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  • how to avoid temporaries when copying weakly typed object

    - by Truncheon
    Hi. I'm writing a series classes that inherit from a base class using virtual. They are INT, FLOAT and STRING objects that I want to use in a scripting language. I'm trying to implement weak typing, but I don't want STRING objects to return copies of themselves when used in the following way (instead I would prefer to have a reference returned which can be used in copying): a = "hello "; b = "world"; c = a + b; I have written the following code as a mock example: #include <iostream> #include <string> #include <cstdio> #include <cstdlib> std::string dummy("<int object cannot return string reference>"); struct BaseImpl { virtual bool is_string() = 0; virtual int get_int() = 0; virtual std::string get_string_copy() = 0; virtual std::string const& get_string_ref() = 0; }; struct INT : BaseImpl { int value; INT(int i = 0) : value(i) { std::cout << "constructor called\n"; } INT(BaseImpl& that) : value(that.get_int()) { std::cout << "copy constructor called\n"; } bool is_string() { return false; } int get_int() { return value; } std::string get_string_copy() { char buf[33]; sprintf(buf, "%i", value); return buf; } std::string const& get_string_ref() { return dummy; } }; struct STRING : BaseImpl { std::string value; STRING(std::string s = "") : value(s) { std::cout << "constructor called\n"; } STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } bool is_string() { return true; } int get_int() { return atoi(value.c_str()); } std::string get_string_copy() { return value; } std::string const& get_string_ref() { return value; } }; struct Base { BaseImpl* impl; Base(BaseImpl* p = 0) : impl(p) {} ~Base() { delete impl; } }; int main() { Base b1(new INT(1)); Base b2(new STRING("Hello world")); Base b3(new INT(*b1.impl)); Base b4(new STRING(*b2.impl)); std::cout << "\n"; std::cout << b1.impl->get_int() << "\n"; std::cout << b2.impl->get_int() << "\n"; std::cout << b3.impl->get_int() << "\n"; std::cout << b4.impl->get_int() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_ref() << "\n"; std::cout << b2.impl->get_string_ref() << "\n"; std::cout << b3.impl->get_string_ref() << "\n"; std::cout << b4.impl->get_string_ref() << "\n"; std::cout << "\n"; std::cout << b1.impl->get_string_copy() << "\n"; std::cout << b2.impl->get_string_copy() << "\n"; std::cout << b3.impl->get_string_copy() << "\n"; std::cout << b4.impl->get_string_copy() << "\n"; return 0; } It was necessary to add an if check in the STRING class to determine whether its safe to request a reference instead of a copy: Script code: a = "test"; b = a; c = 1; d = "" + c; /* not safe to request reference by standard */ C++ code: STRING(BaseImpl& that) { if (that.is_string()) value = that.get_string_ref(); else value = that.get_string_copy(); std::cout << "copy constructor called\n"; } If was hoping there's a way of moving that if check into compile time, rather than run time.

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  • Using a Predicate as a key to a Dictionary

    - by Tom Hines
    I really love Linq and Lambda Expressions in C#.  I also love certain community forums and programming websites like DaniWeb. A user on DaniWeb posted a question about comparing the results of a game that is like poker (5-card stud), but is played with dice. The question stemmed around determining what was the winning hand.  I looked at the question and issued some comments and suggestions toward a potential answer, but I thought it was a neat homework exercise. [A little explanation] I eventually realized not only could I compare the results of the hands (by name) with a certain construct – I could also compare the values of the individual dice with the same construct. That piece of code eventually became a Dictionary with the KEY as a Predicate<int> and the Value a Func<T> that returns a string from the another structure that contains the mapping of an ENUM to a string.  In one instance, that string is the name of the hand and in another instance, it is a string (CSV) representation of of the digits in the hand. An added benefit is that the digits re returned in the order they would be for a proper poker hand.  For instance the hand 1,2,5,3,1 would be returned as ONE_PAIR (1,1,5,3,2). [Getting to the point] 1: using System; 2: using System.Collections.Generic; 3:   4: namespace DicePoker 5: { 6: using KVP_E2S = KeyValuePair<CDicePoker.E_DICE_POKER_HAND_VAL, string>; 7: public partial class CDicePoker 8: { 9: /// <summary> 10: /// Magical construction to determine the winner of given hand Key/Value. 11: /// </summary> 12: private static Dictionary<Predicate<int>, Func<List<KVP_E2S>, string>> 13: map_prd2fn = new Dictionary<Predicate<int>, Func<List<KVP_E2S>, string>> 14: { 15: {new Predicate<int>(i => i.Equals(0)), PlayerTie},//first tie 16:   17: {new Predicate<int>(i => i > 0), 18: (m => string.Format("Player One wins\n1={0}({1})\n2={2}({3})", 19: m[0].Key, m[0].Value, m[1].Key, m[1].Value))}, 20:   21: {new Predicate<int>(i => i < 0), 22: (m => string.Format("Player Two wins\n2={2}({3})\n1={0}({1})", 23: m[0].Key, m[0].Value, m[1].Key, m[1].Value))}, 24:   25: {new Predicate<int>(i => i.Equals(0)), 26: (m => string.Format("Tie({0}) \n1={1}\n2={2}", 27: m[0].Key, m[0].Value, m[1].Value))} 28: }; 29: } 30: } When this is called, the code calls the Invoke method of the predicate to return a bool.  The first on matching true will have its value invoked. 1: private static Func<DICE_HAND, E_DICE_POKER_HAND_VAL> GetHandEval = dh => 2: map_dph2fn[map_dph2fn.Keys.Where(enm2fn => enm2fn(dh)).First()]; After coming up with this process, I realized (with a little modification) it could be called to evaluate the individual values in the dice hand in the event of a tie. 1: private static Func<List<KVP_E2S>, string> PlayerTie = lst_kvp => 2: map_prd2fn.Skip(1) 3: .Where(x => x.Key.Invoke(RenderDigits(dhPlayerOne).CompareTo(RenderDigits(dhPlayerTwo)))) 4: .Select(s => s.Value) 5: .First().Invoke(lst_kvp); After that, I realized I could now create a program completely without “if” statements or “for” loops! 1: static void Main(string[] args) 2: { 3: Dictionary<Predicate<int>, Action<Action<string>>> main = new Dictionary<Predicate<int>, Action<Action<string>>> 4: { 5: {(i => i.Equals(0)), PlayGame}, 6: {(i => true), Usage} 7: }; 8:   9: main[main.Keys.Where(m => m.Invoke(args.Length)).First()].Invoke(Display); 10: } …and there you have it. :) ZIPPED Project

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  • Master Page: Dynamically Adding Rows in ASP Table on Button Click event

    - by Vincent Maverick Durano
    In my previous post here, I wrote an example that demonstrates how are we going to generate table rows dynamically using ASP Table on click of the Button control. Now based on some comments in my previous example and in the forums they wanted to implement it within Masterpage. Unfortunately the code in my previous example doesn't work in Masterpage for the following main reasons: The Table is dynamically added within the Form tag and so the TextBox control will not be generated correcty in the page. The data will not be retained on each and every postbacks because the SetPreviousData() method is looking for the Table element within the Page and not on the MasterPage. The Request.Form key value should be set correctly since all controls within the master page are prefixed with the naming containter ID to prevent duplicate ids on the final rendered HTML. For example the TextBox control with the ID of TextBoxRow will turn to ID to this ctl00$MainBody$TextBoxRow. In order for the previous example to work within Masterpage then we will have to correct those three main reasons above and this post will guide you how to correct it. Suppose we have this content page declaration below:   <asp:Content ID="Content1" ContentPlaceHolderID="MainHead" Runat="Server"> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainBody" Runat="Server"> <asp:PlaceHolder ID="PlaceHolder1" runat="server"> <asp:Button ID="BTNAdd" runat="server" Text="Add New Row" OnClick="BTNAdd_Click" /> </asp:PlaceHolder> </asp:Content> As you notice I've added a PlaceHolder control within the MainBody ContentPlaceHolder. This is because we are going to generate the Table in the PlaceHolder instead of generating it within the Form element. Now since issue #1 is already corrected then let's proceed to the code beind part. Here are the full code blocks below:     using System; using System.Web.UI; using System.Web.UI.WebControls; public partial class DynamicControlDemo : System.Web.UI.Page { private int numOfRows = 1; protected void Page_Load(object sender, EventArgs e) { //Generate the Rows on Initial Load if (!Page.IsPostBack) { GenerateTable(numOfRows); } } protected void BTNAdd_Click(object sender, EventArgs e) { if (ViewState["RowsCount"] != null) { numOfRows = Convert.ToInt32(ViewState["RowsCount"].ToString()); GenerateTable(numOfRows); } } private void SetPreviousData(int rowsCount, int colsCount) { Table table = (Table)this.Page.Master.FindControl("MainBody").FindControl("Table1"); // **** if (table != null) { for (int i = 0; i < rowsCount; i++) { for (int j = 0; j < colsCount; j++) { //Extracting the Dynamic Controls from the Table TextBox tb = (TextBox)table.Rows[i].Cells[j].FindControl("TextBoxRow_" + i + "Col_" + j); //Use Request object for getting the previous data of the dynamic textbox tb.Text = Request.Form["ctl00$MainBody$TextBoxRow_" + i + "Col_" + j];//***** } } } } private void GenerateTable(int rowsCount) { //Creat the Table and Add it to the Page Table table = new Table(); table.ID = "Table1"; PlaceHolder1.Controls.Add(table);//****** //The number of Columns to be generated const int colsCount = 3;//You can changed the value of 3 based on you requirements // Now iterate through the table and add your controls for (int i = 0; i < rowsCount; i++) { TableRow row = new TableRow(); for (int j = 0; j < colsCount; j++) { TableCell cell = new TableCell(); TextBox tb = new TextBox(); // Set a unique ID for each TextBox added tb.ID = "TextBoxRow_" + i + "Col_" + j; // Add the control to the TableCell cell.Controls.Add(tb); // Add the TableCell to the TableRow row.Cells.Add(cell); } // And finally, add the TableRow to the Table table.Rows.Add(row); } //Set Previous Data on PostBacks SetPreviousData(rowsCount, colsCount); //Sore the current Rows Count in ViewState rowsCount++; ViewState["RowsCount"] = rowsCount; } }   As you observed the code is pretty much similar to the previous example except for the highlighted lines above. That's it! I hope someone find this post usefu! Technorati Tags: Dynamic Controls,ASP.NET,C#,Master Page

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  • Why does calling CreateDXGIFactory prevent my program from exiting?

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11. Here is the function that initializes DirectX. I haven't gotten past retrieving the refresh rate because of this problem. I commented everything out to pinpoint the problem. bool CGraphicsManager::InitDirectX(HWND hWnd, int width, int height) { HRESULT result; IDXGIFactory* factory; IDXGIOutput* output; IDXGIAdapter* adapter; DXGI_MODE_DESC* displayModes; DXGI_ADAPTER_DESC adapterDesc; unsigned int modeCount = 0; unsigned int refreshNum = 0; unsigned int refreshDen = 0; //First, we need to get the monitors refresh rater result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); //if(FAILED(result)) //{ //MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to create DXGI factory\nError:\n%s"), DXGetErrorDescription(result)); //return false; //} /*//Create a graphics card adapter result = factory->EnumAdapters(0, &adapter); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get graphics adapters\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Get the output result = adapter->EnumOutputs(0, &output); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get adapter output\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Get the modes result = output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &modeCount, 0); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get mode count\nError:\n%s"), DXGetErrorDescription(result)); return false; } displayModes = new DXGI_MODE_DESC[modeCount]; result = output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &modeCount, displayModes); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get display modes\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Now we need to find one for our screen size for(unsigned int i = 0; i < modeCount; i++) { if(displayModes[i].Width == (unsigned int)width) { if(displayModes[i].Height == (unsigned int)height) { refreshNum = displayModes[i].RefreshRate.Numerator; refreshDen = displayModes[i].RefreshRate.Denominator; break; } } } //Store the video card data result = adapter->GetDesc(&adapterDesc); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get adapter description\nError:\n%s"), DXGetErrorDescription(result)); return false; } m_videoCard = new CVideoCard(); MemoryUtil::CreateGameObject(m_videoCard); m_videoCard->VideoCardMemory = (unsigned int)(adapterDesc.DedicatedVideoMemory); wcstombs_s(0, m_videoCard->VideoCardDescription, 128, adapterDesc.Description, 128);*/ //ReleaseCOM(output); //ReleaseCOM(adapter); ReleaseCOM(factory); //DeletePointerArray(displayModes); return true; } Also, I don't know if this means anything, but this is some of the output log when the function is commented out: //... 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msvcr100d.dll', Symbols loaded. 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Program Files (x86)\Common Files\microsoft shared\ink\tiptsf.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleacc.dll', Cannot find or open the PDB file The program '[6560] LostRock.exe: Native' has exited with code 0 (0x0). And when it isn't commented out... //... 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\wintrust.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\crypt32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msasn1.dll', Cannot find or open the PDB file 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\setupapi.dll' 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\devobj.dll' 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\cfgmgr32.dll' 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleacc.dll', Cannot find or open the PDB file The thread 'Win32 Thread' (0xb94) has exited with code 0 (0x0). The program '[8096] LostRock.exe: Native' has exited with code 0 (0x0). //This is called when I click "Stop Debugging" P.S. I know it is CreateDXGIFactory because if I comment it out, the program exits correctly.

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  • Error in my Separating Axis Theorem collision code

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; int x; int y; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } public void update(int xPos, int yPos){ x = xPos; y = yPos; } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(new Vect(vertices[0].x+x, vertices[0].y+y)); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(new Vect(vertices[i].x+x, vertices[i].y+y)); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if(y > other.x && other.y > x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • how do i make maximum minimum and average score statistic in this code? [on hold]

    - by goldensun player
    i wanna out put the maximum minimum and average score as a statistic category under the student ids and grades in the output file. how do i do that? here is the code: #include "stdafx.h" #include <iostream> #include <string> #include <fstream> #include <assert.h> using namespace std; int openfiles(ifstream& infile, ofstream& outfile); void Size(ofstream&, int, string); int main() { int num_student = 4, count, length, score2, w[6]; ifstream infile, curvingfile; char x; ofstream outfile; float score; string key, answer, id; do { openfiles(infile, outfile); // function calling infile >> key; // answer key for (int i = 0; i < num_student; i++) // loop over each student { infile >> id; infile >> answer; count = 0; length = key.size(); // length represents number of questions in exam from exam1.dat // size is a string function.... Size (outfile, length, answer); for (int j = 0; j < length; j++) // loop over each question { if (key[j] == answer[j]) count++; } score = (float) count / length; score2 = (int)(score * 100); outfile << id << " " << score2 << "%"; if (score2 >= 90)//<-----w[0] outfile << "A" << endl; else if (score2 >= 80)//<-----w[1] outfile << "B" << endl; else if (score2 >= 70)//<-----w[2] outfile << "C" << endl; else if (score2 >= 60)//<-----w[3] outfile << "D" << endl; else if (score2 >= 50)//<-----w[4] outfile << "E" << endl; else if (score2 < 50)//<-----w[5] outfile << "F" << endl; } cout << "Would you like to attempt a new trial? (y/n): "; cin >> x; } while (x == 'y' || x == 'Y'); return 0; } int openfiles(ifstream& infile, ofstream& outfile) { string name1, name2, name3, answerstring, curvedata; cin >> name1; name2; name3; if (name1 == "exit" || name2 == "exit" || name3 == "exit" ) return false; cout << "Input the name for the exam file: "; cin >> name1; infile.open(name1.c_str()); infile >> answerstring; cout << "Input the name for the curving file: "; cin >> name2; infile.open(name2.c_str()); infile >> curvedata; cout << "Input the name for the output: "; cin >> name3; outfile.open(name3.c_str()); return true; } void Size(ofstream& outfile, int length, string answer) { bool check;// extra answers, lesser answers... if (answer.size() > length) { outfile << "Unnecessary extra answers"; } else if (answer.size() < length) { outfile << "The remaining answers are incorrect"; } else { check = false; }; } and how do i use assert for preconditions and post conditional functions? i dont understand this that well...

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  • A call to PInvoke function '[...]' has unbalanced the stack

    - by Sanctus2099
    Hey I'm getting this weird error on some stuff I've been using for quite a while. It may be a new thing in Visual Studio 2010 but I'm not sure. I'm trying to call a unamanged function written in C++ from C#. From what I've read on the internet and the error message itself it's got something to do with the fact that the signature in my C# file is not the same as the one from C++ but I really can't see it. First of all this is my unamanged function below: TEngine GCreateEngine(int width,int height,int depth,int deviceType); And here is my function in C#: [DllImport("Engine.dll", EntryPoint = "GCreateEngine", CallingConvention = CallingConvention.StdCall)] public static extern IntPtr CreateEngine(int width,int height,int depth,int device); When I debug into C++ I see all arguments just fine so thus I can only think it's got something to do with transforming from TEngine (which is a pointer to a class named CEngine) to IntPtr. I've used this before in VS2008 with no problem. I hope my problem is clear enough for you guys to understand.

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  • Camera Preview App in Android throwing many errors (Nexus 4)

    - by Jagatheesan Jack
    I am trying to develop a camera app that takes a picture and saves it in a SQLite database. I get a lot of errors when executing the application. My code is as below. Any idea? CameraActivity.java private Camera mCamera; private CameraPreview mPreview; private int CAMERA_RETURN_CODE=100; private static final String TAG = "Take_Picture"; public static final int MEDIA_TYPE_IMAGE = 1; public static final int MEDIA_TYPE_VIDEO = 2; private Bitmap cameraBmp; private int MAX_FACES = 1; private Face[] faceList; public RectF[] rects; private Canvas canvas; private Drawable pictureDataDrawable; private MySQLiteHelper database; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.camera_activity); //this.requestWindowFeature(Window.FEATURE_NO_TITLE); //Create an instance of Camera mCamera = getCameraInstance(); setCameraDisplayOrientation(this, 0, mCamera); // Create our Preview view and set it as the content of our activity. mPreview = new CameraPreview(this, mCamera); FrameLayout preview = (FrameLayout) findViewById(R.id.camera_preview); preview.addView(mPreview); database = new MySQLiteHelper(getApplicationContext()); Button captureButton = (Button) findViewById(R.id.button_capture); captureButton.setOnClickListener( new View.OnClickListener() { private PictureCallback mPicture; @Override public void onClick(View v) { //mCamera.startPreview(); // get an image from the camera mCamera.takePicture(null, null, mPicture); PictureCallback mPicture = new PictureCallback() { @Override public void onPictureTaken(byte[] data, Camera camera) { try{ if (data != null) database.addEntry(data); //mCamera.startPreview(); } catch(Exception e){ Log.d(TAG, e.getMessage()); } } } ); } /** A safe way to get an instance of the Camera object. */ public static Camera getCameraInstance(){ Camera c = null; try { c = Camera.open(c.getNumberOfCameras()-1); // attempt to get a Camera instance } catch (Exception e){ // Camera is not available (in use or does not exist) } return c; // returns null if camera is unavailable } public static void setCameraDisplayOrientation(Activity activity, int cameraId, android.hardware.Camera camera) { android.hardware.Camera.CameraInfo info = new android.hardware.Camera.CameraInfo(); android.hardware.Camera.getCameraInfo(cameraId, info); int rotation = activity.getWindowManager().getDefaultDisplay() .getRotation(); int degrees = 360; /*switch (rotation) { case Surface.ROTATION_0: degrees = 0; break; case Surface.ROTATION_90: degrees = 90; break; case Surface.ROTATION_180: degrees = 180; break; case Surface.ROTATION_270: degrees = 270; break; }*/ int result; if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) { result = (info.orientation + degrees) % 360; result = (360 - result) % 360; // compensate the mirror } else { // back-facing result = (info.orientation - degrees + 360) % 360; } camera.setDisplayOrientation(result); } @Override protected void onPause() { super.onPause(); //releaseMediaRecorder(); // if you are using MediaRecorder, release it first releaseCamera(); // release the camera immediately on pause event } private void releaseCamera(){ if (mCamera != null){ mCamera.release(); // release the camera for other applications mCamera = null; } } public void startFaceDetection(){ // Try starting Face Detection Camera.Parameters params = mCamera.getParameters(); // start face detection only *after* preview has started if (params.getMaxNumDetectedFaces() > 0){ // camera supports face detection, so can start it: mCamera.startFaceDetection(); } } CameraPreview.java public class CameraPreview extends SurfaceView implements SurfaceHolder.Callback { private SurfaceHolder mHolder; private Camera mCamera; private String TAG; private List<Size> mSupportedPreviewSizes; public CameraPreview(Context context, Camera camera) { super(context); mCamera = camera; // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = getHolder(); mHolder.addCallback(this); // deprecated setting, but required on Android versions prior to 3.0 mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceCreated(SurfaceHolder holder) { // The Surface has been created, now tell the camera where to draw the preview. try { mCamera.setPreviewDisplay(holder); mCamera.setDisplayOrientation(90); mCamera.startPreview(); } catch (IOException e) { Log.d(TAG, "Error setting camera preview: " + e.getMessage()); } } public void surfaceDestroyed(SurfaceHolder holder) { // empty. Take care of releasing the Camera preview in your activity. } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // If your preview can change or rotate, take care of those events here. // Make sure to stop the preview before resizing or reformatting it. if (mHolder.getSurface() == null){ // preview surface does not exist return; } // stop preview before making changes try { mCamera.stopPreview(); } catch (Exception e){ // ignore: tried to stop a non-existent preview } try { mCamera.setPreviewDisplay(mHolder); mCamera.startPreview(); } catch (Exception e){ Log.d(TAG, "Error starting camera preview: " + e.getMessage()); } } public void setCamera(Camera camera) { if (mCamera == camera) { return; } mCamera = camera; if (mCamera != null) { List<Size> localSizes = mCamera.getParameters().getSupportedPreviewSizes(); mSupportedPreviewSizes = localSizes; requestLayout(); try { mCamera.setPreviewDisplay(mHolder); } catch (IOException e) { e.printStackTrace(); } /* Important: Call startPreview() to start updating the preview surface. Preview must be started before you can take a picture. */ mCamera.startPreview(); } } MySQLiteHelper.java private static final int count = 0; public static final String TABLE_IMAGE = "images"; public static final String COLUMN_ID = "_id"; public static final String PICTURE_DATA = "picture"; public static final String DATABASE_NAME = "images.db"; public static final int DATABASE_VERSION = 1; public static final String DATABASE_CREATE = "create table " + TABLE_IMAGE + "(" + COLUMN_ID + " integer primary key autoincrement, " + PICTURE_DATA + " blob not null);"; public static SQLiteDatabase database; private static String TAG = "test"; public MySQLiteHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); // TODO Auto-generated constructor stub } public MySQLiteHelper(Context context, String name, CursorFactory factory, int version, DatabaseErrorHandler errorHandler) { super(context, name, factory, version, errorHandler); // TODO Auto-generated constructor stub } @Override public void onCreate(SQLiteDatabase database) { database.execSQL(DATABASE_CREATE); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(MySQLiteHelper.class.getName(), "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS " + TABLE_IMAGE); onCreate(db); } /** * @param args */ public static void main(String[] args) { // TODO Auto-generated method stub } public void addEntry(byte [] array) throws SQLiteException{ ContentValues cv = new ContentValues(); //cv.put(KEY_NAME, name); cv.put(PICTURE_DATA, array); database.insert( TABLE_IMAGE, null, cv ); Log.w(TAG , "added " +count+ "images"); database.close(); } Errors 11-07 23:28:39.050: E/mm-libcamera2(176): PROFILE HAL: stopPreview(): E: 1383838119.067589459 11-07 23:28:39.050: E/mm-camera(201): config_MSG_ID_STOP_ACK: streamon_mask is not clear. Should not call PP_Release_HW 11-07 23:28:39.090: E/QCameraHWI(176): android::status_t android::QCameraHardwareInterface::setPreviewWindow(preview_stream_ops_t*):Received Setting NULL preview window 11-07 23:28:39.090: E/QCameraHWI(176): android::status_t android::QCameraHardwareInterface::setPreviewWindow(preview_stream_ops_t*): mPreviewWindow = 0x0x0, mStreamDisplay = 0x0xb8a9df90 11-07 23:28:39.090: E/mm-camera(201): config_shutdown_pp Camera not in streaming mode. Returning. 11-07 23:28:39.090: E/mm-camera(201): vfe_ops_deinit: E 11-07 23:28:39.120: E/qcom_sensors_hal(533): hal_process_report_ind: Bad item quality: 11 11-07 23:28:39.310: E/qcom_sensors_hal(533): hal_process_report_ind: Bad item quality: 11 11-07 23:28:39.330: E/mm-camera(201): sensor_load_chromatix: libchromatix_imx119_preview.so: 30 11-07 23:28:39.340: E/mm-camera(201): vfe_ops_init: E 11-07 23:28:39.360: E/mm-camera(201): vfe_legacy_stats_buffer_init: AEC_STATS_BUFNUM 11-07 23:28:39.360: E/mm-camera(201): vfe_legacy_stats_buffer_init: AEC_STATS_BUFNUM 11-07 23:28:39.360: E/mm-camera(201): mctl_init_stats_proc_info: snap_max_line_cnt =25776 11-07 23:28:39.440: E/QCameraHWI(176): android::status_t android::QCameraHardwareInterface::setPreviewWindow(preview_stream_ops_t*): mPreviewWindow = 0x0xb8aa1780, mStreamDisplay = 0x0xb8a9df90 11-07 23:28:39.440: E/mm-camera(201): config_proc_CAMERA_SET_INFORM_STARTPREVIEW 11-07 23:28:39.450: E/mm-camera(201): config_update_stream_info Storing stream parameters for video inst 1 as : width = 640, height 480, format = 1 inst_handle = 810081 cid = 0 11-07 23:28:39.490: E/mm-camera(201): config_update_stream_info Storing stream parameters for video inst 3 as : width = 640, height 480, format = 1 inst_handle = 830083 cid = 0 11-07 23:28:39.490: E/mm-camera(201): config_update_stream_info Storing stream parameters for video inst 4 as : width = 512, height 384, format = 1 inst_handle = 840084 cid = 0 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs: Ports Used 3, Op mode 1 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs Current mode 0 Full size streaming : Disabled 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs: Primary: 640x480, extra_pad: 0x0, Fmt: 1, Type: 1, Path: 1 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs: Secondary: 640x480, extra_pad: 0x0, Fmt: 1, Type: 3, Path: 4 11-07 23:28:39.510: E/mm-camera(201): config_update_inst_handles Updated the inst handles as 810081, 830083, 0, 0 11-07 23:28:39.631: E/mm-camera(201): sensor_load_chromatix: libchromatix_imx119_preview.so: 30 11-07 23:28:39.631: E/mm-camera(201): camif_client_set_params: camif has associated with obj mask 0x1 11-07 23:28:39.631: E/mm-camera(201): config_v2_CAMERA_START_common CAMIF_PARAMS_ADD_OBJ_ID failed -1 11-07 23:28:39.641: E/mm-camera(201): vfe_operation_config: format 3 11-07 23:28:39.641: E/mm-camera(201): vfe_operation_config:vfe_op_mode=5 11-07 23:28:39.641: E/mm-camera(201): Invalid ASD Set Params Type 11-07 23:28:39.641: E/mm-camera(201): vfe_set_bestshot: Bestshot mode not changed

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  • Legit? Two foreign keys referencing the same primary key.

    - by Ryan
    Hi All, I'm a web developer and have recently started a project with a company. Currently, I'm working with their DBA on getting the schema laid out for the site, and we've come to a disagreement regarding the design on a couple tables, and I'd like some opinions on the matter. Basically, we are working on a site that will implement a "friends" network. All users of the site will be contained in a table tblUsers with (PersonID int identity PK, etc). What I am wanting to do is to create a second table, tblNetwork, that will hold all of the relationships between users, with (NetworkID int identity PK, Owners_PersonID int FK, Friends_PersonID int FK, etc). Or conversely, remove the NetworkID, and have both the Owners_PersonID and Friends_PersonID shared as the Primary key. This is where the DBA has his problem. Saying that "he would only implement this kind of architecture in a data warehousing schema, and not for a website, and this is just another example of web developers trying to take the easy way out." Now obviously, his remark was a bit inflammatory, and that have helped motivate me to find an suitable answer, but more so, I'd just like to know how to do it right. I've been developing databases and programming for over 10 years, have worked with some top-notch minds, and have never heard this kind of argument. What the DBA is wanting to do is instead of storing both the Owners_PersonId and Friends_PersonId in the same table, is to create a third table tblFriends to store the Friends_PersonId, and have the tblNetwork have (NetworkID int identity PK, Owner_PersonID int FK, FriendsID int FK(from TBLFriends)). All that tblFriends would house would be (FriendsID int identity PK, Friends_PersonID(related back to Persons)). To me, creating the third table is just excessive in nature, and does nothing but create an alias for the Friends_PersonID, and cause me to have to add (what I view as unneeded) joins to all my queries, not to mention the extra cycles that will be necessary to perform the join on every query. Thanks for reading, appreciate comments. Ryan

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  • Explicit Type Conversion and Multiple Simple Type Specifiers

    - by James McNellis
    To value initialize an object of type T, one would do something along the lines of one of the following: T x = T(); T x((T())); My question concerns types specified by a combination of simple type specifiers, e.g., unsigned int: unsigned int x = unsigned int(); unsigned int x((unsigned int())); Visual C++ 2008 and Intel C++ Compiler 11.1 accept both of these without warnings; Comeau 4.3.10.1b2 and g++ 3.4.5 (which is, admittedly, not particularly recent) do not. According to the C++ standard (C++03 5.2.3/2, expr.type.conv): The expression T(), where T is a simple-type-specifier (7.1.5.2) for a non-array complete object type or the (possibly cv-qualified) void type, creates an rvalue of the specified type, which is value-initialized 7.1.5.2 says, "the simple type specifiers are," and follows with a list that includes unsigned and int. Therefore, given that in 5.2.3/2, "simple-type-specifier" is singular, and unsigned and int are two type specifiers, are the examples above that use unsigned int invalid? (and, if so, the followup is, is it incorrect for Microsoft and Intel to support said expressions?) This question is more out of curiosity than anything else; for all of the types specified by a combination of multiple simple type specifiers, value initialization is equivalent to zero initialization. (This question was prompted by comments in response to this answer to a question about initialization).

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  • pointer being freed was not allocated. Complex malloc history help

    - by Martin KS
    I've followed the guides helpfully linked here: http://stackoverflow.com/questions/295778/iphone-debugging-pointer-being-freed-was-not-allocated-errors but the malloc_history is really throwing me for a loop, can anyone shed any light on the following: ALLOC 0x185c600-0x18605ff [size=16384]: thread_a068a4e0 |start | main | UIApplicationMain | -[UIApplication _run] | CFRunLoopRunInMode | CFRunLoopRunSpecific | PurpleEventCallback | _UIApplicationHandleEvent | -[UIApplication sendEvent:] | -[UIApplication handleEvent:withNewEvent:] | -[UIApplication _reportAppLaunchFinished] | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CA::Context::commit_layer(_CALayer*, unsigned int, unsigned int, void*) | CA::Render::encode_set_object(CA::Render::Encoder*, unsigned long, unsigned int, CA::Render::Object*, unsigned int) | CA::Render::Layer::encode(CA::Render::Encoder*) const | CA::Render::Image::encode(CA::Render::Encoder*) const | CA::Render::Encoder::encode_data_async(void const*, unsigned long, void (*)(void const*, void*), void*) | CA::Render::Encoder::encode_bytes(void const*, unsigned long) | CA::Render::Encoder::grow(unsigned long) | realloc | malloc_zone_realloc ---- FREE 0x185c600-0x18605ff [size=16384]: thread_a068a4e0 |start | main | UIApplicationMain | -[UIApplication _run] | CFRunLoopRunInMode | CFRunLoopRunSpecific | PurpleEventCallback | _UIApplicationHandleEvent | -[UIApplication sendEvent:] | -[UIApplication handleEvent:withNewEvent:] | -[UIApplication _reportAppLaunchFinished] | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CALayerCommitIfNeeded | CA::Context::commit_layer(_CALayer*, unsigned int, unsigned int, void*) | CA::Render::encode_set_object(CA::Render::Encoder*, unsigned long, unsigned int, CA::Render::Object*, unsigned int) | CA::Render::Layer::encode(CA::Render::Encoder*) const | CA::Render::Image::encode(CA::Render::Encoder*) const | CA::Render::Encoder::encode_data_async(void const*, unsigned long, void (*)(void const*, void*), void*) | CA::Render::Encoder::encode_bytes(void const*, unsigned long) | CA::Render::Encoder::grow(unsigned long) | realloc | malloc_zone_realloc ALLOC 0x185e000-0x185e62f [size=1584]: thread_a068a4e0 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __NSFireDelayedPerform | -[UITableView _userSelectRowAtIndexPath:] | -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] | -[PLAlbumView tableView:didSelectRowAtIndexPath:] | -[PLUIAlbumViewController albumView:selectedPhoto:] | PLNotifyImagePickerOfImageAvailability | -[UIImagePickerController _imagePickerDidCompleteWithInfo:] | -[GalleryViewController imagePickerController:didFinishPickingMediaWithInfo:] | UIImageJPEGRepresentation | CGImageDestinationFinalize | _CGImagePluginWriteJPEG | writeOne | _cg_jpeg_start_compress | _cg_jinit_compress_master | _cg_jinit_c_prep_controller | alloc_sarray | alloc_large | malloc | malloc_zone_malloc ---- FREE 0x185e000-0x185e62f [size=1584]: thread_a068a4e0 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __NSFireDelayedPerform | -[UITableView _userSelectRowAtIndexPath:] | -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] | -[PL AlbumView tableView:didSelectRowAtIndexPath:] | -[PLUIAlbumViewController albumView:selectedPhoto:] | PLNotifyImagePickerOfImageAvailability | -[UIImagePickerController _imagePickerDidCompleteWithInfo:] | -[GalleryViewController imagePickerController:didFinishPickingMediaWithInfo:] | UIImageJPEGRepresentation | CGImageDestinationFinalize | _CGImagePluginWriteJPEG | writeOne | _cg_jpeg_abort | free_pool | free ALLOC 0x185c800-0x185ea1f [size=8736]: thread_a068a4e0 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __NSFireDelayedPerform | -[UITableView _userSelectRowAtIndexPath:] | -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:] | -[PLAlbumView tableView:didSelectRowAtIndexPath:] | -[PLUIAlbumViewController albumView:selectedPhoto:] | PLNotifyImagePickerOfImageAvailability | -[UIImagePickerController _imagePickerDidCompleteWithInfo:] | -[GalleryViewController imagePickerController:didFinishPickingMediaWithInfo:] | -[UIImage initWithData:] | _UIImageRefFromData | CGImageSourceCreateImageAtIndex | makeImagePlus | _CGImagePluginInitJPEG | initImageJPEG | calloc | malloc_zone_calloc

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  • converting mysql database to sql server

    - by every_answer_gets_a_point
    i have a mysql database: /* MySQL Data Transfer Source Host: 10.0.0.5 Source Database: jnetdata Target Host: 10.0.0.5 Target Database: jnetdata Date: 5/26/2009 12:27:33 PM */ SET FOREIGN_KEY_CHECKS=0; -- ---------------------------- -- Table structure for chavrusas -- ---------------------------- CREATE TABLE `chavrusas` ( `id` int(11) NOT NULL auto_increment, `date_created` datetime default NULL, `luser_id` int(11) default NULL, `ruser_id` int(11) default NULL, `luser_type` varchar(50) default NULL, `ruser_type` varchar(50) default NULL, `SessionDay` varchar(250) default NULL, `SessionTime` datetime default NULL, `WeeklyReminder` tinyint(1) NOT NULL default '0', `reminder_phone` tinyint(1) NOT NULL default '0', `calling_card` varchar(50) default NULL, `active` tinyint(1) NOT NULL default '0', `notes` mediumtext, `ended` tinyint(1) NOT NULL default '0', `end_date` datetime default NULL, `initiated_by_student` tinyint(1) NOT NULL default '0', `initiated_by_volunteer` tinyint(1) NOT NULL default '0', `student_general_reason` varchar(50) default NULL, `volunteer_general_reason` varchar(50) default NULL, `student_reason` varchar(250) default NULL, `volunteer_reason` varchar(250) default NULL, `student_nli` tinyint(1) NOT NULL default '0', `volunteer_nli` tinyint(1) NOT NULL default '0', `jnet_initiated` tinyint(1) default '0', `belongs_to` varchar(50) default NULL, PRIMARY KEY (`id`) ) ENGINE=MyISAM AUTO_INCREMENT=5913 DEFAULT CHARSET=latin1; -- ---------------------------- -- Table structure for tbluseravailability -- ---------------------------- CREATE TABLE `tbluseravailability` ( `availability_id` int(11) NOT NULL auto_increment, `user_id` int(11) NOT NULL, `weekday_id` int(11) NOT NULL, `timeslot_id` int(11) NOT NULL, PRIMARY KEY (`availability_id`) ) ENGINE=MyISAM AUTO_INCREMENT=10865 DEFAULT CHARSET=latin1; -- ---------------------------- -- Table structure for tblusers -- ---------------------------- CREATE TABLE `tblusers` ( `id` int(11) NOT NULL auto_increment, `password` varchar(50) default NULL, `title` varchar(255) default NULL, `first` varchar(255) default NULL, `last` varchar(255) default NULL, `gender` varchar(255) default NULL, `address` varchar(255) default NULL, `address_2` varchar(255) default NULL, `city` varchar(255) default NULL, `state` varchar(255) default NULL, `postcode` varchar(255) default NULL, `country` varchar(255) default NULL, `email` varchar(255) default NULL, `emailnotes` varchar(255) default NULL, `Home_Phone` varchar(255) default NULL, `Office_Phone` varchar(255) default NULL, `Cell_Phone` varchar(255) default NULL, `Contact_Preference` varchar(255) default NULL, `Birthdate` datetime default NULL, `Age` varchar(255 and it goes on for about 10mb i need to convert it to ms sql, how do i do it?

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  • Not able to save extjs combo using grails controller

    - by abhi
    Hi all, I am a newbie to grails/extjs I am developing a web based config tool for my team .My issue is with comboboxes of extjs I have three remote comboxes(many to one hibernate mappng).I am using hiddenName to submit its value field(which is id primay key of database) instead of its display field which is name which i get by rendering it as json.some how I see that if I select diff index other than which is loaded from db and try updating it.it definitely sends it as params but in save method of grails its not updated. I want to understand Why? I have pasted snippetof both combobox and grails method? { xtype : 'combo', id:'cpsServerid', fieldLabel : 'CpsServer', name : 'cpsServer', //hiddenId:'cpsID', hiddenName:'cpsID', store: cpsServerStore, displayField:'NAME', valueField:'ID', editable:true, typeAhead:true, mode:'remote', triggerAction:'all', width:300, autoScroll:true, selected:name, selectOnFocus:true}, GRAILS SAVE def saveApplicationSubscription = { println "saveApplicationSubscription, params = $params" ApplicationSubscription subscription if (params.id) { subscription = ApplicationSubscription.get(params.id as int) subscription.cpsServer = CpsServer.get(params.cpsID as int) subscription.topic = params.topic subscription.description = params.description subscription.subscriberApplication = SubscriberApplication.get(params.subAppID as int) subscription.outputQueue = OutputQueue.get(params.outputID as int) bindData(subscription , params) } else { params.id = 0 subscription = new ApplicationSubscription(params) subscription.id = params.id as int subscription.cpsServer = CpsServer.get(params.cpsID as int ) subscription.topic = params.topic subscription.description = params.description subscription.subscriberApplication = SubscriberApplication.get(params.subAppID as int) subscription.outputQueue = OutputQueue.get(params.outputID as int) // subscription.messageFormat = params.messageFormat } if (subscription.save()) { log.info("Saved ApplicationSubscription $subscription") render([success: true] as JSON) } else { log.info("Failed to save ApplicationSubscription $subscription, errors = ${subscription.errors}") render([success: false, errors: subscription.errors] as JSON) } } I would really apperciate any help

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  • Java random values and duplicates

    - by f-Prime
    I have an array (cards) of 52 cards (13x4), and another array (cardsOut) of 25 cards (5x5). I want to copy elements from the 52 cards into the 25 card array by random. Also, I dont want any duplicates in the 5x5 array. So here's what I have: double row=Math.random() *13; double column=Math.random() *4; boolean[][] duplicates=new boolean[13][4]; pokerGame[][] cardsOut = new pokerGame[5][5]; for (int i=0;i<5;i++) for (int j=0;j<5;j++){ if(duplicates[(int)row][(int)column]==false){ cardsOut[i][j]=cards[(int)row][(int)column]; duplicates[(int)row][(int)column]=true; } } 2 problems in this code. First, the random values for row and column are only generated once, so the same value is copied into the 5x5 array every time. Since the same values are being copied every time, I'm not sure if my duplicate checker is very effective, or if it works at all. How do I fix this?

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  • Texture loading at joGL

    - by Nour
    hi I've been trying to load a bmp picture to use it as a texture at my program I've used a IOstream Class to extend DataInputStream to read the pixels at the photo with this code "based on a texture loader code for c++ " : //class Data members public static int BMPtextures[]; public static int BMPtexCount = 30; public static int currentTextureID = 0; //loading methode static int loadBMPTexture(int index, String fileName, GL gl) { try { IOStream wdis = new IOStream(fileName); wdis.skipBytes(18); int width = wdis.readIntW(); int height = wdis.readIntW(); wdis.skipBytes(28); byte buf[] = new byte[wdis.available()]; wdis.read(buf); wdis.close(); gl.glBindTexture(GL.GL_TEXTURE_2D, BMPtextures[index]); gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, 3, width, height, 0, GL.GL_BGR, GL.GL_UNSIGNED_BYTE, buf); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); currentTextureID = index; return currentTextureID; } catch (IOException ex) { // Utils.msgBox("File Error\n" + fileName, "Error", Utils.MSG_WARN); return -1; } } and IOStream code : public class IOStream extends DataInputStream { public IOStream(String file) throws FileNotFoundException { super(new FileInputStream(file)); } public short readShortW() throws IOException { return (short)(readUnsignedByte() + readUnsignedByte() * 256); } public int readIntW() throws IOException { return readShortW() + readShortW() * 256 * 256; } void read(Buffer[] buf) { } } and the calling: GTexture.loadBMPTexture(1,"/BasicJOGL/src/basicjogl/data/Font.bmp",gl); after debugging I figured out that when it come to this line : IOStream wdis = new IOStream(fileName); an IOExeption occurred and it's a dispatchException .. what this impose to mean ?? and how can I solve it ? by the way i tried to : 1- use \ and \ and / and // 2- change the path of the photo and take all the path from c:\ to the photoname.bmp 3- rename the photo using numbers like 1.bmp but nothing seems to work :(

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  • Saturated addition of two signed Java 'long' values

    - by finnw
    How can one add two long values (call them x and y) in Java so that if the result overflows then it is clamped to the range Long.MIN_VALUE..Long.MAX_VALUE? For adding ints one can perform the arithmetic in long precision and cast the result back to an int, e.g.: int saturatedAdd(int x, int y) { long sum = (long) x + (long) y; long clampedSum = Math.max((long) Integer.MIN_VALUE, Math.min(sum, (long) Integer.MAX_VALUE)); return (int) clampedSum; } or import com.google.common.primitives.Ints; int saturatedAdd(int x, int y) { long sum = (long) x + (long) y; return Ints.saturatedCast(sum); } but in the case of long there is no larger primitive type that can hold the intermediate (unclamped) sum. Since this is Java, I cannot use inline assembly (in particular SSE's saturated add instructions.) It can be implemented using BigInteger, e.g. static final BigInteger bigMin = BigInteger.valueOf(Long.MIN_VALUE); static final BigInteger bigMax = BigInteger.valueOf(Long.MAX_VALUE); long saturatedAdd(long x, long y) { BigInteger sum = BigInteger.valueOf(x).add(BigInteger.valueOf(y)); return bigMin.max(sum).min(bigMax).longValue(); } however performance is important so this method is not ideal (though useful for testing.) I don't know whether avoiding branching can significantly affect performance in Java. I assume it can, but I would like to benchmark methods both with and without branching. Related: http://stackoverflow.com/questions/121240/saturating-addition-in-c

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  • Copy Constructors and calling functions

    - by helixed
    Hello, I'm trying to call an accessor function in a copy constructor but it's not working. Here's an example of my problem: A.h class A { public: //Constructor A(int d); //Copy Constructor A(const A &rhs); //accessor for data int getData(); //mutator for data void setData(int d); private: int data; }; A.cpp #include "A.h" //Constructor A::A(int d) { this->setData(d); } //Copy Constructor A::A(const A &rhs) { this->setData(rhs.getData()); } //accessor for data int A::getData() { return data; } //mutator for data void A::setData(int d) { data = d; } When I try to compile this, I get the following error: error: passing 'const A' as 'this' argument of 'int A::getData()' discards qualifiers If I change rhs.getData() to rhs.data, then the constructor works fine. Am I not allowed to call functions in a copy constructor? Could somebody please tell me what I'm doing wrong? Thanks, helixed

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  • Primitive type 'short' - casting in Java

    - by gemm
    Hello, I have a question about the primitive type 'short' in Java. I am using JDK 1.6. If I have the following: short a = 2; short b = 3; short c = a + b; the compiler does not want to compile - it says that it "cannot convert from int to short" and suggests that I make a cast to short, so this: short c = (short) (a + b); really works. But my question is why do I need to cast? The values of a and b are in the range of short - the range of short values is {-32,768, 32767}. I also need to cast when I want to perform the operations -, *, / (I haven't checked for others). If I do the same for primitive type int, I do not need to cast aa+bb to int. The following works fine: int aa = 2; int bb = 3; int cc = aa +bb; I discovered this while designing a class where I needed to add two variables of type short, and the compiler wanted me to make a cast. If I do this with two variables of type int, I don't need to cast. Thank you very much in advance. A small remark: the same thing also happens with the primitive type byte. So, this workes: byte a = 2; byte b = 3; byte c = (byte) (a + b); but this not: byte a = 2; byte b = 3; byte c = a + b; For long, float, double, and int, there is no need to cast. Only for short and byte values.

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  • Project Euler Question 14 (Collatz Problem)

    - by paradox
    The following iterative sequence is defined for the set of positive integers: n -n/2 (n is even) n -3n + 1 (n is odd) Using the rule above and starting with 13, we generate the following sequence: 13 40 20 10 5 16 8 4 2 1 It can be seen that this sequence (starting at 13 and finishing at 1) contains 10 terms. Although it has not been proved yet (Collatz Problem), it is thought that all starting numbers finish at 1. Which starting number, under one million, produces the longest chain? NOTE: Once the chain starts the terms are allowed to go above one million. I tried coding a solution to this in C using the bruteforce method. However, it seems that my program stalls when trying to calculate 113383. Please advise :) #include <stdio.h> #define LIMIT 1000000 int iteration(int value) { if(value%2==0) return (value/2); else return (3*value+1); } int count_iterations(int value) { int count=1; //printf("%d\n", value); while(value!=1) { value=iteration(value); //printf("%d\n", value); count++; } return count; } int main() { int iteration_count=0, max=0; int i,count; for (i=1; i<LIMIT; i++) { printf("Current iteration : %d\n", i); iteration_count=count_iterations(i); if (iteration_count>max) { max=iteration_count; count=i; } } //iteration_count=count_iterations(113383); printf("Count = %d\ni = %d\n",max,count); }

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  • Displaying an inverted pyramid of asterisks

    - by onyebuoke
    I help in my for my program. I am required 2 create a inverted pyramid of stars which rows depends on the number of stars the user keys, but I've done it so it does not give an inverted pyramid, it gives a regular pyramid. #include <stdio.h> #include <conio.h> void printchars(int no_star, char space); int getNo_of_rows(void); int main(void) { int numrows, rownum; rownum=0; numrows=getNo_of_rows(); for(rownum=0;rownum<=numrows;rownum++) { printchars(numrows-rownum, ' '); printchars((2*rownum-1), '*'); printf("\n"); } _getche(); return 0; } void printchars(int no_star, char space) { int cnt; for(cnt=0;cnt<no_star;cnt++) { printf("%c",space); } } int getNo_of_rows(void) { int no_star; printf("\n Please enter the number of stars you want to print\n"); scanf("%d",&no_star); while(no_star<1) { printf("\n number incorrect, please enter correct number"); scanf("%d",&no_star); } return no_star; }

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  • Populating objects in C#

    - by acadia
    Hello, I have Order,OrderDetails and OrderStatus objects as shown below: public class Order { public override int OrderId { get; set; } public string FName { get; set; } public string MName { get; set; } public string LName { get; set; } public string Street { get; set; } public string City { get; set; } public List<OrderDetails> OrderDetails { get; set; }; } public class OrderDetails { public override int OrderdetailsId { get; set; } public int OrderId { get; set; } public int ProductID { get; set; } public int Qty { get; set; } public List<OrderStatus> OrderStat { get; set; }; } public class OrderStatus { public override int OrderdetailsStatusId { get; set; } public int OrderdetailsId { get; set; } public int StatusID { get; set; } } I cannot use LinQ. I want to populate the order object like we do in LinQ. How do I populate all all the properties in Order object: for eg. Order o =new Order(); o.FName="John"; o.LName="abc"; o.Street="TStreet"; o.City="Atlanta"; then o.Orderdetails.Add(orderdetails) How do I do that here in C# when not using LinQ.

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  • why is this C++ Code not doing his job

    - by hamza
    i want to create a program that write all the primes in a file ( i know that its a popular algorithm but m trying to make it by my self ) , but it still showing all the numbers instead of just the primes , & i dont know why someone pleas tell me why #include <iostream> #include <stdlib.h> #include <stdio.h> void afficher_sur_un_ficher (FILE* ficher , int nb_bit ); int main() { FILE* p_fich ; char tab[4096] , mask ; int nb_bit = 0 , x ; for (int i = 0 ; i < 4096 ; i++ ) { tab[i] = 0xff ; } for (int i = 0 ; i < 4096 ; i++ ) { mask = 0x01 ; for (int j = 0 ; j < 8 ; j++) { if ((tab[i] & mask) != 0 ) { x = nb_bit ; while (( x > 1 )&&(x < 16384)) { tab[i] = tab[i] ^ mask ; x = x * 2 ; } afficher_sur_un_ficher (p_fich , nb_bit ) ; } mask = mask<<1 ; nb_bit++ ; } } system ("PAUSE"); return 0 ; } void afficher_sur_un_ficher (FILE* ficher , int nb_bit ) { ficher = fopen("res.txt","a+"); fprintf (ficher ,"%d \t" , nb_bit); int static z ; z = z+1 ; if ( z%10 == 0) fprintf (ficher , "\n"); fclose(ficher); }

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  • Abstract Base Class or Class?

    - by Mohit Deshpande
    For my semester project, my team and I are supposed to make a .jar file (library, not runnable) that contains a game development framework and demonstrate the concepts of OOP. Its supposed to be a FRAMEWORK and another team is supposed to use our framework and vice-versa. So I want to know how we should start. We thought of several approaches: 1. Start with a plain class public class Enemy { public Enemy(int x, int y, int health, int attack, ...) { ... } ... } public class UserDefinedClass extends Enemy { ... } 2. Start with an abstract class that user-defined enemies have to inherit abstract members public abstract class Enemy { public Enemy(int x, int y, int health, int attack, ...) { ... } public abstract void draw(); public abstract void destroy(); ... } public class UserDefinedClass extends Enemy { ... public void draw() { ... } public void destroy() { ... } } 3. Create a super ABC (Abstract Base Class) that ALL inherit from public abstract class VectorEntity { ... } public abstract class Enemy extends VectorEntity { ... } public class Player extends VectorEntity { ... } public class UserDefinedClass extends Enemy { ... } Which should I use? Or is there a better way?

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