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  • Port C's fread(&struct,....) to Python

    - by user287669
    Hey, I'm really struggling with this one. I'am trying to port a small piece of someone else's code to Python and this is what I have: typedef struct { uint8_t Y[LUMA_HEIGHT][LUMA_WIDTH]; uint8_t Cb[CHROMA_HEIGHT][CHROMA_WIDTH]; uint8_t Cr[CHROMA_HEIGHT][CHROMA_WIDTH]; } __attribute__((__packed__)) frame_t; frame_t frame; while (! feof(stdin)) { fread(&frame, 1, sizeof(frame), stdin); // DO SOME STUFF } Later I need to access the data like so: frame.Y[x][y] So I made a Class 'frame' in Python and inserted the corresponding variables(frame.Y, frame.Cb, frame.Cr). I have tried to sequentially map the data from Y[0][0] to Cr[MAX][MAX], even printed out the C struct in action but didn't manage to wrap my head around the method used to put the data in there. I've been struggling overnight with this and have to get back to the army tonight, so any immediate help is very welcome and appreciated. Thanks

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  • Hiding members in a C struct

    - by Marlon
    I've been reading about OOP in C but I never liked how you can't have private data members like you can in C++. But then it came to my mind that you could create 2 structures. One is defined in the header file and the other is defined in the source file. // ========================================= // in somestruct.h typedef struct { int _public_member; } SomeStruct; // ========================================= // in somestruct.cpp #include "somestruct.h" typedef struct { int _public_member; int _private_member; } SomeStructSource; SomeStruct *SomeStruct_Create() { SomeStructSource *p = (SomeStructSource *)malloc(sizeof(SomeStructSource)); p->_private_member = 0xWHATEVER; return (SomeStruct *)p; } From here you can just cast one structure to the other. Is this considered bad practice? Or is it done often? (I think this is done with a lot of the structures when using the Win32 API, but you guys are the experts let me know!)

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  • Static struct in C++

    - by pingvinus
    Hi, I want to define an structure, where some math constants would be stored. Here what I've got now: struct consts { //salt density kg/m3 static const double gamma; }; const double consts::gamma = 2350; It works fine, but there would be more than 10 floating point constants, so I doesn't want to wrote 'static const' before each of them. And define something like that: static const struct consts { //salt density kg/m3 double gamma; }; const double consts::gamma = 2350; It look fine, but I got these errors: 1. member function redeclaration not allowed 2. a nonstatic data member may not be defined outside its class I wondering if there any C++ way to do it?

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  • C++ threaded class design from non-threaded class

    - by macs
    I'm working on a library doing audio encoding/decoding. The encoder shall be able to use multiple cores (i.e. multiple threads, using boost library), if available. What i have right now is a class that performs all encoding-relevant operations. The next step i want to take is to make that class threaded. So i'm wondering how to do this. I thought about writing a thread-class, creating n threads for n cores and then calling the encoder with the appropriate arguments. But maybe this is an overkill and there is no need for another class, so i'm going to make use of the "user interface" for thread-creation. I hope there are any suggestions.

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  • C# public partial struct methods for more System.Windows.Media.Color

    - by dr d b karron
    How can I put in additional methods for manipulating color ? Best would be to overload the struct System.Windows.Media.Color. It is NOT a class (in c#). Now i'm tinkering with putting (in the same file for testing or must i put it in a different file) an namespace (Silverlight Application36 or System.Windows.Media ?) and a partial struct Color Normalize (double R, ...). I should see MyColor.Normalize() start being recognized by intellisense ? I'm not. I'm looking to put in a suite of overloaded color manipulations using floating and double numbers instead of unsigned byte integers. Any hints while I wack at it ? Cheers! dr.K

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  • Explicit initialization of struct/class members

    - by Zephon
    struct some_struct{ int a; }; some_struct n = {}; n.a will be 0 after this; I know this braces form of initialization is inherited from C and is supported for compatibility with C programs, but this only compiles with C++, not with the C compiler. I'm using Visual C++ 2005. In C this type of initialization struct some_struct n = {0}; is correct and will zero-initialize all members of a structure. Is the empty pair of braces form of initialization standard? I first saw this form of initialization in a WinAPI tutorial from msdn.

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  • [SOLVED]Port C's fread(&struct,....) to Python

    - by user287669
    Hey, I'm really struggling with this one. I'am trying to port a small piece of someone else's code to Python and this is what I have: typedef struct { uint8_t Y[LUMA_HEIGHT][LUMA_WIDTH]; uint8_t Cb[CHROMA_HEIGHT][CHROMA_WIDTH]; uint8_t Cr[CHROMA_HEIGHT][CHROMA_WIDTH]; } __attribute__((__packed__)) frame_t; frame_t frame; while (! feof(stdin)) { fread(&frame, 1, sizeof(frame), stdin); // DO SOME STUFF } Later I need to access the data like so: frame.Y[x][y] So I made a Class 'frame' in Python and inserted the corresponding variables(frame.Y, frame.Cb, frame.Cr). I have tried to sequentially map the data from Y[0][0] to Cr[MAX][MAX], even printed out the C struct in action but didn't manage to wrap my head around the method used to put the data in there. I've been struggling overnight with this and have to get back to the army tonight, so any immediate help is very welcome and appreciated. Thanks

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  • C: reading file and populating struct

    - by deostroll
    Hi, I have a structure with the following definition: typedef struct myStruct{ int a; char* c; int f; } OBJECT; I am able to populate this object and write it to a file. However I am not able to read the char* c value in it...while trying to read it, it gives me a segmentation fault error. Is there anything wrong with my code: //writensave.c #include "mystruct.h" #include <stdio.h> #include <string.h> #define p(x) printf(x) int main() { p("Creating file to write...\n"); FILE* file = fopen("struct.dat", "w"); if(file == NULL) { printf("Error opening file\n"); return -1; } p("creating structure\n"); OBJECT* myObj = (OBJECT*)malloc(sizeof(OBJECT)); myObj->a = 20; myObj->f = 45; myObj->c = (char*)calloc(30, sizeof(char)); strcpy(myObj->c, "This is a test"); p("Writing object to file...\n"); fwrite(myObj, sizeof(OBJECT), 1, file); p("Close file\n"); fclose(file); p("End of program\n"); return 0; } Here is how I am trying to read it: //readnprint.c #include "mystruct.h" #include <stdio.h> #define p(x) printf(x) int main() { FILE* file = fopen("struct.dat", "r"); char* buffer; buffer = (char*) malloc(sizeof(OBJECT)); if(file == NULL) { p("Error opening file"); return -1; } fread((void *)buffer, sizeof(OBJECT), 1, file); OBJECT* obj = (OBJECT*)buffer; printf("obj->a = %d\nobj->f = %d \nobj->c = %s", obj->a, obj->f, obj->c); fclose(file); return 0; }

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  • Include a Class in another model / class / lib

    - by jaycode
    I need to use function "image_path" in my lib class. I tried this (and couple of other variations): class CustomHelpers::Base include ActionView::Helpers::AssetTagHelper def self.image_url(source) abs_path = image_path(source) unless abs_path =~ /^http/ abs_path = "#{request.protocol}#{request.host_with_port}#{abs_path}" end abs_path end end But it didn't work. Am I doing it right? Another question is, how do I find the right class to include? For example if I look at this module: http://api.rubyonrails.org/classes/ActionView/Helpers/AssetTagHelper.html is there a rule of thumb how to include that module in a model / library / class / anything else ?

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  • How to call a method from another class that's been instantiated within the current class

    - by Pavan
    my screen has a few views like such __________________ | _____ | | | | | //viewX is a video screen | | | | | viewX | vY | | //viewY is a custom uiview i created. | |____| | //it contains a method which i would like to call that toggles |_________________| //the hidden property of this view. and when it hides, a little | | //button is replaced no the top right corner on top of viewX | viewZ | //the video layer | | |_________________| //viewZ is a view containing many square views - thumbnails. my question is, i dont know how to register for touch events so that it recognises any touch event on no matter which view the user touches the screen.. atm im handling the touch events for each view inside it. so all works well... however what im trying to do is that when the user taps anywhere else on the screen but on viewY, viewY should dissapear by calling that method in the viewY class. this viewY class is instantiated and has no xib file attached to it. the uiview is created progammatically in the viewY class. this whole class for viewY behviour is instantiated in viewX - the video view. my boss says add delegates.. although i have now clue how to do that... any help? is there anyway i can just make it really simple and be able to say REMOVE VIEW no matter which class im calling from? Also ive seen other people achieve this by using these funky arrows - ... <- etc.. although im not sure if thats what i need or how to implement such a thing. ah i think ive made my question quite complicated but i really mean it to be a simple one, and know it can be done in an easy way!

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  • C Struct : typedef Doubt !

    - by Mahesh
    In the given code snippet, I expected the error symbol Record not found. But it compiled and ran fine on Visual Studio 2010 Compiler. I ran it as a C program from Visual Studio 2010 Command Prompt in the manner - cl Record.c Record Now the doubt is, doesn't typedef check for symbols ? Does it work more like a forward declaration ? #include "stdio.h" #include "conio.h" typedef struct Record R; struct Record { int a; }; int main() { R obj = {10}; getch(); return 0; }

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  • Thread class closing from other Class (Activity) with protected void onStop() Android

    - by user1761337
    I have a Problem with Closing the Thread. I will Closing the Thread with onStop,onPause and onDestroy. This is my Source in the Activity Class: @Override protected void onStop(){ super.onStop(); finish(); } @Override protected void onPause() { super.onPause(); finish(); } @Override public void onDestroy() { this.mWakeLock.release(); super.onDestroy(); } And the Thread Class: public class GameThread extends Thread { private SurfaceHolder mSurfaceHolder; private Handler mHandler; private Context mContext; private Paint mLinePaint; private Paint blackPaint; //for consistent rendering private long sleepTime; //amount of time to sleep for (in milliseconds) private long delay=1000/30; //state of game (Running or Paused). int state = 1; public final static int RUNNING = 1; public final static int PAUSED = 2; public final static int STOPED = 3; GameSurface gEngine; public GameThread(SurfaceHolder surfaceHolder, Context context, Handler handler,GameSurface gEngineS){ //data about the screen mSurfaceHolder = surfaceHolder; mHandler = handler; mContext = context; gEngine=gEngineS; } //This is the most important part of the code. It is invoked when the call to start() is //made from the SurfaceView class. It loops continuously until the game is finished or //the application is suspended. private long beforeTime; @Override public void run() { //UPDATE while (state==RUNNING) { Log.d("State","Thread is runnig"); //time before update beforeTime = System.nanoTime(); //This is where we update the game engine gEngine.Update(); //DRAW Canvas c = null; try { //lock canvas so nothing else can use it c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { //clear the screen with the black painter. //reset the canvas c.drawColor(Color.BLACK); //This is where we draw the game engine. gEngine.doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } this.sleepTime = delay-((System.nanoTime()-beforeTime)/1000000L); try { //actual sleep code if(sleepTime>0){ this.sleep(sleepTime); } } catch (InterruptedException ex) { Logger.getLogger(GameThread.class.getName()).log(Level.SEVERE, null, ex); } while (state==PAUSED){ Log.d("State","Thread is pausing"); try { this.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }} How i can close the Thread from Activity Class??

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  • Use nested static class as ActionListener for the Outer class

    - by Digvijay Yadav
    I want to use an nested static class as an actionListener for the enclosing class's GUI elements. I did something like this: public class OuterClass { public static void myImplementation() { OuterClass.StartupHandler startupHandler = new OuterClass.StartupHandler(); exitMenuItem.addActionListener(startupHandler); // error Line } public static class StartupHandler implements ActionListener { @Override public void actionPerformed(ActionEvent e) { //throw new UnsupportedOperationException("Not supported yet."); if (e.getSource() == exitMenuItem) { System.exit(1); } else if (e.getSource() == helpMenuItem) { // show help menu } } } } But when I invoke this code I get the NullPointerException at the //error Line. Is this the right method to do do this or there is something I did am missing?

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  • C - add elements to struct by define

    - by CodeStepper
    I have a problem. I'm trying to add struct elements by previously defined constant. This is sample code (OpenGL+WinAPI) #define ENGINE_STRUCT \ HGLRC RenderingContext;\ HDC DeviceContext; And then: typedef struct SWINDOW { ENGINE_STRUCT HWND Handle; HINSTANCE Instance; CHAR* ClassName; BOOL Fullscreen; BOOL Active; MSG Message; } WINDOW; Is this possible? Thanks in advance.

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  • C++ struct sorting error

    - by Betamoo
    I am trying to sort a vector of custom struct in C++ struct Book{ public:int H,W,V,i; }; with a simple functor class CompareHeight { public: int operator() (Book lhs,Book rhs) { return lhs.H-rhs.H; } }; when trying : vector<Book> books(X); ..... sort(books.begin(),books.end(), CompareHeight()); it gives me exception "invalid operator <" What is the meaning of this error? Thanks

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  • iPhone App/Java Server Struct Data Issue over WiFi

    - by adimitri
    I currently have an iPhone app that communicates with a C++ server running on a computer, over WiFi. This app is sending its data (x,y coordinates) in a c-struct to the server. For further development, we would like the iPhone application to communicate directly with a java server, however the major issue is that java does not have the ability to emulate or use a c-struct. What would be the best way to send data (x,y coordinates) between the two devices? I can already establish a connection between the two devices. More specifically how I would receive the data and process it on the Java end. Thanks for your help, Alex

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  • Add class to elements which already have a class

    - by bwstud
    I have a group of divs which I'm dynamically generating when a button is clicked with the class, "brick". This gives them dimension and starting position of top: 0. I'm trying to get them to animate to the bottom of the view using a css transition with a second class assignment which gives them a bottom position: 0;. Can't figure out the syntax for adding a second class to elements with a pre-existing class. On inspection they only show the original class of, "brick". HTML <!DOCTYPE html> <html> <head> <script src="http://code.jquery.com/jquery-2.1.0.min.js"></script> <meta charset="utf-8"> <title>JS Bin</title> </head> <body> <div id="container"> <div id="button" >Click Me</div> </div> </body> </html> CSS #container { width: 100%; height: 100vh; padding: 10vmax; } #button { position: fixed; } .brick { position: relative; top: 0; height: 10vmax; width: 20vmax; background: white; margin: 0; padding: 0; transition: all 1s; } .drop { transition: all 1s; bottom 0; } The offending JS: var brickCount = function() { var count = prompt("How many boxes you lookin' for?"); for(var i=0; i < count; i++) { var newBrick = document.createElement("div"); newBrick.className="brick"; document.querySelector("#container") .appendChild(newBrick); } }; var getBricks = function(){ document.getElementByClass("brick"); }; var changeColor = function(){ getBricks.style.backgroundColor = '#'+Math.floor(Math.random()*16777215).toString(16); }; var addDrop = function() { getBricks.brick = "getBricks.brick" + " drop"; }; var multiple = function() { brickCount(); getBricks(); changeColor(); addDrop(); }; document.getElementById("button").onclick = function() {multiple();}; Thanks!

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  • PHP Changing Class Variables Outside of Class

    - by Jamie Bicknell
    Apologies for the wording on this question, I'm having difficulties explaining what I'm after, but hopefully it makes sense. Let's say I have a class, and I wish to pass a variable through one of it's methods, then I have another method which outputs this variable. That's all fine, but what I'm after is that if I update the variable which was originally passed, and do this outside the class methods, it should be reflected in the class. I've created a very basic example: class Test { private $var = ''; function setVar($input) { $this->var = $input; } function getVar() { echo 'Var = ' . $this->var . '<br />'; } } If I run $test = new Test(); $string = 'Howdy'; $test->setVar($string); $test->getVar(); I get Var = Howdy However, this is the flow I would like: $test = new Test(); $test->setVar($string); $string = 'Hello'; $test->getVar(); $string = 'Goodbye'; $test->getVar(); Expected output to be Var = Hello Var = Goodbye I don't know what the correct naming of this would be, and I've tried using references to the original variable but no luck. I've come across this in the past, with the PDO prepared statements, see Example #2 $stmt = $dbh->prepare("INSERT INTO REGISTRY (name, value) VALUES (?, ?)"); $stmt->bindParam(1, $name); $stmt->bindParam(2, $value); // insert one row $name = 'one'; $value = 1; $stmt->execute(); // insert another row with different values $name = 'two'; $value = 2; $stmt->execute(); I know I can change the variable to public and do the following, but it isn't quite the same as how the PDO class handles it, and I'm really looking to mimic that behaviour. $test = new Test(); $test->setVar($string); $test->var = 'Hello'; $test->getVar(); $test->var = 'Goodbye'; $test->getVar(); Any help, ideas, pointers, or advice would be greatly appreciated, thanks.

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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • pthread with unique struct as parameter C

    - by sergiobuj
    Hi, i have this piece of code that is giving me trouble. I know all the threads are reading the same struct. But i have no idea how to fix this. #include <pthread.h> #include <stdio.h> #include <stdlib.h> typedef struct { int a,b; } s_param; void * threadfunc(void *parm) { s_param *param2 = parm; printf("ID:%d and v:%d\n",param2->a,param2->b); pthread_exit(NULL); } int main(int argc, char **argv) { pthread_t thread[3]; int rc=0,i; void * status; for(i=0; i<3 ; ++i){ s_param param; param.b=10; param.a=i; rc = pthread_create(&thread[i], NULL, threadfunc, &param ); // !!!! if(rc){ exit(1); } } for(i=0; i<3 ; ++i){ pthread_join(thread[i],&status); } return 0; } output: ID:2 and v:10 ID:2 and v:10 ID:2 and v:10 and what i need: ID:0 and v:10 ID:1 and v:10 ID:2 and v:10 Thank you.

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  • private class calling a method from its outer class

    - by oxinabox.ucc.asn.au
    Ok, so I have a class for a "Advanced Data Structure" (in this case a kinda tree) SO I implimented a Iterator as a private class with in it. So the iterator needs to implement a remove function to remove the last retuirned element. now my ADT already impliments a remove function, and in this case there is very little (thinking about it, i think nothing) to be gain by implimenting a different remove function for the iterator. so how do I go about calling the remove from my ADT sketch of my struture: public class ADT { ... private class ADT_Iterator impliments java.util.Itorator{ ... public void remove(){ //where I want to call the ADT's remove function from } ... public void remove( Object paramFoo ) { ... } ... } So just calling remove(FooInstance) won't work (will it?) and this.remove(FooInstance) is the same thing. what do i call? (and changign the name of the ADT's remove function is not an option, as that AD T has to meet an Interace wich I am note at liberty to change) I could make both of them call a removeHelper functon, I guess...

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