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  • Eclipse CDT on Snow Leopard cannot find binaries

    - by ejel
    After upgraded to Snow Leopard, I can no longer run Eclipse CDT project on my computer. While the build process completes without any error, Eclipse does not recognize the binary file it created. When try to point to the binary file in Run Configuration.. dialog, it cannot find any binary in the project. Though executing the file from Terminal works fine. According to a post at on Eclipse forum, this might be a problem that Mach-O parser does not recognize 64-bit binaries. Does anyone know what are the solutions or workarounds to the problem so that I can run/debug my C++ projects on Snow Leopard. UPDATED The solution suggested by Shane, though allowing the binary created to be recognized, does introduce another problem. Since system libraries in Snow Leopard are all 64 bits, it is no longer possible to link the code created with -arch i386 with these libraries, and hence not a feasible solution yet.

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  • How to create a Turing machine that takes a single digit decimal number from 0 - 9 and output the cu

    - by Julian
    I'm working on a project for a Turning machine but having problems conceptualizing the steps. f(x) = x^3, where x is a single digit between 0 - 9 inclusive. Based on my understanding I am to convert the number to binary but how do I find the cube of a number in binary. Also, how do I write the cube on the tape. So far I'm thinking I should create a state diagram that accepts the binary versions of 0-9 but what next?

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  • what does macosx-version-min imply?

    - by Quincy
    When I pass compiler flag "-mmacosx-version-min=10.5", what does it mean? I think it implies the result binary is x86, not ppc, but is it 32 bits or 64 bits? I'm compiling on snow leopard, so default output binary is 64 bits. I'm not passing -universal, it's not 32bit-64bit universal binary, I think.

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  • Last byte missing when casting from varbinary to varchar

    - by xaxie
    I got the last byte losing when converting varbinary to varchar in some case. For example: DECLARE @binary varbinary(8000), @char varchar(8000) set @binary = 0x000082 set @char = CAST(@binary as varchar(8000)) select BinaryLength=DATALENGTH(@binary), CharLength=DATALENGTH(@char) The result is BinaryLength CharLength 3 2 The affected byte value is from 0x81 - 0xFE. The stranger thing is that if I use varchar(MAX) instead varchar(8000) when casting, there is no any problem. Could someone tell me the root cause of the issue? PS: I run the sql in MS SQL server 2008. Thanks!

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  • editing a file with vim that has no EOL marker on the last line but has CRLF line endings

    - by rmeador
    I often have to edit script files, the interpreter for which treats files that have an EOL marker on the last line of the file as an error (i.e. the file is treating CRLF as "newlines", not as "line endings"). Currently, I open these files in Vim using binary mode (-b on the command line). It autodetects the lack of EOL on the final line and sets the "noeol" option appropriately, which prevents it from writing an EOL on the last line. Because the file has CRLF line endings, I get lots of ^Ms at the end of my lines (because it interprets only Unix-style line endings in binary mode, it seems). I can't open it in text mode because the "noeol" option is ignored for non-binary files. This is very annoying, and I always have to remember to manually type the ^M at the end of each line! Is there some way I can force it to accept DOS-style line endings in binary mode, or force it to listen to the EOL option in text mode?

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  • partial entity loading and management in silverlight / wcf ria

    - by Dan Wray
    I have a Silverlight 4 app which pulls entities down from a database using WCF RIA services. These data objects are fairly simple, just a few fields but one of those fields contains binary data of an arbitrarily size. The application needs access to this data basically asap after a user has logged in, to display in a list, enable selection etc. My problem is because of the size of this data, the load times are not acceptable and can approach the default timeout of the RIA service. I'd like to somehow partially load the objects into my local data context so that I have the IDs, names etc but not the binary data. I could then at a later point (ie when it's actually needed) populate the binary fields of those objects I need to display. Any suggestions on how to accomplish this would be welcome. Another approach which has occurred to me whilst writing this question (how often does that happen?!) is that I could move the binary data into a seperate database table joined to the original record 1:1 which would allow me to make use of RIA's lazy loading on that binary data. again.. comments welcome! Thanks.

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  • How does this method give me a -61 Error?

    - by prestonmarshall
    This is in an application I am using called Mirth, but it appears to be coming from inside an Apache Commons library from a method that checks if something is indeed Base64 encoded or not. All of the docs say the only return is true or false, so how am I getting -61? -61 org.apache.commons.codec.binary.Base64.isBase64(Base64.java:137) org.apache.commons.codec.binary.Base64.discardNonBase64(Base64.java:478) org.apache.commons.codec.binary.Base64.decodeBase64(Base64.java:374) org.apache.commons.codec.binary.Base64.decode(Base64.java:220) com.webreach.mirth.plugins.pdfviewer.PDFViewer.viewAttachments(PDFViewer.java:51) com.webreach.mirth.client.ui.browsers.message.MessageBrowser$16.doInBackground(MessageBrowser.java:1429) com.webreach.mirth.client.ui.browsers.message.MessageBrowser$16.doInBackground(MessageBrowser.java:1426) org.jdesktop.swingworker.SwingWorker$1.call(SwingWorker.java:276) java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:303) java.util.concurrent.FutureTask.run(FutureTask.java:138) org.jdesktop.swingworker.SwingWorker.run(SwingWorker.java:315) java.util.concurrent.ThreadPoolExecutor$Worker.runTask(ThreadPoolExecutor.java:886) java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:908) java.lang.Thread.run(Thread.java:637)

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  • Algorithms to find longest common prefix in a sliding window.

    - by nn
    Hi, I have written a Lempel Ziv compressor and decompressor. I am seeking to improve the time to search the dictionary for a phrase. I have considered K-M-P and Boyer-Moore, but I think an algorithm that adapts to changes in the dictionary would be faster. I've been reading that binary search trees (AVL or with splays) improve the performance of compression time considerably. What I fail to understand is how to bootstrap the binary search tree and insert/remove data. I'm not actually quite sure the significance of each node in the binary search. I am searching for phrases so will each character be considered a node? Also how and what is inserted/removed from the search tree as new data enters the dictionary and old data is removed? The binary search tree sounds like a good payoff since it can adapt to the dictionary, but I'm just not quite sure of how it's used.

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  • Autoconf, Libtool shared and static library

    - by siddhusingh
    I am using autoconf gnu tools to build my product. It generates both the shared as well as static library for any library where *.la is mentioned. The issue is if you use .la to link your binary in Makefile.am. It links with the dynamic library but when you use ldd to the binary, it says "not a dynamic executable" although it links with shared library. I proved it by removing the shared library after the binary is built and then tried to run the binary. It didn't find the shared library and couldn't run. Another question is how to put library in a specified location using Makefile.am direction ?

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  • Zend Framework: How to download file from mySql Blob field.

    - by Awan
    I am uploading files(any type) in MySql tables's blob field. Now I am able to get binary data from that field and when I print it, it shows binary data in firbug console. But I want to download that file as it was uploaded. How can I convert this binary data into orignal file? How to do it in zend? Thanks

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  • Semicolon in object variable name

    - by milkfilk
    There's a common LDAP attribute called userCertificate;binary. It actually has a semi-colon in the attribute name. In ruby, I turn an LDAP entry into a OpenStruct object called 'struct'. struct.class = OpenStruct But of course ruby thinks it's an end-of-line character. ? struct.userCertificate;binary NameError: undefined local variable or method `binary' for main:Object from (irb):52 from :0 IRB knows that the local variable is there, because it gives me struct.userCertificate;binary from the tab auto-completion. I can also see the class variable when calling struct.methods on it. struct.methods = ... "send", "methods", "userCertificate;binary=", "hash", ... It's definitely there, I can see the contents if I print the whole variable to_s(). But how can I access the local variable when it has a semicolon in it? I have workarounds for this but I thought it was an interesting problem to post.

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  • ack misses results (vs. grep)

    - by techpeace
    I'm sure I'm misunderstanding something about ack's file/directory ignore defaults, but perhaps somebody could shed some light on this for me: mbuck$ grep logout -R app/views/ Binary file app/views/shared/._header.html.erb.bak.swp matches Binary file app/views/shared/._header.html.erb.swp matches app/views/shared/_header.html.erb.bak: <%= link_to logout_text, logout_path, { :title => logout_text, :class => 'login-menuitem' } %> mbuck$ ack logout app/views/ mbuck$ Whereas... mbuck$ ack -u logout app/views/ Binary file app/views/shared/._header.html.erb.bak.swp matches Binary file app/views/shared/._header.html.erb.swp matches app/views/shared/_header.html.erb.bak 98:<%= link_to logout_text, logout_path, { :title => logout_text, :class => 'login-menuitem' } %> Simply calling ack without options can't find the result within a .bak file, but calling with the --unrestricted option can find the result. As far as I can tell, though, ack does not ignore .bak files by default.

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  • How do I upload a file, process it and return a result file in a single request to a REST WCF service?

    - by sharptooth
    I need to implement the following scenario in a REST service implemented in WCF: the user submits a binary file and a set of parameters the server consumes the file, does some clever work and generates a binary output file the user retrieves that binary result file and all that is done in a single operation from the client perspective. It's pretty easy in a non-REST service. How do I do that in a REST service? Where do I get started?

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  • Faster way to dump mysql

    - by japancheese
    This may be a dumb question, but I was just watching a screencast on MySQL replication, and I learned that a master database doesn't send SQL over to a slave for replication, it actually sends data over in binary, which makes importing extremely fast. I started wondering, "if a database can export and import binary, why do mysqldumps / imports take so long?" Is there a way to get mysql to dump a database in binary in a similar fashion to speed up that process as well?

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  • In an AVL tree, at what condition the balancing is to be done? proper code in c languge

    - by bachchan
    Binary search follows Divide and Conquer method where as linear Search doesn't follw.The time complexity of Binary Search in O(log n) but incase of linear search the time complexity is O(n). Thats way Binary search is having bettr prior than linear search. But it is true when the list of items is large incase of smaller list linear is best(i.e.- it is only when the Best Case concern)

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  • Debugging metaprograms [C++]

    - by atch
    Hi, Is there any way to check step by step what's going on in let's say template? I mean how it is instantiated step by step and so on? In book I've mentioned here , I found (2 minutes ago) quite interesting example of how binary could be implemented as a metafunction. template <unsigned long N> struct binary { static unsigned const value = binary<N/10>::value << 1 // prepend higher bits | N%10; // to lowest bit }; template <> // specialization struct binary<0> // terminates recursion { static unsigned const value = 0; }; and I think it could be quite useful to be able to see step by step what's been done during the instantiation of this template. Thanks for your replies.

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  • mouse to Three.js world coordinates during TrackballControls

    - by PanChan
    I know there are a lot of answers how to translate the mouse coordinates to the Three.js world coordinates (I prefere this one). But I have troubles on calculating when using TrackballControls. First what I expect to do: I want to add a zoom function to my scene. Not by the mouse wheel, the user should be able to draw a rectangular and by lifting the mouse button, the camera is zooming on this rectangular. I've implemented all and it works, but only when the user didn't rotate/zoom/pan with TrackballControls! If the camera was manipulated, I get wrong coordinates for my drawn rectangular. I really can't figure out why... I only know that it's an issue with TrackballControls, because without them, it works. Does anyone see my mistake? I'm sitting here for two days now and can't find it.... :( var onZoomPlaneMouseDown = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; if(mouseButton === 1){ var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneUpperCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); innerPlane.style.display = "block"; innerPlane.style.top = event.clientY + "px"; innerPlane.style.left = event.clientX + "px"; } if(mouseButton === 3){ plane.style.display = "none"; innerPlane.style.display = "none"; } }; var onZoomPlaneMouseUp = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneLowerCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); if(mouseButton === 1){ plane.style.display = "none"; innerPlane.style.display = "none"; var center = new THREE.Vector3(); center.subVectors(zoomPlaneLowerCorner, zoomPlaneUpperCorner); center.multiplyScalar( 0.5 ); center.add(zoomPlaneUpperCorner); var rayDir = new THREE.Vector3(); rayDir.subVectors(center, camera.position ).normalize(); controls.target = center; var height = zoomPlaneUpperCorner.y - zoomPlaneLowerCorner.y; var distanceToCenter = camera.position.distanceTo(center); var minDist = (height / 2) / (Math.tan((camera.fov/2)*Math.PI/180)); camera.translateOnAxis(rayDir, (distanceToCenter - minDist)); } };

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  • UVA Online Judge 3n+1 : Right answer is Wrong answer

    - by Samuraisoulification
    Ive been toying with this problem for more than a week now, I have optimized it a lot, I seem to be getting the right answer, since it's the same as when I compare it to other's answers that got accepted, but I keep getting wrong answer. Im not sure what's going on! Anyone have any advice? I think it's a problem with the input or the output, cause Im not exactly sure how this judge thing works. So if anyone could pinpoint the problem, and also give me any advice on my code, Id be very appreciative!!! #include <iostream> #include <cstdlib> #include <stdio.h> #include <vector> using namespace std; class Node{ // node for each number that has teh cycles and number private: int number; int cycles; bool cycleset; // so it knows whether to re-set the cycle public: Node(int num){ number = num; cycles = 0; cycleset = false; } int getnumber(){ return number; } int getcycles(){ return cycles; } void setnumber(int num){ number = num; } void setcycles(int num){ cycles = num; cycleset = true; } bool cycled(){ return cycleset; } }; class Cycler{ private: vector<Node> cycleArray; int biggest; int cycleReal(unsigned int number){ // actually cycles through the number int cycles = 1; if (number != 1) { if (number < 1000000) { // makes sure it's in vector bounds if (!cycleArray[number].cycled()) { // sees if it's been cycled if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } else { // if cycled get the number of cycles and don't re-calculate, ends recursion cycles = cycleArray[number].getcycles(); } } else { // continues recursing if it's too big for the vector if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } } if(number < 1000000){ // sets cycles table for the number in the vector if (!cycleArray[number].cycled()) { cycleArray[number].setcycles(cycles); } } return cycles; } public: Cycler(){ biggest = 0; for(int i = 0; i < 1000000; i++){ // initialize the vector, set the numbers Node temp(i); cycleArray.push_back(temp); } } int cycle(int start, int end){ // cycles thorugh the inputted numbers. int size = 0; for(int i = start; i < end ; i++){ size = this->cycleReal(i); if(size > biggest){ biggest = size; } } int temp = biggest; biggest = 0; return temp; } int getBiggest(){ return biggest; } }; int main() { Cycler testCycler; int i, j; while(cin>>i>>j){ //read in untill \n int biggest = 0; if(i > j){ biggest = testCycler.cycle(j, i); }else{ biggest = testCycler.cycle(i, j); } cout << i << " " << j << " " << biggest << endl; } return 0; }

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • Code runs 6 times slower with 2 threads than with 1

    - by Edward Bird
    So I have written some code to experiment with threads and do some testing. The code should create some numbers and then find the mean of those numbers. I think it is just easier to show you what I have so far. I was expecting with two threads that the code would run about 2 times as fast. Measuring it with a stopwatch I think it runs about 6 times slower! void findmean(std::vector<double>*, std::size_t, std::size_t, double*); int main(int argn, char** argv) { // Program entry point std::cout << "Generating data..." << std::endl; // Create a vector containing many variables std::vector<double> data; for(uint32_t i = 1; i <= 1024 * 1024 * 128; i ++) data.push_back(i); // Calculate mean using 1 core double mean = 0; std::cout << "Calculating mean, 1 Thread..." << std::endl; findmean(&data, 0, data.size(), &mean); mean /= (double)data.size(); // Print result std::cout << " Mean=" << mean << std::endl; // Repeat, using two threads std::vector<std::thread> thread; std::vector<double> result; result.push_back(0.0); result.push_back(0.0); std::cout << "Calculating mean, 2 Threads..." << std::endl; // Run threads uint32_t halfsize = data.size() / 2; uint32_t A = 0; uint32_t B, C, D; // Split the data into two blocks if(data.size() % 2 == 0) { B = C = D = halfsize; } else if(data.size() % 2 == 1) { B = C = halfsize; D = hsz + 1; } // Run with two threads thread.push_back(std::thread(findmean, &data, A, B, &(result[0]))); thread.push_back(std::thread(findmean, &data, C, D , &(result[1]))); // Join threads thread[0].join(); thread[1].join(); // Calculate result mean = result[0] + result[1]; mean /= (double)data.size(); // Print result std::cout << " Mean=" << mean << std::endl; // Return return EXIT_SUCCESS; } void findmean(std::vector<double>* datavec, std::size_t start, std::size_t length, double* result) { for(uint32_t i = 0; i < length; i ++) { *result += (*datavec).at(start + i); } } I don't think this code is exactly wonderful, if you could suggest ways of improving it then I would be grateful for that also.

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  • Self-updating collection concurrency issues

    - by DEHAAS
    I am trying to build a self-updating collection. Each item in the collection has a position (x,y). When the position is changed, an event is fired, and the collection will relocate the item. Internally the collection is using a “jagged dictionary”. The outer dictionary uses the x-coordinate a key, while the nested dictionary uses the y-coordinate a key. The nested dictionary then has a list of items as value. The collection also maintains a dictionary to store the items position as stored in the nested dictionaries – item to stored location lookup. I am having some trouble making the collection thread safe, which I really need. Source code for the collection: public class PositionCollection<TItem, TCoordinate> : ICollection<TItem> where TItem : IPositionable<TCoordinate> where TCoordinate : struct, IConvertible { private readonly object itemsLock = new object(); private readonly Dictionary<TCoordinate, Dictionary<TCoordinate, List<TItem>>> items; private readonly Dictionary<TItem, Vector<TCoordinate>> storedPositionLookup; public PositionCollection() { this.items = new Dictionary<TCoordinate, Dictionary<TCoordinate, List<TItem>>>(); this.storedPositionLookup = new Dictionary<TItem, Vector<TCoordinate>>(); } public void Add(TItem item) { if (item.Position == null) { throw new ArgumentException("Item must have a valid position."); } lock (this.itemsLock) { if (!this.items.ContainsKey(item.Position.X)) { this.items.Add(item.Position.X, new Dictionary<TCoordinate, List<TItem>>()); } Dictionary<TCoordinate, List<TItem>> xRow = this.items[item.Position.X]; if (!xRow.ContainsKey(item.Position.Y)) { xRow.Add(item.Position.Y, new List<TItem>()); } xRow[item.Position.Y].Add(item); if (this.storedPositionLookup.ContainsKey(item)) { this.storedPositionLookup[item] = new Vector<TCoordinate>(item.Position); } else { this.storedPositionLookup.Add(item, new Vector<TCoordinate>(item.Position)); // Store a copy of the original position } item.Position.PropertyChanged += (object sender, PropertyChangedEventArgs eventArgs) => this.UpdatePosition(item, eventArgs.PropertyName); } } private void UpdatePosition(TItem item, string propertyName) { lock (this.itemsLock) { Vector<TCoordinate> storedPosition = this.storedPositionLookup[item]; this.RemoveAt(storedPosition, item); this.storedPositionLookup.Remove(item); } } } I have written a simple unit test to check for concurrency issues: [TestMethod] public void TestThreadedPositionChange() { PositionCollection<Crate, int> collection = new PositionCollection<Crate, int>(); Crate crate = new Crate(new Vector<int>(5, 5)); collection.Add(crate); Parallel.For(0, 100, new Action<int>((i) => crate.Position.X += 1)); Crate same = collection[105, 5].First(); Assert.AreEqual(crate, same); } The actual stored position varies every time I run the test. I appreciate any feedback you may have.

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  • trie reg exp parse step over char and continue

    - by forest.peterson
    Setup: 1) a string trie database formed from linked nodes and a vector array linking to the next node terminating in a leaf, 2) a recursive regular expression function that if A) char '*' continues down all paths until string length limit is reached, then continues down remaining string paths if valid, and B) char '?' continues down all paths for 1 char and then continues down remaining string paths if valid. 3) after reg expression the candidate strings are measured for edit distance against the 'try' string. Problem: the reg expression works fine for adding chars or swapping ? for a char but if the remaining string has an error then there is not a valid path to a terminating leaf; making the matching function redundant. I tried adding a 'step-over' ? char if the end of the node vector was reached and then followed every path of that node - allowing this step-over only once; resulted in a memory exception; I cannot find logically why it is accessing the vector out of range - bactracking? Questions: 1) how can the regular expression step over an invalid char and continue with the path? 2) why is swapping the 'sticking' char for '?' resulting in an overflow? Function: void Ontology::matchRegExpHelper(nodeT *w, string inWild, Set<string> &matchSet, string out, int level, int pos, int stepover) { if (inWild=="") { matchSet.add(out); } else { if (w->alpha.size() == pos) { int testLength = out.length() + inWild.length(); if (stepover == 0 && matchSet.size() == 0 && out.length() > 8 && testLength == tokenLength) {//candidate generator inWild[0] = '?'; matchRegExpHelper(w, inWild, matchSet, out, level, 0, stepover+1); } else return; //giveup on this path } if (inWild[0] == '?' || (inWild[0] == '*' && (out.length() + inWild.length() ) == level ) ) { //wild matchRegExpHelper(w->alpha[pos].next, inWild.substr(1), matchSet, out+w->alpha[pos].letter, level, 0, stepover);//follow path -> if ontology is full, treat '*' like a '?' } else if (inWild[0] == '*') matchRegExpHelper(w->alpha[pos].next, '*'+inWild.substr(1), matchSet, out+w->alpha[pos].letter, level, 0, stepover); //keep adding chars if (inWild[0] == w->alpha[pos].letter) //follow self matchRegExpHelper(w->alpha[pos].next, inWild.substr(1), matchSet, out+w->alpha[pos].letter, level, 0, stepover); //follow char matchRegExpHelper(w, inWild, matchSet, out, level, pos+1, stepover);//check next path } } Error Message: +str "Attempt to access index 1 in a vector of size 1." std::basic_string<char,std::char_traits<char>,std::allocator<char> > +err {msg="Attempt to access index 1 in a vector of size 1." } ErrorException Note: this function works fine for hundreds of test strings with '*' wilds if the extra stepover gate is not used Semi-Solved: I place a pos < w->alpha.size() condition on each path that calls w->alpha[pos]... - this prevented the backtrack calls from attempting to access the vector with an out of bounds index value. Still have other issues to work out - it loops infinitely adding the ? and backtracking to remove it, then repeat. But, moving forward now. Revised question: why during backtracking is the position index accumulating and/or not deincrementing - so at somepoint it calls w->alpha[pos]... with an invalid position that is either remaining from the next node or somehow incremented pos+1 when passing upward?

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  • count specific things within a code in c++

    - by shap
    can anyone help me make this more generalised and more pro? #include <fstream> #include <iostream> #include <string> #include <vector> using namespace std; int main() { // open text file for input: string file_name; cout << "please enter file name: "; cin >> file_name; // associate the input file stream with a text file ifstream infile(file_name.c_str()); // error checking for a valid filename if ( !infile ) { cerr << "Unable to open file " << file_name << " -- quitting!\n"; return( -1 ); } else cout << "\n"; // some data structures to perform the function vector<string> lines_of_text; string textline; // read in text file, line by while (getline( infile, textline, '\n' )) { // add the new element to the vector lines_of_text.push_back( textline ); // print the 'back' vector element - see the STL documentation cout << lines_of_text.back() << "\n"; } cout<<"OUTPUT BEGINS HERE: "<<endl<<endl; cout<<"the total capacity of vector: lines_of_text is: "<<lines_of_text.capacity()<<endl; int PLOC = (lines_of_text.size()+1); int numbComments =0; int numbClasses =0; cout<<"\nThe total number of physical lines of code is: "<<PLOC<<endl; for (int i=0; i<(PLOC-1); i++) //reads through each part of the vector string line-by-line and triggers if the //it registers the "//" which will output a number lower than 100 (since no line is 100 char long and if the function does not //register that character within the string, it outputs a public status constant that is found in the class string and has a huge value //alot more than 100. { string temp(lines_of_text [i]); if (temp.find("//")<100) numbComments +=1; } cout<<"The total number of comment lines is: "<<numbComments<<endl; for (int j=0; j<(PLOC-1); j++) { string temp(lines_of_text [j]); if (temp.find("};")<100) numbClasses +=1; } cout<<"The total number of classes is: "<<numbClasses<<endl;

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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