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  • urgent..haskell mini interpreter

    - by mohamed elshikh
    i'm asked to implement this project and i have problems in part b which is the eval function this is the full describtion of the project You are required to implement an interpreter for mini-Haskell language. An interpreter is dened in Wikipedia as a computer program that executes, i.e. performs, instructions written in a programming language. The interpreter should be able to evaluate functions written in a special notation, which you will dene. A function is dened by: Function name Input Parameters : dened as a list of variables. The body of the function. The body of the function can be any of the following statements: a) Variable: The function may return any of the input variables. b) Arithmetic Expressions: The arithmetic expressions include input variables and addition, sub- traction, multiplication, division and modulus operations on arithmetic expressions. c) Boolean Expressions: The Boolean expressions include the ordering of arithmetic expressions (applying the relationships: <, =<, , = or =) and the anding, oring and negation of Boolean expressions. d) If-then-else statements: where the if keyword is followed by a Boolean expression. The then and else parts may be followed by any of the statements described here. e) Guarded expressions: where each case consists of a boolean expression and any of the statements described here. The expression consists of any number of cases. The rst case whose condition is true, its body should be evaluated. The guarded expression has to terminate with an otherwise case. f) Function calls: the body of the function may have a call to another function. Note that all inputs passed to the function will be of type Int. The output of the function can be of type Int or Bool. To implement the interpreter, you are required to implement the following: a) Dene a datatype for the following expressions: Variables Arithmetic expressions Boolean expressions If-then-else statements Guarded expressions Functions b) Implement the function eval which evaluates a function. It takes 3 inputs: The name of a function to be evaluated represented as a string. A list of inputs to that function. The arguments will always be of datatype Int. A list of functions. Each function is represented as instance of the datatype that you have created for functions. c) Implement the function get_type that returns the type of the function (as a string). The input to this function is the same as in part b. here is what i've done data Variable = v(char) data Arth= va Variable | Add Arth Arth | Sub Arth Arth | Times Arth Arth | Divide Arth Arth data Bol= Great Arth Arth | Small Arth Arth | Geq Arth Arth | Seq Arth Arth | And Bol Bol | Or Bol Bol | Neg Bol data Cond = data Guard = data Fun =cons String [Variable] Body data Body= bodycons(String) |Bol |Cond |Guard |Arth

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  • Memory leaks getting sub-images from video (cvGetSubRect)

    - by dnul
    Hi, i'm trying to do video windowing that is: show all frames from a video and also some sub-image from each frame. This sub-image can change size and be taken from a different position of the original frame. So , the code i've written does basically this: cvQueryFrame to get a new image from the video Create a new IplImage (img) with sub-image dimensions ( window.height,window.width) Create a new Cvmat (mat) with sub-image dimensions ( window.height,window.width) CvGetSubRect(originalImage,mat,window) seizes the sub-image transform Mat (cvMat) to img (IplImage) using cvGetImage my problem is that for each frame i create new IplImage and cvMat which take a lot of memory and when i try to free the allocated memory I get a segmentation fault or in the case of the CvMat the allocated space does not get free (valgrind keeps telling me its definetly lost space). the following code does it: int main(void){ CvCapture* capture; CvRect window; CvMat * tmp; //window size window.x=0;window.y=0;window.height=100;window.width=100; IplImage * src=NULL,*bk=NULL,* sub=NULL; capture=cvCreateFileCapture( "somevideo.wmv"); while((src=cvQueryFrame(capture))!=NULL){ cvShowImage("common",src); //get sub-image sub=cvCreateImage(cvSize(window.height,window.width),8,3); tmp =cvCreateMat(window.height, window.width,CV_8UC1); cvGetSubRect(src, tmp , window); sub=cvGetImage(tmp, sub); cvShowImage("Window",sub); //free space if(bk!=NULL) cvReleaseImage(&bk); bk=sub; cvReleaseMat(&tmp); cvWaitKey(20); //window dimensions changes window.width++; window.height++; } } cvReleaseMat(&tmp); does not seem to have any effect on the total amount of lost memory, valgrind reports the same amount of "definetly lost" memory if i comment or uncomment this line. cvReleaseImage(&bk); produces a segmentation fault. notice i'm trying to free the previous sub-frame which i'm backing up in the bk variable. If i comment this line the program runs smoothly but with lots of memory leaks I really need to get rid of memory leaks, can anyone explain me how to correct this or even better how to correctly perform image windowing? Thank you

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  • Two loops speeds drawing in a Jframe

    - by noahn567
    I have a program that requires two classes. The player-Names class, and the Player-Model class. I want the player-Names class to repaint every half second, and the Player-Model class to repaint 60 times per second because i want the movement to be smooth. The problem that i am having is that i want all of this to be done on one J-frame. How would i go about doing this? If you could lead me in the right direction or give me a little example that would be great! Thank you :). for some reason it wont let me post so i'm going to put in some random code import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.RenderingHints; import javax.swing.JComponent; import javax.swing.JFrame; public class PlayerNames extends JFrame { static int connectionTimer = 0; static int connectionTimer2 = 0; static int reconnect = 0; static int reconnectValue = 1; static int x = 0; static int reconnectWait = connectionTimer + reconnectValue; private static final long serialVersionUID = 1L; public graph gg = new graph(); public graph g = new graph(); private static GameClient socketClient; private GameServer socketServer; public static void main(int width, int height) { PlayerNames tt = new PlayerNames(); // PlayerGraphics t = new PlayerGraphics(); tt.setSize(width, height); if (Game.ServerOwner == 1) { tt.setTitle("Server: " + Game.username); } else { tt.setTitle("Username: " + Game.username); } tt.setVisible(true); tt.getContentPane().add(tt.gg); tt.getContentPane().add(tt.g); tt.setDefaultCloseOperation(EXIT_ON_CLOSE); tt.setResizable(false); }

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  • C# MultiThread Safe Class Design

    - by Robert
    I'm trying to designing a class and I'm having issues with accessing some of the nested fields and I have some concerns with how multithread safe the whole design is. I would like to know if anyone has a better idea of how this should be designed or if any changes that should be made? using System; using System.Collections; namespace SystemClass { public class Program { static void Main(string[] args) { System system = new System(); //Seems like an awkward way to access all the members dynamic deviceInstance = (((DeviceType)((DeviceGroup)system.deviceGroups[0]).deviceTypes[0]).deviceInstances[0]); Boolean checkLocked = deviceInstance.locked; //Seems like this method for accessing fields might have problems with multithreading foreach (DeviceGroup dg in system.deviceGroups) { foreach (DeviceType dt in dg.deviceTypes) { foreach (dynamic di in dt.deviceInstances) { checkLocked = di.locked; } } } } } public class System { public ArrayList deviceGroups = new ArrayList(); public System() { //API called to get names of all the DeviceGroups deviceGroups.Add(new DeviceGroup("Motherboard")); } } public class DeviceGroup { public ArrayList deviceTypes = new ArrayList(); public DeviceGroup() {} public DeviceGroup(string deviceGroupName) { //API called to get names of all the Devicetypes deviceTypes.Add(new DeviceType("Keyboard")); deviceTypes.Add(new DeviceType("Mouse")); } } public class DeviceType { public ArrayList deviceInstances = new ArrayList(); public bool deviceConnected; public DeviceType() {} public DeviceType(string DeviceType) { //API called to get hardwareIDs of all the device instances deviceInstances.Add(new Mouse("0001")); deviceInstances.Add(new Keyboard("0003")); deviceInstances.Add(new Keyboard("0004")); //Start thread CheckConnection that updates deviceConnected periodically } public void CheckConnection() { //API call to check connection and returns true this.deviceConnected = true; } } public class Keyboard { public string hardwareAddress; public bool keypress; public bool deviceConnected; public Keyboard() {} public Keyboard(string hardwareAddress) { this.hardwareAddress = hardwareAddress; //Start thread to update deviceConnected periodically } public void CheckKeyPress() { //if API returns true this.keypress = true; } } public class Mouse { public string hardwareAddress; public bool click; public Mouse() {} public Mouse(string hardwareAddress) { this.hardwareAddress = hardwareAddress; } public void CheckClick() { //if API returns true this.click = true; } } }

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  • OpenGL Coordinate system confusion

    - by user146780
    Maybe I set up GLUT wrong. Basically I want verticies to be reletive to their size in pixels. Ex:right now if I create a hexagon, it hakes up the whole screen even though the units are 6. #include <iostream> #include <stdlib.h> //Needed for "exit" function #include <cmath> //Include OpenGL header files, so that we can use OpenGL #ifdef __APPLE__ #include <OpenGL/OpenGL.h> #include <GLUT/glut.h> #else #include <GL/glut.h> #endif using namespace std; //Called when a key is pressed void handleKeypress(unsigned char key, //The key that was pressed int x, int y) { //The current mouse coordinates switch (key) { case 27: //Escape key exit(0); //Exit the program } } //Initializes 3D rendering void initRendering() { //Makes 3D drawing work when something is in front of something else glEnable(GL_DEPTH_TEST); } //Called when the window is resized void handleResize(int w, int h) { //Tell OpenGL how to convert from coordinates to pixel values glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective //Set the camera perspective glLoadIdentity(); //Reset the camera gluPerspective(45.0, //The camera angle (double)w / (double)h, //The width-to-height ratio 1.0, //The near z clipping coordinate 200.0); //The far z clipping coordinate } //Draws the 3D scene void drawScene() { //Clear information from last draw glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //Reset the drawing perspective glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBegin(GL_POLYGON); //Begin quadrilateral coordinates //Trapezoid glColor3f(255,0,0); for(int i = 0; i < 6; ++i) { glVertex2d(sin(i/6.0*2* 3.1415), cos(i/6.0*2* 3.1415)); } glEnd(); //End quadrilateral coordinates glutSwapBuffers(); //Send the 3D scene to the screen } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(400, 400); //Set the window size //Create the window glutCreateWindow("Basic Shapes - videotutorialsrock.com"); initRendering(); //Initialize rendering //Set handler functions for drawing, keypresses, and window resizes glutDisplayFunc(drawScene); glutKeyboardFunc(handleKeypress); glutReshapeFunc(handleResize); glutMainLoop(); //Start the main loop. glutMainLoop doesn't return. return 0; //This line is never reached } How can I make it so that a polygon of 0,0 10,0 10,10 0,10 defines a polygon starting at the top left of the screen and is a width and height of 10 pixels? Thanks

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  • plane bombing problems- help

    - by peiska
    I'm training code problems, and on this one I am having problems to solve it, can you give me some tips how to solve it please. The problem is something like this: Your task is to find the sequence of points on the map that the bomber is expected to travel such that it hits all vital links. A link from A to B is vital when its absence isolates completely A from B. In other words, the only way to go from A to B (or vice versa) is via that link. Notice that if we destroy for example link (d,e), it becomes impossible to go from d to e,m,l or n in any way. A vital link can be hit at any point that lies in its segment (e.g. a hit close to d is as valid as a hit close to e). Of course, only one hit is enough to neutralize a vital link. Moreover, each bomb affects an exact circle of radius R, i.e., every segment that intersects that circle is considered hit. Due to enemy counter-attack, the plane may have to retreat at any moment, so the plane should follow, at each moment, to the closest vital link possible, even if in the end the total distance grows larger. Given all coordinates (the initial position of the plane and the nodes in the map) and the range R, you have to determine the sequence of positions in which the plane has to drop bombs. This sequence should start (takeoff) and finish (landing) at the initial position. Except for the start and finish, all the other positions have to fall exactly in a segment of the map (i.e. it should correspond to a point in a non-hit vital link segment). The coordinate system used will be UTM (Universal Transverse Mercator) northing and easting, which basically corresponds to a Euclidian perspective of the world (X=Easting; Y=Northing). Input Each input file will start with three floating point numbers indicating the X0 and Y0 coordinates of the airport and the range R. The second line contains an integer, N, indicating the number of nodes in the road network graph. Then, the next N (<10000) lines will each contain a pair of floating point numbers indicating the Xi and Yi coordinates (1 No two links will ever cross with each other. Output The program will print the sequence of coordinates (pairs of floating point numbers with exactly one decimal place), each one at a line, in the order that the plane should visit (starting and ending in the airport). Sample input 1 102.3 553.9 0.2 14 342.2 832.5 596.2 638.5 479.7 991.3 720.4 874.8 744.3 1284.1 1294.6 924.2 1467.5 659.6 1802.6 659.6 1686.2 860.7 1548.6 1111.2 1834.4 1054.8 564.4 1442.8 850.1 1460.5 1294.6 1485.1 17 1 2 1 3 2 4 3 4 4 5 4 6 6 7 7 8 8 9 8 10 9 10 10 11 6 11 5 12 5 13 12 13 13 14 Sample output 1 102.3 553.9 720.4 874.8 850.1 1460.5 102.3 553.9

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  • Refactoring Singleton Overuse

    - by drharris
    Today I had an epiphany, and it was that I was doing everything wrong. Some history: I inherited a C# application, which was really just a collection of static methods, a completely procedural mess of C# code. I refactored this the best I knew at the time, bringing in lots of post-college OOP knowledge. To make a long story short, many of the entities in code have turned out to be Singletons. Today I realized I needed 3 new classes, which would each follow the same Singleton pattern to match the rest of the software. If I keep tumbling down this slippery slope, eventually every class in my application will be Singleton, which will really be no logically different from the original group of static methods. I need help on rethinking this. I know about Dependency Injection, and that would generally be the strategy to use in breaking the Singleton curse. However, I have a few specific questions related to this refactoring, and all about best practices for doing so. How acceptable is the use of static variables to encapsulate configuration information? I have a brain block on using static, and I think it is due to an early OO class in college where the professor said static was bad. But, should I have to reconfigure the class every time I access it? When accessing hardware, is it ok to leave a static pointer to the addresses and variables needed, or should I continually perform Open() and Close() operations? Right now I have a single method acting as the controller. Specifically, I continually poll several external instruments (via hardware drivers) for data. Should this type of controller be the way to go, or should I spawn separate threads for each instrument at the program's startup? If the latter, how do I make this object oriented? Should I create classes called InstrumentAListener and InstrumentBListener? Or is there some standard way to approach this? Is there a better way to do global configuration? Right now I simply have Configuration.Instance.Foo sprinkled liberally throughout the code. Almost every class uses it, so perhaps keeping it as a Singleton makes sense. Any thoughts? A lot of my classes are things like SerialPortWriter or DataFileWriter, which must sit around waiting for this data to stream in. Since they are active the entire time, how should I arrange these in order to listen for the events generated when data comes in? Any other resources, books, or comments about how to get away from Singletons and other pattern overuse would be helpful.

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  • A case-insensitive related implementation problem

    - by Robert
    Hi All, I am going through a final refinement posted by the client, which needs me to do a case-insesitive query. I will basically walk through how this simple program works. First of all, in my Java class, I did a fairly simple webpage parsing: title=(String)results.get("title"); doc = docBuilder.parse("http://" + server + ":" + port + "/exist/rest/db/wb/xql/media_lookup.xql?" + "&title=" + title); This Java statement references an XQuery file "media_lookup.xql" which is stored on localhost, and the only parameter we are passing is the string "title". Secondly, let's take at look at that XQuery file: $title := request:get-parameter('title',""), $mediaNodes := doc('/db/wb/portfolio/media_data.xml'), $query := $mediaNodes//media[contains(title,$title)], Then it will evaluate that query. This XQuery will get the "title" parameter that are passes from our Java class, and query the "media_data" xml file stored in the database, which contains a bunch of media nodes with a 'title' element node. As you may expect, this simple query will just match those media nodes whose 'title' element contains a substring of what the value of string 'title' is. So if our 'title' is "Chi", it will return media nodes whose title may be "Chicago" or "Chicken". The refinment request posted by the client is that there should be NO case-sensitivity. The very intuitive way is to modify the XQuery statement by using a lower-case funtion in it, like: $query := $mediaNodes//media[contains(lower-case(title/text(),lower-case($title))], However, the question comes: this modified query will run my machine into memory overflow. Since my "media_data.xml" is quite huge and contains thouands of millions of media nodes, I assume the lower-case() function will run on each of the entries, thus causing the machine to crash. I've talked with some experienced XQuery programmer, and they think I should use an index to solve this problem, and I will definitely research into that. But before that, I am just posting this problem here to get other ideas or any suggestions, do you think any other way may help? for example, could I tweak the Java parse statement to realize the case-insensitivity? Since I think I saw some people did some string concatination by using "contains." in Java before passing it to the server. Any idea or help is welcomed, thanks in advance.

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  • Displaying xaml resources dynamically?

    - by Robert
    I used Mike Swanson's illustrator to xaml converter to convert some of my images to xaml. The convert creates a viewbox that contains the image. These viewboxes I made resource files in my program. The code below shows what I'm trying to do: I have a viewmodel that has an enum variable called PrimaryWinding of type Windings. The values PrimD and PrimY of the enum select the respective PrimD and PrimY xaml files in the resources. <UserControl.Resources> <DataTemplate x:Key="PrimTrafo" DataType="{x:Type l:Windings}"> <Frame Source="{Binding}" x:Name="PART_Image" NavigationUIVisibility="Hidden"> <Frame.LayoutTransform> <ScaleTransform ScaleX="0.5" ScaleY="0.5"/> </Frame.LayoutTransform> </Frame> <DataTemplate.Triggers> <DataTrigger Binding="{Binding}" Value="PrimD"> <Setter TargetName="PART_Image" Property="Source" Value="Resources\PrimD.xaml" /> </DataTrigger> <DataTrigger Binding="{Binding}" Value="PrimY"> <Setter TargetName="PART_Image" Property="Source" Value="Resources\PrimY.xaml" /> </DataTrigger> </DataTemplate.Triggers> </DataTemplate> </UserControl.Resources> <!--The contentcontrol that holds the datatemplate defined above--> <Grid > <Grid.ColumnDefinitions> <ColumnDefinition Width="2*"></ColumnDefinition> <ColumnDefinition Width="2*"></ColumnDefinition> <ColumnDefinition Width="1*"></ColumnDefinition> </Grid.ColumnDefinitions> <ContentControl Grid.Column="0" Content="{Binding PrimaryWinding}" ContentTemplate="{StaticResource PrimTrafo}"/> </Grid> This code works. Only I can't resize the drawings to the size of the grid cell. I added the ScaleTransform class to resize the image. Is a Frame the wrong class to hold the drawings? Should I use the ScaleTransform class to resize the drawing to the size of the cell? And how can I do that dynamically?

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  • What is the best way to return two values from a method?

    - by Edward Tanguay
    When I have to write methods which return two values, I usually go about it as in the following code which returns a List<string>. Or if I have to return e.g. a id and string, then I return a List<object> and then pick them out with index number and recast the values. This recasting and referencing by index seems inelegant so I want to develop a new habit for methods that return two values. What is the best pattern for this? using System; using System.Collections.Generic; using System.Linq; namespace MultipleReturns { class Program { static void Main(string[] args) { string extension = "txt"; { List<string> entries = GetIdCodeAndFileName("first.txt", extension); Console.WriteLine("{0}, {1}", entries[0], entries[1]); } { List<string> entries = GetIdCodeAndFileName("first", extension); Console.WriteLine("{0}, {1}", entries[0], entries[1]); } Console.ReadLine(); } /// <summary> /// gets "first.txt", "txt" and returns "first", "first.txt" /// gets "first", "txt" and returns "first", "first.txt" /// it is assumed that extensions will always match /// </summary> /// <param name="line"></param> public static List<string> GetIdCodeAndFileName(string line, string extension) { if (line.Contains(".")) { List<string> parts = line.BreakIntoParts("."); List<string> returnItems = new List<string>(); returnItems.Add(parts[0]); returnItems.Add(line); return returnItems; } else { List<string> returnItems = new List<string>(); returnItems.Add(line); returnItems.Add(line + "." + extension); return returnItems; } } } public static class StringHelpers { public static List<string> BreakIntoParts(this string line, string separator) { if (String.IsNullOrEmpty(line)) return null; else { return line.Split(new string[] { separator }, StringSplitOptions.None).Select(p => p.Trim()).ToList(); } } } }

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  • Read from file in eclipse

    - by Buzkie
    I'm trying to read from a text file to input data to my java program. However, eclipse continuosly gives me a Source not found error no matter where I put the file. I've made an additional sources folder in the project directory, the file in question is in both it and the bin file for the project and it still can't find it. I even put a copy of it on my desktop and tried pointing eclipse there when it asked me to browse for the source lookup path. No matter what I do it can't find the file. here's my code in case it's pertinent: System.out.println(System.getProperty("user.dir")); File file = new File("file.txt"); Scanner scanner = new Scanner(file); in addition, it says the user directory is the project directory and there is a copy there too. I have no clue what to do. Thanks, Alex after attempting the suggestion below and refreshing again, I was greeted by a host of errors. FileNotFoundException(Throwable).<init>(String) line: 195 FileNotFoundException(Exception).<init>(String) line: not available FileNotFoundException(IOException).<init>(String) line: not available FileNotFoundException.<init>(String) line: not available URLClassPath$JarLoader.getJarFile(URL) line: not available URLClassPath$JarLoader.access$600(URLClassPath$JarLoader, URL) line: not available URLClassPath$JarLoader$1.run() line: not available AccessController.doPrivileged(PrivilegedExceptionAction<T>) line: not available [native method] URLClassPath$JarLoader.ensureOpen() line: not available URLClassPath$JarLoader.<init>(URL, URLStreamHandler, HashMap) line: not available URLClassPath$3.run() line: not available AccessController.doPrivileged(PrivilegedExceptionAction<T>) line: not available [native method] URLClassPath.getLoader(URL) line: not available URLClassPath.getLoader(int) line: not available URLClassPath.access$000(URLClassPath, int) line: not available URLClassPath$2.next() line: not available URLClassPath$2.hasMoreElements() line: not available ClassLoader$2.hasMoreElements() line: not available CompoundEnumeration<E>.next() line: not available CompoundEnumeration<E>.hasMoreElements() line: not available ServiceLoader$LazyIterator.hasNext() line: not available ServiceLoader$1.hasNext() line: not available LocaleServiceProviderPool$1.run() line: not available AccessController.doPrivileged(PrivilegedExceptionAction<T>) line: not available [native method] LocaleServiceProviderPool.<init>(Class<LocaleServiceProvider>) line: not available LocaleServiceProviderPool.getPool(Class<LocaleServiceProvider>) line: not available NumberFormat.getInstance(Locale, int) line: not available NumberFormat.getNumberInstance(Locale) line: not available Scanner.useLocale(Locale) line: not available Scanner.<init>(Readable, Pattern) line: not available Scanner.<init>(ReadableByteChannel) line: not available Scanner.<init>(File) line: not available code used: System.out.println(System.getProperty("user.dir")); File file = new File(System.getProperty("user.dir") + "/file.txt"); Scanner scanner = new Scanner(file);

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  • Basic drawing with Quartz 2D on iPhone

    - by wwrob
    My goal is to make a program that will draw points whenever the screen is touched. This is what I have so far: The header file: #import <UIKit/UIKit.h> @interface ElSimView : UIView { CGPoint firstTouch; CGPoint lastTouch; UIColor *pointColor; CGRect *points; int npoints; } @property CGPoint firstTouch; @property CGPoint lastTouch; @property (nonatomic, retain) UIColor *pointColor; @property CGRect *points; @property int npoints; @end The implementation file: //@synths etc. - (id)initWithFrame:(CGRect)frame { return self; } - (id)initWithCoder:(NSCoder *)coder { if(self = [super initWithCoder:coder]) { self.npoints = 0; } return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self]; lastTouch = [touch locationInView:self]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; lastTouch = [touch locationInView:self]; points = (CGRect *)malloc(sizeof(CGRect) * ++npoints); points[npoints-1] = CGRectMake(lastTouch.x-15, lastTouch.y-15,30,30); [self setNeedsDisplay]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; lastTouch = [touch locationInView:self]; [self setNeedsDisplay]; } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); CGContextSetFillColorWithColor(context, pointColor.CGColor); for(int i=0; i<npoints; i++) CGContextAddEllipseInRect(context, points[i]); CGContextDrawPath(context, kCGPathFillStroke); } - (void)dealloc { free(points); [super dealloc]; } @end When I load this and click some points, it draws the first points normally, then then next points are drawn along with random ellipses (not even circles). Also I have another question: When is exactly drawRect executed?

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  • Implementing default constructors

    - by James
    Implement the default constructor, the constructors with one and two int parameters. The one-parameter constructor should initialize the first member of the pair, the second member of the pair is to be 0. Overload binary operator + to add the pairs as follows: (a, b) + (c, d) = (a + c, b + d); Overload the - analogously. Overload the * on pairs ant int as follows: (a, b) * c = (a * c, b * c). Write a program to test all the member functions and overloaded operators in your class definition. You will also need to write accessor (get) functions for each member. The definition of the class Pairs: class Pairs { public: Pairs(); Pairs(int first, int second); Pairs(int first); // other members and friends friend istream& operator>> (istream&, Pair&); friend ostream& operator<< (ostream&, const Pair&); private: int f; int s; }; Self-Test Exercise #17: istream& operator (istream& ins, Pair& second) { char ch; ins ch; // discard init '(' ins second.f; ins ch; // discard comma ',' ins second.s; ins ch; // discard final '(' return ins; } ostream& operator<< (ostream& outs, const Pair& second) { outs << '('; outs << second.f; outs << ", " ;// I followed the Author's suggestion here. outs << second.s; outs << ")"; return outs; }

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  • Configuring a html page from an original demo page

    - by Wold
    I forked into rainyday.js through github, an awesome javascript program made by maroslaw at this link: https://github.com/maroslaw/rainyday.js. Basically I tried taking his demo page and my own photo city.jpg and changed the applicable fields so that I could run it on my own site, but only the picture loads and the script itself doesn't start to run. I'm pretty new to html and javascript so I'm probably omitting something very simple, but here is the script for the demo code: <script src="rainyday.js"></script> <script> function getURLParameter(name) { return decodeURIComponent((new RegExp('[?|&]' + name + '=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,''])[1].replace(/\+/g, '%20'))||null; } function demo() { var image = document.getElementById('background'); image.onload = function () { var engine = null; var preset = getURLParameter('preset') || '1'; if (preset === '1') { engine = new RainyDay({ element: 'background', blur: 10, opacity: 1, fps: 30, speed: 30 }); engine.rain([ [1, 2, 8000] ]); engine.rain([ [3, 3, 0.88], [5, 5, 0.9], [6, 2, 1] ], 100); } else if (preset === '2') { engine = new RainyDay({ element: 'background', blur: 10, opacity: 1, fps: 30, speed: 30 }); engine.VARIABLE_GRAVITY_ANGLE = Math.PI / 8; engine.rain([ [0, 2, 0.5], [4, 4, 1] ], 50); } else if (preset === '3') { engine = new RainyDay({ element: 'background', blur: 10, opacity: 1, fps: 30, speed: 30 }); engine.trail = engine.TRAIL_SMUDGE; engine.rain([ [0, 2, 0.5], [4, 4, 1] ], 100); } }; image.crossOrigin = 'anonymous'; if (getURLParameter('imgur')) { image.src = 'http://i.imgur.com/' + getURLParameter('imgur') + '.jpg'; } else if (getURLParameter('img')) { image.src = getURLParameter('img') + '.jpg'; } var youtube = getURLParameter('youtube'); if (youtube) { var div = document.getElementById('sound'); var player = document.createElement('iframe'); player.frameborder = '0'; player.height = '1'; player.width = '1'; player.src = 'https://youtube.com/embed/' + youtube + '?autoplay=1&controls=0&showinfo=0&autohide=1&loop=1'; div.appendChild(player); } } </script> This is where I am naming my background and specifying the photo from within the directory. <body onload="demo();"> <div id="sound" style="z-index: -1;"></div> <div id="parent"> <img id='background' alt="background" src="city.jpg" /> </div> </body> The actual code for the whole entire rainyday.js script can be found here: https://github.com/maroslaw/rainyday.js/blob/master/rainyday.js Thanks in advance for any help and advice!

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  • are C functions declared in <c____> headers guaranteed to be in the global namespace as well as std?

    - by Evan Teran
    So this is something that I've always wondered but was never quite sure about. So it is strictly a matter of curiosity, not a real problem. As far as I understand, what you do something like #include <cstdlib> everything (except macros of course) are declared in the std:: namespace. Every implementation that I've ever seen does this by doing something like the following: #include <stdlib.h> namespace std { using ::abort; // etc.... } Which of course has the effect of things being in both the global namespace and std. Is this behavior guaranteed? Or is it possible that an implementation could put these things in std but not in the global namespace? The only way I can think of to do that would be to have your libstdc++ implement every c function itself placing them in std directly instead of just including the existing libc headers (because there is no mechanism to remove something from a namespace). Which is of course a lot of effort with little to no benefit. The essence of my question is, is the following program strictly conforming and guaranteed to work? #include <cstdio> int main() { ::printf("hello world\n"); } EDIT: The closest I've found is this (17.4.1.2p4): Except as noted in clauses 18 through 27, the contents of each header cname shall be the same as that of the corresponding header name.h, as specified in ISO/IEC 9899:1990 Programming Languages C (Clause 7), or ISO/IEC:1990 Programming Languages—C AMENDMENT 1: C Integrity, (Clause 7), as appropriate, as if by inclusion. In the C + + Standard Library, however, the declarations and definitions (except for names which are defined as macros in C) are within namespace scope (3.3.5) of the namespace std. which to be honest I could interpret either way. "the contents of each header cname shall be the same as that of the corresponding header name.h, as specified in ISO/IEC 9899:1990 Programming Languages C" tells me that they may be required in the global namespace, but "In the C + + Standard Library, however, the declarations and definitions (except for names which are defined as macros in C) are within namespace scope (3.3.5) of the namespace std." says they are in std (but doesn't specify any other scoped they are in).

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  • overloading new/delete problem

    - by hidayat
    This is my scenario, Im trying to overload new and delete globally. I have written my allocator class in a file called allocator.h. And what I am trying to achieve is that if a file is including this header file, my version of new and delete should be used. So in a header file "allocator.h" i have declared the two functions extern void* operator new(std::size_t size); extern void operator delete(void *p, std::size_t size); I the same header file I have a class that does all the allocator stuff, class SmallObjAllocator { ... }; I want to call this class from the new and delete functions and I would like the class to be static, so I have done this: template<unsigned dummy> struct My_SmallObjectAllocatorImpl { static SmallObjAllocator myAlloc; }; template<unsigned dummy> SmallObjAllocator My_SmallObjectAllocatorImpl<dummy>::myAlloc(DEFAULT_CHUNK_SIZE, MAX_OBJ_SIZE); typedef My_SmallObjectAllocatorImpl<0> My_SmallObjectAllocator; and in the cpp file it looks like this: allocator.cc void* operator new(std::size_t size) { std::cout << "using my new" << std::endl; if(size > MAX_OBJ_SIZE) return malloc(size); else return My_SmallObjectAllocator::myAlloc.allocate(size); } void operator delete(void *p, std::size_t size) { if(size > MAX_OBJ_SIZE) free(p); else My_SmallObjectAllocator::myAlloc.deallocate(p, size); } The problem is when I try to call the constructor for the class SmallObjAllocator which is a static object. For some reason the compiler are calling my overloaded function new when initializing it. So it then tries to use My_SmallObjectAllocator::myAlloc.deallocate(p, size); which is not defined so the program crashes. So why are the compiler calling new when I define a static object? and how can I solve it?

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  • What the best approach to iterate and "store" files over a directory in C (Linux) ?

    - by Andrei Ciobanu
    I have written a function that checks if to files are duplicates or not. This function signature is: int check_dup_memmap(char *f1_name, char *f2_name) It returns: (-1) - If something went wrong; (0) - If the two files are similar; (+1) - If the two files are different; The next step is to write a function that iterates through all the files in a certain directory,apply the previous function, and gives a report on every existing duplicates. Initially I've thought to write a function that generates a file with all the filenames in a certain directory and then, read that file again and gain and compare every two files. Here is that version of the function, that gets all the filenames in a certain directory. void *build_dir_tree(char *dirname, FILE *f) { DIR *cdir = NULL; struct dirent *ent = NULL; struct stat buf; if(f == NULL){ fprintf(stderr, "NULL file submitted. [build_dir_tree].\n"); exit(-1); } if(dirname == NULL){ fprintf(stderr, "NULL dirname submitted. [build_dir_tree].\n"); exit(-1); } if((cdir = opendir(dirname)) == NULL){ char emsg[MFILE_LEN]; sprintf(emsg, "Cannot open dir: %s [build_dir_tree]\t",dirname); perror(emsg); } chdir(dirname); while ((ent = readdir(cdir)) != NULL) { lstat(ent->d_name, &buf); if (S_ISDIR(buf.st_mode)) { if (strcmp(".", ent->d_name) == 0 || strcmp("..", ent->d_name) == 0) { continue; } build_dir_tree(ent->d_name, f); } else{ fprintf(f, "/%s/%s\n",util_get_cwd(),ent->d_name); } } chdir(".."); closedir(cdir); } Still I consider this approach a little inefficient, as I have to parse the file again and again. In your opinion what are other approaches should I follow: Write a datastructure and hold the files instead of writing them in the file ? I think for a directory with a lot of files, the memory will become very fragmented. Hold all the filenames in auto-expanding array, so that I can easy access every file by their index, because they will in a contiguous memory location. Map this file in memory using mmap() ? But mmap may fail, as the file gets to big. Any opinions on this. I want to choose the most efficient path, and access as few resources as possible. This is the requirement of the program... EDIT: Is there a way to get the numbers of files in a certain directory, without iterating through it ?

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  • Akka framework support for finding duplicate messages

    - by scala_is_awesome
    I'm trying to build a high-performance distributed system with Akka and Scala. If a message requesting an expensive (and side-effect-free) computation arrives, and the exact same computation has already been requested before, I want to avoid computing the result again. If the computation requested previously has already completed and the result is available, I can cache it and re-use it. However, the time window in which duplicate computation can be requested may be arbitrarily small. e.g. I could get a thousand or a million messages requesting the same expensive computation at the same instant for all practical purposes. There is a commercial product called Gigaspaces that supposedly handles this situation. However there seems to be no framework support for dealing with duplicate work requests in Akka at the moment. Given that the Akka framework already has access to all the messages being routed through the framework, it seems that a framework solution could make a lot of sense here. Here is what I am proposing for the Akka framework to do: 1. Create a trait to indicate a type of messages (say, "ExpensiveComputation" or something similar) that are to be subject to the following caching approach. 2. Smartly (hashing etc.) identify identical messages received by (the same or different) actors within a user-configurable time window. Other options: select a maximum buffer size of memory to be used for this purpose, subject to (say LRU) replacement etc. Akka can also choose to cache only the results of messages that were expensive to process; the messages that took very little time to process can be re-processed again if needed; no need to waste precious buffer space caching them and their results. 3. When identical messages (received within that time window, possibly "at the same time instant") are identified, avoid unnecessary duplicate computations. The framework would do this automatically, and essentially, the duplicate messages would never get received by a new actor for processing; they would silently vanish and the result from processing it once (whether that computation was already done in the past, or ongoing right then) would get sent to all appropriate recipients (immediately if already available, and upon completion of the computation if not). Note that messages should be considered identical even if the "reply" fields are different, as long as the semantics/computations they represent are identical in every other respect. Also note that the computation should be purely functional, i.e. free from side-effects, for the caching optimization suggested to work and not change the program semantics at all. If what I am suggesting is not compatible with the Akka way of doing things, and/or if you see some strong reasons why this is a very bad idea, please let me know. Thanks, Is Awesome, Scala

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  • Basic data alignment question

    - by Broken Logic
    I've been playing around to see how my computer works under the hood. What I'm interested in is seeing is what happens on the stack inside a function. To do this I've written the following toy program: #include <stdio.h> void __cdecl Test1(char a, unsigned long long b, char c) { char c1; unsigned long long b1; char a1; c1 = 'b'; b1 = 4; a1 = 'r'; printf("%d %d - %d - %d %d Total: %d\n", (long)&b1 - (long)&a1, (long)&c1 - (long)&b1, (long)&a - (long)&c1, (long)&b - (long)&a, (long)&c - (long)&b, (long)&c - (long)&a1 ); }; struct TestStruct { char a; unsigned long long b; char c; }; void __cdecl Test2(char a, unsigned long long b, char c) { TestStruct locals; locals.a = 'b'; locals.b = 4; locals.c = 'r'; printf("%d %d - %d - %d %d Total: %d\n", (long)&locals.b - (long)&locals.a, (long)&locals.c - (long)&locals.b, (long)&a - (long)&locals.c, (long)&b - (long)&a, (long)&c - (long)&b, (long)&c - (long)&locals.a ); }; int main() { Test1('f', 0, 'o'); Test2('f', 0, 'o'); return 0; } And this spits out the following: 9 19 - 13 - 4 8 Total: 53 8 8 - 24 - 4 8 Total: 52 The function args are well behaved but as the calling convention is specified, I'd expect this. But the local variables are a bit wonky. My question is, why wouldn't these be the same? The second call seems to produce a more compact and better aligned stack. Looking at the ASM is unenlightening (at least to me), as the variable addresses are still aliased there. So I guess this is really a question about the assembler itself allocates the stack to local variables. I realise that any specific answer is likely to be platform specific. I'm more interested in a general explanation unless this quirk really is platform specific. For the record though, I'm compiling with VS2010 on a 64bit Intel machine.

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  • Illegal Instruction When Programming C++ on Linux

    - by remagen
    Heyo, My program, which does exactly the same thing every time it runs (moves a point sprite into the distance) will randomly fail with the text on the terminal 'Illegal Instruction'. My googling has found people encountering this when writing assembly which makes sense because assembly throws those kinds of errors. But why would g++ be generating an illegal instruction like this? It's not like I'm compiling for Windows then running on Linux (which even then, as long as both are on x86 shouldn't AFAIK cause an Illegal Instruction). I'll post the main file below. I can't reliably reproduce the error. Although, if I make random changes (add a space here, change a constant there) that force a recompile I can get a binary which will fail with Illegal Instruction every time it is run, until I try setting a break point, which makes the illegal instruction 'dissapear'. :( #include <stdio.h> #include <stdlib.h> #include <GL/gl.h> #include <GL/glu.h> #include <SDL/SDL.h> #include "Screen.h" //Simple SDL wrapper #include "Textures.h" //Simple OpenGL texture wrapper #include "PointSprites.h" //Simple point sprites wrapper double counter = 0; /* Here goes our drawing code */ int drawGLScene() { /* These are to calculate our fps */ static GLint T0 = 0; static GLint Frames = 0; /* Move Left 1.5 Units And Into The Screen 6.0 */ glLoadIdentity(); glTranslatef(0.0f, 0.0f, -6); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glBegin( GL_POINTS ); /* Drawing Using Triangles */ glVertex3d(0.0,0.0, 0); glVertex3d(1.0,0.0, 0); glVertex3d(1.0,1.0, counter); glVertex3d(0.0,1.0, 0); glEnd( ); /* Finished Drawing The Triangle */ /* Move Right 3 Units */ /* Draw it to the screen */ SDL_GL_SwapBuffers( ); /* Gather our frames per second */ Frames++; { GLint t = SDL_GetTicks(); if (t - T0 >= 50) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); T0 = t; Frames = 0; counter -= .1; } } return 1; } GLuint objectID; int main( int argc, char **argv ) { Screen screen; screen.init(); screen.resize(800,600); LoadBMP("./dist/Debug/GNU-Linux-x86/particle.bmp"); InitPointSprites(); while(true){drawGLScene();} }

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  • Zend Framework-where should this root.php file go for MVC?

    - by Joel
    Hi guys, I'm converting over a web-app to use the MVC structure of Zend Framework. I have a root.php include file that contains most of the database info, and some static variables that are used in the program. I'm not sure if some of this should be in the application.ini of in a model that is called by the init() function in a controller, or in the bootstrap or what? Any help would be much appreciated! root.php (include file at the top of every php page): <?php /*** //Configuration file */ ## Site Configuration starts ## define("SITE_ROOT" , dirname(__FILE__)); define("SITE_URL" , "http://localhost/monkeycalendarapp/monkeycalendarapp/public"); define('DB_HOST', "localhost"); define('DB_USER', "root"); define('DB_PASS', "xxx"); define('DB_NAME', "xxxxx"); define("PROJECT_NAME" , "Monkey Mind Manager (beta 2.2)"); //site title define("CALENDAR_WIDTH" , "300"); //left mini calendar width define("CALENDAR_HEIGHT" , "150"); //left mini calendar height $page_title = 'Event List'; $stylesheet_name = 'style.css'; //default stylesheet define("SITE_URL_AJAX" , SITE_URL . "/ajax-tooltip"); define("JQUERY" , SITE_URL . "/jquery-ui-1.7.2"); $a_times = array("12:00","12:30","01:00","01:30","02:00","02:30","03:00","03:30","04:00","04:30","05:00","05:30","06:00","06:30","07:00","07:30","08:00","08:30","09:00","09:30","10:00","10:30","11:00","11:30"); //PTLType Promotional timeline type $a_ptlType= array(1=>"Gigs","To-Do","Completed"); $a_days = array("Su","Mo","Tu","We","Th","Fr","Sa"); $a_timesMerd = array("12:00am","12:30am","01:00am","01:30am","02:00am","02:30am","03:00am","03:30am","04:00am","04:30am","05:00am","05:30am","06:00am","06:30am","07:00am","07:30am","08:00am","08:30am","09:00am","09:30am","10:00am","10:30am","11:00am","11:30am","12:00pm","12:30pm","01:00pm","01:30pm","02:00pm","02:30pm","03:00pm","03:30pm","04:00pm","04:30pm","05:00pm","05:30pm","06:00pm","06:30pm","07:00pm","07:30pm","08:00pm","08:30pm","09:00pm","09:30pm","10:00pm","10:30pm","11:00pm","11:30pm"); //Setting stylesheet for this user. $AMPM=array("am"=>"am","pm"=>"pm"); include(SITE_ROOT . "/includes/functions/general.php"); include(SITE_ROOT . "/includes/db.php"); session_start(); if(isset($_SESSION['userData']['UserID'])) { $s_userID = $_SESSION['userData']['UserID']; } $stylesheet_name = stylesheet(); ini_set('date.timezone', 'GMT'); date_default_timezone_set('GMT'); if($s_userID) { ini_set('date.timezone', $_SESSION['userData']['timezone']); date_default_timezone_set($_SESSION['userData']['timezone']); } ?>

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  • Implications of trying to double free memory space in C

    - by SidNoob
    Here' my piece of code: #include <stdio.h> #include<stdlib.h> struct student{ char *name; }; int main() { struct student s; s.name = malloc(sizeof(char *)); // I hope this is the right way... printf("Name: "); scanf("%[^\n]", s.name); printf("You Entered: \n\n"); printf("%s\n", s.name); free(s.name); // This will cause my code to break } All I know is that dynamic allocation on the 'heap' needs to be freed. My question is, when I run the program, sometimes the code runs successfully. i.e. ./struct Name: Thisis Myname You Entered: Thisis Myname I tried reading this I've concluded that I'm trying to double-free a piece of memory i.e. I'm trying to free a piece of memory that is already free? (hope I'm correct here. If Yes, what could be the Security Implications of a double-free?) While it fails sometimes as its supposed to: ./struct Name: CrazyFishMotorhead Rider You Entered: CrazyFishMotorhead Rider *** glibc detected *** ./struct: free(): invalid next size (fast): 0x08adb008 *** ======= Backtrace: ========= /lib/tls/i686/cmov/libc.so.6(+0x6b161)[0xb7612161] /lib/tls/i686/cmov/libc.so.6(+0x6c9b8)[0xb76139b8] /lib/tls/i686/cmov/libc.so.6(cfree+0x6d)[0xb7616a9d] ./struct[0x8048533] /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xb75bdbd6] ./struct[0x8048441] ======= Memory map: ======== 08048000-08049000 r-xp 00000000 08:01 288098 /root/struct 08049000-0804a000 r--p 00000000 08:01 288098 /root/struct 0804a000-0804b000 rw-p 00001000 08:01 288098 /root/struct 08adb000-08afc000 rw-p 00000000 00:00 0 [heap] b7400000-b7421000 rw-p 00000000 00:00 0 b7421000-b7500000 ---p 00000000 00:00 0 b7575000-b7592000 r-xp 00000000 08:01 788956 /lib/libgcc_s.so.1 b7592000-b7593000 r--p 0001c000 08:01 788956 /lib/libgcc_s.so.1 b7593000-b7594000 rw-p 0001d000 08:01 788956 /lib/libgcc_s.so.1 b75a6000-b75a7000 rw-p 00000000 00:00 0 b75a7000-b76fa000 r-xp 00000000 08:01 920678 /lib/tls/i686/cmov/libc-2.11.1.so b76fa000-b76fc000 r--p 00153000 08:01 920678 /lib/tls/i686/cmov/libc-2.11.1.so b76fc000-b76fd000 rw-p 00155000 08:01 920678 /lib/tls/i686/cmov/libc-2.11.1.so b76fd000-b7700000 rw-p 00000000 00:00 0 b7710000-b7714000 rw-p 00000000 00:00 0 b7714000-b7715000 r-xp 00000000 00:00 0 [vdso] b7715000-b7730000 r-xp 00000000 08:01 788898 /lib/ld-2.11.1.so b7730000-b7731000 r--p 0001a000 08:01 788898 /lib/ld-2.11.1.so b7731000-b7732000 rw-p 0001b000 08:01 788898 /lib/ld-2.11.1.so bffd5000-bfff6000 rw-p 00000000 00:00 0 [stack] Aborted So why is it that my code does work sometimes? i.e. the compiler is not able to detect at times that I'm trying to free an already freed memory. Has it got to do something with my stack/heap size?

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  • KeyNotFound Exception in Dictionary(of T)

    - by C Patton
    I'm about ready to bang my head against the wall I have a class called Map which has a dictionary called tiles. class Map { public Dictionary<Location, Tile> tiles = new Dictionary<Location, Tile>(); public Size mapSize; public Map(Size size) { this.mapSize = size; } //etc... I fill this dictionary temporarily to test some things.. public void FillTemp(Dictionary<int, Item> itemInfo) { Random r = new Random(); for(int i =0; i < mapSize.Width; i++) { for(int j=0; j<mapSize.Height; j++) { Location temp = new Location(i, j, 0); int rint = r.Next(0, (itemInfo.Count - 1)); Tile t = new Tile(new Item(rint, rint)); tiles[temp] = t; } } } and in my main program code Map m = new Map(10, 10); m.FillTemp(iInfo); Tile t = m.GetTile(new Location(2, 2, 0)); //The problem line now, if I add a breakpoint in my code, I can clearly see that my instance (m) of the map class is filled with pairs via the function above, but when I try to access a value with the GetTile function: public Tile GetTile(Location location) { if(this.tiles.ContainsKey(location)) { return this.tiles[location]; } else { return null; } } it ALWAYS returns null. Again, if I view inside the Map object and find the Location key where x=2,y=2,z=0 , I clearly see the value being a Tile that FillTemp generated.. Why is it doing this? I've had no problems with a Dictionary such as this so far. I have no idea why it's returning null. and again, when debugging, I can CLEARLY see that the Map instance contains the Location key it says it does not... very frustrating. Any clues? Need any more info? Help would be greatly appreciated :)

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  • Why isn't my File.Move() working?

    - by yeahumok
    I'm not sure what exactly i'm doing wrong here...but i noticed that my File.Move() isn't renaming any files. Also, does anybody know how in my 2nd loop, i'd be able to populate my .txt file with a list of the path AND sanitized file name? using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Text.RegularExpressions; namespace ConsoleApplication2 { class Program { static void Main(string[] args) { //recurse through files. Let user press 'ok' to move onto next step string[] files = Directory.GetFiles(@"C:\Documents and Settings\jane.doe\Desktop\~Test Folder for [SharePoint] %testing", "*.*", SearchOption.AllDirectories); foreach (string file in files) { Console.Write(file + "\r\n"); } Console.WriteLine("Press any key to continue..."); Console.ReadKey(true); //End section //Regex -- find invalid chars string pattern = " *[\\~#%&*{}/<>?|\"-]+ *"; string replacement = " "; Regex regEx = new Regex(pattern); string[] fileDrive = Directory.GetFiles(@"C:\Documents and Settings\jane.doe\Desktop\~Test Folder for [SharePoint] %testing", "*.*", SearchOption.AllDirectories); List<string> filePath = new List<string>(); //clean out file -- remove the path name so file name only shows string result; foreach(string fileNames in fileDrive) { result = Path.GetFileName(fileNames); filePath.Add(result); } StreamWriter sw = new StreamWriter(@"C:\Documents and Settings\jane.doe\Desktop\~Test Folder for [SharePoint] %testing\File_Renames.txt"); //Sanitize and remove invalid chars foreach(string Files2 in filePath) { try { string sanitized = regEx.Replace(Files2, replacement); sw.Write(sanitized + "\r\n"); System.IO.File.Move(Files2, sanitized); System.IO.File.Delete(Files2); } catch (Exception ex) { Console.Write(ex); } } sw.Close(); } } } I'm VERY new to C# and trying to write an app that recurses through a specific drive, finds invalid characters (as specified in the RegEx pattern), removes them from the filename and then write a .txt file that has the path name and the corrected filename. Any ideas?

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  • Copy constructor bug

    - by user168715
    I'm writing a simple nD-vector class, but am encountering a strange bug. I've stripped out the class to the bare minimum that still reproduces the bug: #include <iostream> using namespace std; template<unsigned int size> class nvector { public: nvector() {data_ = new double[size];} ~nvector() {delete[] data_;} template<unsigned int size2> nvector(const nvector<size2> &other) { data_ = new double[size]; int i=0; for(; i<size && i < size2; i++) data_[i] = other[i]; for(; i<size; i++) data_[i] = 0; } double &operator[](int i) {return data_[i];} const double&operator[](int i) const {return data_[i];} private: const nvector<size> &operator=(const nvector<size> &other); //Intentionally unimplemented for now double *data_; }; int main() { nvector<2> vector2d; vector2d[0] = 1; vector2d[1] = 2; nvector<3> vector3d(vector2d); for(int i=0; i<3; i++) cout << vector3d[i] << " "; cout << endl; //Prints 1 2 0 nvector<3> other3d(vector3d); for(int i=0; i<3; i++) cout << other3d[i] << " "; cout << endl; //Prints 1 2 0 } //Segfault??? On the surface this seems to work fine, and both tests print out the correct values. However, at the end of main the program crashes with a segfault, which I've traced to nvector's destructor. At first I thought the (incorrect) default assignment operator was somehow being called, which is why I added the (currently) unimplemented explicit assignment operator to rule this possibility out. So my copy constructor must be buggy, but I'm having one of those days where I'm staring at extremely simple code and just can't see it. Do you guys have any ideas?

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