 4 12 3 4 13 1 5 14 2 5 15 3 5 So from this example, I would want to return ID Year 1 1 1 2 2 1 3 3 1 4 1 4 5 2 4 6 3 4 I'm thinking that some combination of duplicated() and which() should get what I want, but the problem is duplicated() just tells if it has been repeated; it doesn't say which record is being repeated. which(duplicated(df$ID)) [1] 4 5 6 7 8 9 10 11 12 13 14 15 This a problem since not every ID exists in every year. Any help would be appreciated. Thanks, Eric

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  • How is a referencing environment generally implemented for closures?

    - by Alexandr Kurilin
    Let's say I have a statically/lexically scoped language with deep binding and I create a closure. The closure will consist of the statements I want executed plus the so called referencing environment, or, to quote this post, the collection of variables which can be used. What does this referencing environment actually look like implementation-wise? I was recently reading about ObjectiveC's implementation of blocks, and the author suggests that behind the scenes you get a copy of all of the variables on the stack and also of all the references to heap objects. The explanation claims that you get a "snapshot" of the referencing environment at the point in time of the closure's creation. Is that more or less what happens, or did I misread that? Is anything done to "freeze" a separate copy of the heap objects, or is it safe to assume that if they get modified between closure creation and the closure executing, the closure will no longer be operating on the original version of the object? If indeed there's copying being made, are there memory usage considerations in situations where one might want to create plenty of closures and store them somewhere? I think that misunderstanding of some of these concepts might lead to tricky issues like the ones Eric Lippert mentions in this blog post. It's interesting because you'd think that it wouldn't make sense to keep a reference to a value type that might be gone by the time the closure is called, but I'm guessing that in C# the compiler will figure out that the variable is needed later and put it into the heap instead. It seems that in most memory-managed languages everything is a reference and thus ObjectiveC is a somewhat unique situation with having to deal with copying what's on the stack.

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  • barebones sort algorithm

    - by user309322
    i have been asked to make a simple sort aglorithm to sort a random series of 6 numbers into numerical order. However i have been asked to do this using "Barebones" a theoretical language put forward in the Book Computer Science an overview. Some information on the language can be found here http://www.brouhaha.com/~eric/software/barebones/ Just to clarify i am a student teacher and have been doing anaysis on "mini-programing languages" and their uses in a teaching environment, i suggested to my tutor that i look at barebones and asked what sort of exmaple program i should write . He suggested a simple sort algorithm. Now since looking at the language i cant understand how i can do this without using arrays and if statements. The code to swap the value of variables would be while a not 0 do; incr Aux1; decr a; end; while b not 0 do; incr Aux2 decr b end; while Aux1 not 0 do; incr a; decr Aux1; end; while Aux2 not 0 do; incr b; decr Aux2; end; however the language does not provide < or operators

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  • How should rules for Aggregate Roots be enforced?

    - by MylesRip
    While searching the web, I came across a list of rules from Eric Evans' book that should be enforced for aggregates: The root Entity has global identity and is ultimately responsible for checking invariants Root Entities have global identity. Entities inside the boundary have local identity, unique only within the Aggregate. Nothing outside the Aggregate boundary can hold a reference to anything inside, except to the root Entity. The root Entity can hand references to the internal Entities to other objects, but they can only use them transiently (within a single method or block). Only Aggregate Roots can be obtained directly with database queries. Everything else must be done through traversal. Objects within the Aggregate can hold references to other Aggregate roots. A delete operation must remove everything within the Aggregate boundary all at once When a change to any object within the Aggregate boundary is committed, all invariants of the whole Aggregate must be satisfied. This all seems fine in theory, but I don't see how these rules would be enforced in the real world. Take rule 3 for example. Once the root entity has given an exteral object a reference to an internal entity, what's to keep that external object from holding on to the reference beyond the single method or block? (If the enforcement of this is platform-specific, I would be interested in knowing how this would be enforced within a C#/.NET/NHibernate environment.)

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  • Learning Java, how to type text on canvas?

    - by Voley
    I'm reading a book by Eric Roberts - Art and science of java and it got an excersise that I can't figure out - You have to make calendar, with GRect's, 7 by 6, that goes ok, the code part is easy, but also you have to type the numbers of the date on those rectangles, and it's kinda hard for me, there is nothing about it in the book. I tried using GLabel thing, but here arises the problem that I need to work on those numbers, and it says "can't convert from int to string and vice versa". GLabel (string, posX, posY) - it is not accepting int as a parameter, only string, I even tried typecasting, still not working. For example I want to make a loop int currentDate = 1; while (currentDate < 31) { add(new Glabel(currentDate, 100, 100); currentDate++; This code is saying that no man, can't convert int to string. If i try changing currentDate to string, it works, but I got a problem with calculation, as I can't manipulate with number in string, it doesn't even allow to typecast it into int. How can I fix it? Maybe there is another class or method to type the text over those rectangles? I know about println but it doen't have any x or y coordinates, so I can't work with it. And I think it's only for console programs.

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  • disable dates using jquery inside gridview control

    - by bladerunner
    Hi there, I have a gridview which contains a textbox control. I need to show the calendar for the user to pick the date and certain dates are to be disabled using jquery. I found a post on stackoverflow that talked about how to disable certain dates. I am done with that part, except not sure how to pass the textbox control to this jquery function. Here is the code. <script type="text/javascript" language="javascript"> function pageLoad(sender, args) { var enabledDays = ['09/21/2011', '10/05/2011', '10/19/2011', '11/02/2011', '11/16/2011']; /* utility functions */ function editDays(date) { for (var i = 0; i < enabledDays.length; i++) { if (new Date(enabledDays[i]).toString() == date.toString()) { return [true]; } } return [false]; } /* create datepicker */ $(document).ready(function() { $('#<%= txtInHomeDate.ClientID %>').datepicker({ beforeShow: springDate, beforeShowDay: editDays, dateFormat: 'mm/dd/yy', buttonImage: 'images/cal.gif', buttonText: 'Choose date', firstDay: 1, buttonImageOnly: true, showOn: 'both', showAnim: 'fadeIn', onSelect: function() { $(this).trigger("onchange", null); } }); function springDate() { var defaultMin = new Date(); var defaultMax = new Date(); var Min = defaultMin; var Max = defaultMax; // make valid date from hiddenfied value format is MM/dd/yyyy dateMin = $('#<%= hfStDate.ClientID %>').val(); dateMin = new Date(dateMin); dateMax = $('#<%= hfEndDate.ClientID %>').val(); dateMax = new Date(dateMax); if (dateMin && dateMax) { Min = new Date(dateMin.getFullYear(), dateMin.getMonth(), dateMin.getDate()); Max = new Date(dateMax.getFullYear(), dateMax.getMonth(), dateMax.getDate()); } return { minDate: Min, maxDate: Max }; } }); } <.... <asp:TemplateField HeaderText="In-Home Date"> <ItemStyle HorizontalAlign="Center" /> <ItemTemplate> <asp:HiddenField ID="hfStDate" runat="server" Value="09/01/2011" /> <asp:HiddenField ID="hfEndDate" runat="server" Value="11/30/2011" /> <asp:TextBox ID="txtInHomeDate" runat="server" /> </ItemTemplate> </asp:TemplateField> Currently, it errors out since the jquery function won't find the txtInHomeDate. Could I get some help as I am pretty close to get this done? Thanks!!

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Communication between lexer and parser

    - by FredOverflow
    Every time I write a simple lexer and parser, I stumble upon the same question: how should the lexer and the parser communicate? I see four different approaches: The lexer eagerly converts the entire input string into a vector of tokens. Once this is done, the vector is fed to the parser which converts it into a tree. This is by far the simplest solution to implement, but since all tokens are stored in memory, it wastes a lot of space. Each time the lexer finds a token, it invokes a function on the parser, passing the current token. In my experience, this only works if the parser can naturally be implemented as a state machine like LALR parsers. By contrast, I don't think it would work at all for recursive descent parsers. Each time the parser needs a token, it asks the lexer for the next one. This is very easy to implement in C# due to the yield keyword, but quite hard in C++ which doesn't have it. The lexer and parser communicate through an asynchronous queue. This is commonly known under the title "producer/consumer", and it should simplify the communication between the lexer and the parser a lot. Does it also outperform the other solutions on multicores? Or is lexing too trivial? Is my analysis sound? Are there other approaches I haven't thought of? What is used in real-world compilers? It would be really cool if compiler writers like Eric Lippert could shed some light on this issue.

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  • When is a try catch not a try catch?

    - by Dearmash
    I have a fun issue where during application shutdown, try / catch blocks are being seemingly ignored in the stack. I don't have a working test project (yet due to deadline, otherwise I'd totally try to repro this), but consider the following code snippet. public static string RunAndPossiblyThrow(int index, bool doThrow) { try { return Run(index); } catch(ApplicationException e) { if(doThrow) throw; } return ""; } public static string Run(int index) { if(_store.Contains(index)) return _store[index]; throw new ApplicationException("index not found"); } public static string RunAndIgnoreThrow(int index) { try { return Run(index); } catch(ApplicationException e) { } return ""; } During runtime this pattern works famously. We get legacy support for code that relies on exceptions for program control (bad) and we get to move forward and slowly remove exceptions used for program control. However, when shutting down our UI, we see an exception thrown from "Run" even though "doThrow" is false for ALL current uses of "RunAndPossiblyThrow". I've even gone so far as to verify this by modifying code to look like "RunAndIgnoreThrow" and I'll still get a crash post UI shutdown. Mr. Eric Lippert, I read your blog daily, I'd sure love to hear it's some known bug and I'm not going crazy. EDIT This is multi-threaded, and I've verified all objects are not modified while being accessed

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  • Prototyping Qt/C++ in Python

    - by tstenner
    I want to write a C++ application with Qt, but build a prototype first using Python and then gradually replace the Python code with C++. Is this the right approach, and what tools (bindings, binding generators, IDE) should I use? Ideally, everything should be available in the Ubuntu repositories so I wouldn't have to worry about incompatible or old versions and have everything set up with a simple aptitude install. Is there any comprehensive documentation about this process or do I have to learn every single component, and if yes, which ones? Right now I have multiple choices to make: Qt Creator, because of the nice auto completion and Qt integration. Eclipse, as it offers support for both C++ and Python. Eric (haven't used it yet) Vim PySide as it's working with CMake and Boost.Python, so theoretically it will make replacing python code easier. PyQt as it's more widely used (more support) and is available as a Debian package. Edit: As I will have to deploy the program to various computers, the C++-solution would require 1-5 files (the program and some library files if I'm linking it statically), using Python I'd have to build PyQt/PySide/SIP/whatever on every platform and explain how to install Python and everything else.

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