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  • Basic SDL2 Code which "Stop working" when calling SDL_Quit() [migrated]

    - by Rivten
    So I got into SDL2 with C++ quite recently and I did this very simple code : int main(int argc, char** argv) { SDL_Event *event; bool done = false; if(SDL_Init(SDL_INIT_VIDEO) != 0) { std::cerr << "Problèmes pour initialiser la SDL : " << SDL_GetError() << std::endl; return 1; } SDL_Window *window = 0; window = SDL_CreateWindow("Mopion", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); if(window == 0) { done = true; } while(!done) { while(SDL_PollEvent(event)) { switch(event->type) { case SDL_QUIT: done = true; break; case SDL_KEYUP: if(event->key.keysym.sym == SDLK_q) { done = true; } break; default: break; } } } SDL_DestroyWindow(window); SDL_Quit(); return 0; } While that code executes at first quite well, when I hit the "Q" key, the window closes but I got a Windows Error Window saying that "My program stopped working." which is not very convenient. Using the debugger, I found that everything is fine until SDL_Quit() is called. Anyone has any idea why this is going on ? Thanks a lot !

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  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • Why is the camera not following the player? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to focus the camera on the player. If the player moves, then the camera doesn't follow the player. The player leaves the screen when I'm moving it. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always in the center of the screen/camera? My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Setting Background of a Jbutton

    - by mithun1538
    Hello there, I have 5 JButtons: b1, b2, b3, b4, b5. By default, their color is gray. When I click on any button, the background of that button changes to white. When I click another button, I want that previous clicked button to change its background to gray, and this newly clicked button to change its background to white. Here is the code that I wrote: int liveButton = 0; //holds the value of the button that is last clicked. //0 indicates no button clicked (in the beginning) private void ChangeInUsersList(int clickedButton) { switch(liveButton) { case 1 : b1.setBackground(Color.GRAY); break; case 2 : b2.setBackground(Color.GRAY); break; case 3 : b3.setBackground(Color.GRAY); break; case 4 : b4.setBackground(Color.GRAY); break; case 5 : b5.setBackground(Color.GRAY); break; default: System.out.println("No button to change"); } liveButton = clickedButton;// store the clicked button to change its //background later } private void b1ActionPerformed(java.awt.event.ActionEvent evt) { ChangeInUsersList(1); b1.setBackground(new java.awt.Color(255,255,255)); } private void b2ActionPerformed(java.awt.event.ActionEvent evt) { ChangeInUsersList(2); b2.setBackground(new java.awt.Color(255,255,255)); } private void b3ActionPerformed(java.awt.event.ActionEvent evt) { ChangeInUsersList(3); b3.setBackground(new java.awt.Color(255,255,255)); } private void b4ActionPerformed(java.awt.event.ActionEvent evt) { ChangeInUsersList(4); b4.setBackground(new java.awt.Color(255,255,255)); } private void b5ButtonActionPerformed(java.awt.event.ActionEvent evt) { ChangeInUsersList(5); b5.setBackground(new java.awt.Color(255,255,255)); } However, its not working as expected. When i click on a button, its background does change to white. However, if i click on some other button after that, the former button's background doesnt change to grey. I tried replacing Color.GREY with new java.awt.Color(236,233,216) - the rgb for grey but it still doesnt work.

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  • user generated / user specific functions

    - by pedalpete
    I'm looking for the most elegant and secure method to do the following. I have a calendar, and groups of users. Users can add events to specific days on the calendar, and specify how long each event lasts for. I've had a few requests from users to add the ability for them to define that events of a specific length include a break, of a certain amount of time, or require that a specific amount of time be left between events. For example, if event is 2 hours, include a 20min break. for each event, require 30 minutes before start of next event. The same group that has asked for an event of 2 hours to include a 20 min break, could also require that an event 3 hours include a 30 minute break. In the end, what the users are trying to get is an elapsed time excluding breaks calculated for them. Currently I provide them a total elapsed time, but they are looking for a running time. However, each of these requests is different for each group. Where one group may want a 30 minute break during a 2 hour event, and another may want only 10 minutes for each 3 hour event. I was kinda thinking I could write the functions into a php file per group, and then include that file and do the calculations via php and then return a calculated total to the user, but something about that doesn't sit right with me. Another option is to output the groups functions to javascript, and have it run client-side, as I'm already returning the duration of the event, but where the user is part of more than one group with different rules, this seems like it could get rather messy. I currently store the start and end time in the database, but no 'durations', and I don't think I should be storing the calculated totals in the db, because if a group decides to change their calculations, I'd need to change it throughout the db. Is there a better way of doing this? I would just store the variables in mysql, but I don't see how I can then say to mysql to calculate based on those variables. I'm REALLY lost here. Any suggestions? I'm hoping somebody has done something similar and can provide some insight into the best direction. If it helps, my table contains eventid, user, group, startDate, startTime, endDate, endTime, type The json for the event which I return to the user is {"eventid":"'.$eventId.'", "user":"'.$userId.'","group":"'.$groupId.'","type":"'.$type.'","startDate":".$startDate.'","startTime":"'.$startTime.'","endDate":"'.$endDate.'","endTime":"'.$endTime.'","durationLength":"'.$duration.'", "durationHrs":"'.$durationHrs.'"} where for example, duration length is 2.5 and duration hours is 2:30.

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  • cannot dismiss the email composer view in iphone?

    - by Warrior
    I am new to iphone development.I have created a tabbar based application . In the first i want the email composer to be displayed. I am able to display it but the cancel and send button are not working,I don't know where do i go wrong .Please help me out. Here is my code. - (void)viewDidLoad { [super viewDidLoad]; [self displayComposerSheet]; } -(void)displayComposerSheet { picker = [[MFMailComposeViewController alloc] init]; [[picker navigationBar] setTintColor:[UIColor blackColor]]; picker.mailComposeDelegate = self; if ([MFMailComposeViewController canSendMail]) { [picker setToRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; [picker setSubject:@"Sample"]; } [self.view addSubview:picker.view]; [self presentModalViewController:picker animated:YES]; } - (void)mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { switch (result) { case MFMailComposeResultCancelled: alert = [[UIAlertView alloc] initWithTitle:@"Message Cancelled!" message:@"Your email has cancelled to send" delegate:self cancelButtonTitle:@"Dismiss" otherButtonTitles:nil]; [alert release]; break; case MFMailComposeResultSaved: alert = [[UIAlertView alloc] initWithTitle:@"Message Saved!" message:@"Your email has saved to send" delegate:self cancelButtonTitle:@"Dismiss" otherButtonTitles:nil]; [alert release]; break; case MFMailComposeResultSent: alert = [[UIAlertView alloc] initWithTitle:@"Message Sent!" message:@"Your email has to sent" delegate:self cancelButtonTitle:@"Dismiss" otherButtonTitles:nil]; [alert release];; break; case MFMailComposeResultFailed: alert = [[UIAlertView alloc] initWithTitle:@"Message Failed!" message:@"Your email has cancelled to send" delegate:self cancelButtonTitle:@"Dismiss" otherButtonTitles:nil]; [alert show]; [alert release]; break; default: alert = [[UIAlertView alloc] initWithTitle:@"Message Failed!" message:@"Your email has not to send" delegate:self cancelButtonTitle:@"Dismiss" otherButtonTitles:nil]; [alert release]; break; } [self dismissModalViewControllerAnimated:YES]; }

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  • Strange iPhone memory leak in xml parser

    - by Chris
    Update: I edited the code, but the problem persists... Hi everyone, this is my first post here - I found this place a great ressource for solving many of my questions. Normally I try my best to fix anything on my own but this time I really have no idea what goes wrong, so I hope someone can help me out. I am building an iPhone app that parses a couple of xml files using TouchXML. I have a class XMLParser, which takes care of downloading and parsing the results. I am getting memory leaks when I parse an xml file more than once with the same instance of XMLParser. Here is one of the parsing snippets (just the relevant part): for(int counter = 0; counter < [item childCount]; counter++) { CXMLNode *child = [item childAtIndex:counter]; if([[child name] isEqualToString:@"PRODUCT"]) { NSMutableDictionary *product = [[NSMutableDictionary alloc] init]; for(int j = 0; j < [child childCount]; j++) { CXMLNode *grandchild = [child childAtIndex:j]; if([[grandchild stringValue] length] > 1) { NSString *trimmedString = [[grandchild stringValue] stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]; [product setObject:trimmedString forKey:[grandchild name]]; } } // Add product to current category array switch (categoryId) { case 0: [self.mobil addObject: product]; break; case 1: [self.allgemein addObject: product]; break; case 2: [self.besitzeIch addObject: product]; break; case 3: [self.willIch addObject: product]; break; default: break; } [product release]; } } The first time, I parse the xml no leak shows up in instruments, the next time I do so, I got a lot of leaks (NSCFString / NSCFDictionary). Instruments points me to this part inside CXMLNode.m, when I dig into a leaked object: theStringValue = [NSString stringWithUTF8String:(const char *)theXMLString]; if ( _node->type != CXMLTextKind ) xmlFree(theXMLString); } return(theStringValue); I really spent a long time and tried multiple approaches to fix this, but to no avail so far, maybe I am missing something essential? Any help is highly appreciated, thank you!

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  • Program execution stop at scanf???

    - by Mohit Deshpande
    main.c (with all the headers like stdio, stdlib, etc): int main() { int input; while(1) { printf("\n"); printf("\n1. Add new node"); printf("\n2. Delete existing node"); printf("\n3. Print all data"); printf("\n4. Exit"); printf("Enter your option -> "); scanf("%d", &input); string key = ""; string tempKey = ""; string tempValue = ""; Node newNode; Node temp; switch (input) { case 1: printf("\nEnter a key: "); scanf("%s", tempKey); printf("\nEnter a value: "); scanf("%s", tempValue); //execution ternimates here newNode.key = tempKey; newNode.value = tempValue; AddNode(newNode); break; case 2: printf("\nEnter the key of the node: "); scanf("%s", key); temp = GetNode(key); DeleteNode(temp); break; case 3: printf("\n"); PrintAllNodes(); break; case 4: exit(0); break; default: printf("\nWrong option chosen!\n"); break; } } return 0; } storage.h: #ifndef DATABASEIO_H_ #define DATABASEIO_H_ //typedefs typedef char *string; /* * main struct with key, value, * and pointer to next struct * Also typedefs Node and NodePtr */ typedef struct Node { string key; string value; struct Node *next; } Node, *NodePtr; //Function Prototypes void AddNode(Node node); void DeleteNode(Node node); Node GetNode(string key); void PrintAllNodes(); #endif /* DATABASEIO_H_ */ I am using Eclipse CDT, and when I enter 1, then I enter a key. Then the console says . I used gdb and got this error: Program received signal SIGSEGV, Segmentation fault. 0x00177024 in _IO_vfscanf () from /lib/tls/i686/cmov/libc.so.6 Any ideas why?

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  • How to Improve my php image resizer to support alpha png and transparent GIFs

    - by David
    Hi, I use this function to resize images but i end up with ugly creepy image with a black background if it's a transparent GIF or PNG with alpha, however it works perfectly for jpg and normal png. function cropImage($nw, $nh, $source, $stype, $dest) { $size = getimagesize($source); $w = $size[0]; $h = $size[1]; switch($stype) { case 'gif': $simg = imagecreatefromgif($source); break; case 'jpg': $simg = imagecreatefromjpeg($source); break; case 'png': $simg = imagecreatefrompng($source); break; } $dimg = imagecreatetruecolor($nw, $nh); switch ($stype) { case "png": imagealphablending( $dimg, false ); imagesavealpha( $dimg, true ); $transparent = imagecolorallocatealpha($dimg, 255, 255, 255, 127); imagefilledrectangle($dimg, 0, 0, $nw, $nh, $transparent); break; case "gif": // integer representation of the color black (rgb: 0,0,0) $background = imagecolorallocate($simg, 0, 0, 0); // removing the black from the placeholder imagecolortransparent($simg, $background); break; } $wm = $w/$nw; $hm = $h/$nh; $h_height = $nh/2; $w_height = $nw/2; if($w> $h) { $adjusted_width = $w / $hm; $half_width = $adjusted_width / 2; $int_width = $half_width - $w_height; imagecopyresampled($dimg,$simg,-$int_width,0,0,0,$adjusted_width,$nh,$w,$h); } elseif(($w <$h) || ($w == $h)) { $adjusted_height = $h / $wm; $half_height = $adjusted_height / 2; $int_height = $half_height - $h_height; imagecopyresampled($dimg,$simg,0,-$int_height,0,0,$nw,$adjusted_height,$w,$h); } else { imagecopyresampled($dimg,$simg,0,0,0,0,$nw,$nh,$w,$h); } imagejpeg($dimg,$dest,100); } Example : cropImage("300","200","original.png","png","new.png"); I use php 5.3.2 and the GD library bundled (2.0.34 compatible) How to make it support transparency? i've added imagealphablending() and imagesavealpha but it didn't work. Or atlast is there any similar good classes? Thanks

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  • Counting Alphabetic Characters That Are Contained in an Array with C

    - by Craig
    Hello everyone, I am having trouble with a homework question that I've been working at for quite some time. I don't know exactly why the question is asking and need some clarification on that and also a push in the right direction. Here is the question: (2) Solve this problem using one single subscripted array of counters. The program uses an array of characters defined using the C initialization feature. The program counts the number of each of the alphabetic characters a to z (only lower case characters are counted) and prints a report (in a neat table) of the number of occurrences of each lower case character found. Only print the counts for the letters that occur at least once. That is do not print a count if it is zero. DO NOT use a switch statement in your solution. NOTE: if x is of type char, x-‘a’ is the difference between the ASCII codes for the character in x and the character ‘a’. For example if x holds the character ‘c’ then x-‘a’ has the value 2, while if x holds the character ‘d’, then x-‘a’ has the value 3. Provide test results using the following string: “This is an example of text for exercise (2).” And here is my source code so far: #include<stdio.h> int main() { char c[] = "This is an example of text for exercise (2)."; char d[26]; int i; int j = 0; int k; j = 0; //char s = 97; for(i = 0; i < sizeof(c); i++) { for(s = 'a'; s < 'z'; s++){ if( c[i] == s){ k++; printf("%c,%d\n", s, k); k = 0; } } } return 0; } As you can see, my current solution is a little anemic. Thanks for the help, and I know everyone on the net doesn't necessarily like helping with other people's homework. ;P

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  • Why no switch on pointers?

    - by meeselet
    For instance: #include <stdio.h> void why_cant_we_switch_him(void *ptr) { switch (ptr) { case NULL: printf("NULL!\n"); break; default: printf("%p!\n", ptr); break; } } int main(void) { void *foo = "toast"; why_cant_we_switch_him(foo); return 0; } gcc test.c -o test test.c: In function 'why_cant_we_switch_him': test.c:5: error: switch quantity not an integer test.c:6: error: pointers are not permitted as case values Just curious. Is this a technical limitation? EDIT People seem to think there is only one constant pointer expression. Is that is really true, though? For instance, here is a common paradigm in Objective-C (it is really only C aside from NSString, id and nil, which are merely a pointers, so it is still relevant — I just wanted to point out that there is, in fact, a common use for it, despite this being only a technical question): #include <stdio.h> #include <Foundation/Foundation.h> static NSString * const kMyConstantObject = @"Foo"; void why_cant_we_switch_him(id ptr) { switch (ptr) { case kMyConstantObject: // (Note that we are comparing pointers, not string values.) printf("We found him!\n"); break; case nil: printf("He appears to be nil (or NULL, whichever you prefer).\n"); break; default: printf("%p!\n", ptr); break; } } int main(void) { NSString *foo = @"toast"; why_cant_we_switch_him(foo); foo = kMyConstantObject; why_cant_we_switch_him(foo); return 0; } gcc test.c -o test -framework Foundation test.c: In function 'why_cant_we_switch_him': test.c:5: error: switch quantity not an integer test.c:6: error: pointers are not permitted as case values It appears that the reason is that switch only allows integral values (as the compiler warning said). So I suppose a better question would be to ask why this is the case? (though it is probably too late now.)

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  • Sending tweets using Android

    - by Saranya.R
    I want to send a tweet from Android.I have executed the following code.But I am not bale to send any tweets.Avtually the button I created is not working.Can anybody tel me wats the prob? This is my code.. package samplecode.sampleapp.sampletwidgitpublicintent; import android.app.Activity; import android.content.ActivityNotFoundException; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.os.Bundle; public class TwidgitPublicIntent extends Activity implements OnClickListener { private static final int TWIDGIT_REQUEST_CODE = 2564; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ((Button)findViewById(R.id.tweet_button)).setOnClickListener(this); ((Button)findViewById(R.id.mention_button)).setOnClickListener(this); ((Button)findViewById(R.id.retweet_button)).setOnClickListener(this); ((Button)findViewById(R.id.message_button)).setOnClickListener(this); } public void onClick(View v) { switch(v.getId()) { case R.id.tweet_button: // Standard tweet Intent tIntent = new Intent("com.disretrospect.twidgit.TWEET"); tIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); try { this.startActivityForResult(tIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; case R.id.mention_button: // Mention Intent mIntent = new Intent("com.disretrospect.twidgit.MENTION"); mIntent.putExtra("com.disretrospect.twidgit.extras.TO", "_username_to_xmention_"); mIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); try { this.startActivityForResult(mIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; case R.id.retweet_button: // Retweet a tweet Intent rtIntent = new Intent("com.disretrospect.twidgit.RETWEET"); rtIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); rtIntent.putExtra("com.disretrospect.twidgit.extras.VIA", "_original_author_of_tweet_name_"); try { this.startActivityForResult(rtIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; case R.id.message_button: // Send DM Intent dmIntent = new Intent("com.disretrospect.twidgit.DIRECT_MESSAGE"); dmIntent.putExtra("com.disretrospect.twidgit.extras.TO", "_username_to_send_dm_to_"); dmIntent.putExtra("com.disretrospect.twidgit.extras.MESSAGE", "_message_in_here_"); try { this.startActivityForResult(dmIntent, TWIDGIT_REQUEST_CODE); } catch (ActivityNotFoundException e) { // If Twidgit is not installed } break; } } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); // Check result code if(resultCode == Activity.RESULT_OK) { // Check requestCode switch(requestCode) { case TWIDGIT_REQUEST_CODE: // Handle successful return break; } } else if(resultCode == Activity.RESULT_CANCELED){ // Handle canceled activity } } }

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  • C problem, left of '->' must point to class/struct/union/generic type ??

    - by Patrick
    Hello! Trying to understand why this doesn't work. I keep getting the following errors: left of '-nextNode' must point to class/struct/union/generic type (Also all the lines with a - in the function new_math_struct) Header file #ifndef MSTRUCT_H #define MSTRUCT_H #define PLUS 0 #define MINUS 1 #define DIVIDE 2 #define MULTIPLY 3 #define NUMBER 4 typedef struct math_struct { int type_of_value; int value; int sum; int is_used; struct math_struct* nextNode; } ; typedef struct math_struct* math_struct_ptr; #endif C file int get_input(math_struct_ptr* startNode) { /* character, input by the user */ char input_ch; char* input_ptr; math_struct_ptr* ptr; math_struct_ptr* previousNode; input_ptr = &input_ch; previousNode = startNode; /* as long as input is not ok */ while (1) { input_ch = get_input_character(); if (input_ch == ',') // Carrage return return 1; else if (input_ch == '.') // Illegal character return 0; if (input_ch == '+') ptr = new_math_struct(PLUS, 0); else if (input_ch == '-') ptr = new_math_struct(MINUS, 0); else if (input_ch == '/') ptr = new_math_struct(DIVIDE, 0); else if (input_ch == '*') ptr = new_math_struct(MULTIPLY, 0); else ptr = new_math_struct(NUMBER, atoi(input_ptr)); if (startNode == NULL) { startNode = previousNode = ptr; } else { previousNode->nextNode = ptr; previousNode = ptr; } } return 0; } math_struct_ptr* new_math_struct(int symbol, int value) { math_struct_ptr* ptr; ptr = (math_struct_ptr*)malloc(sizeof(math_struct_ptr)); ptr->type_of_value = symbol; ptr->value = value; ptr->sum = 0; ptr->is_used = 0; return ptr; } char get_input_character() { /* character, input by the user */ char input_ch; /* get the character */ scanf("%c", &input_ch); if (input_ch == '+' || input_ch == '-' || input_ch == '*' || input_ch == '/' || input_ch == ')') return input_ch; // A special character else if (input_ch == '\n') return ','; // A carrage return else if (input_ch < '0' || input_ch > '9') return '.'; // Not a number else return input_ch; // Number } The header for the C file just contains a reference to the struct header and the definitions of the functions. Language C.

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  • Form Search Onkeyup event

    - by Aryan
    I Have a Form In which the form should automatically search when i complete entering the 10th character in the text field but the below code is searching for each n every character i enter in the text field . . . I just want the result after completing the 10th character not for each n every character . . i have used onkeyup event and i set that value to 10 but still it is searching for each n every character... please do help me <body OnKeyPress="return disableKeyPress(event)"> <section id="content" class="container_12 clearfix" data-sort=true> <center><table class='dynamic styled with-prev-next' data-table-tools='{'display':true}' align=center> <script> function disableEnterKey(e) { var key; if(window.event) key = window.event.keyCode; //IE else key = e.which; //firefox return (key != 13); } function showUser(str) { if (str=="") { document.getElementById("txtHint").innerHTML=""; return; } if (window.XMLHttpRequest) {// code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp=new XMLHttpRequest(); } else {// code for IE6, IE5 xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange=function() { if (xmlhttp.readyState==4 && xmlhttp.status==200) { document.getElementById("txtHint").innerHTML=xmlhttp.responseText; } } xmlhttp.open("GET","resdb.php?id="+str,true); xmlhttp.send(); } </script> <script type='text/javascript'> //<![CDATA[ $(window).load(function(){ $('#id').keyup(function(){ if(this.value.length ==10) }); });//]]> </script> <form id="form" method="post" name="form" > <tr><td><p align="center"><font size="3"><b>JNTUH - B.Tech IV Year II Semester (R07) Advance Supplementary Results - July 2012</b></font></p></td></tr> <td><p align="center"><b>Last Date for RC/RV : 8th August 2012</b></p></td> <tr><td><p align="center"></b> <input type="text" onkeyup="showUser(this.value)" onKeyPress="return disableEnterKey(event)" data-type="autocomplete" data-source="extras/autocomplete1.php" name="id" id="id" maxlength="10" placeholder=" Hall-Ticket Number">&emsp;</p></td></tr> </table> </center> </form> <center> <div id="txtHint"><b>Results will be displayed here</b></div> </center> </body>

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  • Applescript: cleaning a string

    - by Mike
    I have this string that has illegal chars that I want to remove but I don't know what kind of chars may be present. I built a list of chars that I want not to be filtered and I built this script (from another one I found on the web). on clean_string(TheString) --Store the current TIDs. To be polite to other scripts. set previousDelimiter to AppleScript's text item delimiters set potentialName to TheString set legalName to {} set legalCharacters to {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "?", "+", "-", "Ç", "ç", "á", "Á", "é", "É", "í", "Í", "ó", "Ó", "ú", "Ú", "â", "Â", "ã", "Ã", "ñ", "Ñ", "õ", "Õ", "à", "À", "è", "È", "ü", "Ü", "ö", "Ö", "!", "$", "%", "/", "(", ")", "&", "€", "#", "@", "=", "*", "+", "-", ",", ".", "–", "_", " ", ":", ";", ASCII character 10, ASCII character 13} --Whatever you want to eliminate. --Now iterate through the characters checking them. repeat with thisCharacter in the characters of potentialName set thisCharacter to thisCharacter as text if thisCharacter is in legalCharacters then set the end of legalName to thisCharacter log (legalName as string) end if end repeat --Make sure that you set the TIDs before making the --list of characters into a string. set AppleScript's text item delimiters to "" --Check the name's length. if length of legalName is greater than 32 then set legalName to items 1 thru 32 of legalName as text else set legalName to legalName as text end if --Restore the current TIDs. To be polite to other scripts. set AppleScript's text item delimiters to previousDelimiter return legalName end clean_string The problem is that this script is slow as hell and gives me timeout. What I am doing is checking character by character and comparing against the legalCharacters list. If the character is there, it is fine. If not, ignore. Is there a fast way to do that? something like "look at every char of TheString and remove those that are not on legalCharacters" ? thanks for any help.

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  • C# setting case constant expressions, do they have to follow a specific order?

    - by Umeed
    Say I'm making a simple program, and the user is in the menu. And the menu options are 1 3 5 7 (i wouldn't actually do that but lets just go with it). and I want to make my switch statement using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace DecisionMaking2 { class Program { static void Main(string[] args) { Console.WriteLine("Please choose an option: "); string SelectedOpt = Console.ReadLine(); double Selection = Convert.ToDouble(SelectedOpt); double MenuOption = (Selection); switch (MenuOption) { case 1: Console.WriteLine("Selected option #1"); break; case 2: Console.WriteLine("Selected option #3"); break; case 3: Console.WriteLine("Selected option #5"); break; case 4: Console.WriteLine("Selected option #7"); break; default: Console.WriteLine("Please choose from the options List!"); break; } } } } would that work? or would I have to name each case constant expression the option number I am using? I went to the microsoft website and I didn't quite pick up on anything i was looking for. . Also while I have your attention, how would I make it so the user chooses from either option and because I don't know which option the user will select " double MenuOption = " could be anything, whatever the user inputs right? so would what I have even work? I am doing this all by hand, and don't get much lab time to work on this as I have tons of other courses to work on and then a boring job to go to, and my PC at home has a restarting issue lol. soo any and all help is greatly appreciated. p.s the computer I'm on right now posting this, doesn't have any compilers, coding programs, and it's not mine just to get that out of the way. Thanks again!

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  • Cocos2d-xna memory management for WP8

    - by Arkiliknam
    I recently upgraded to VS2012 and try my in dev game out on the new WP8 emulators but was dismayed to find out the emulator now crashes and throws an out of memory exception during my sprite loading procedure (funnily, it still works in WP7 emulators and on my WP7). Regardless of whether the problem is the emulator or not, I want to get a clear understanding of how I should be managing memory in the game. My game consists of a character whom has 4 or more different animations. Each animation consists of 4 to 7 frames. On top of that, the character has up to 8 stackable visualization modifications (eg eye type, nose type, hair type, clothes type). Pre memory issue, I preloaded all textures for each animation frame and customization and created animate action out of them. The game then plays animations using the customizations applied to that current character. I re-looked at this implementation when I received the out of memory exceptions and have started playing with RenderTexture instead, so instead of pre loading all possible textures, it on loads textures needed for the character, renders them onto a single texture, from which the animation is built. This means the animations use 1/8th of the sprites they were before. I thought this would solve my issue, but it hasn't. Here's a snippet of my code: var characterTexture = CCRenderTexture.Create((int)width, (int)height); characterTexture.BeginWithClear(0, 0, 0, 0); // stamp a body onto my texture var bodySprite = MethodToCreateSpecificSprite(); bodySprite.Position = centerPoint; bodySprite.Visit(); bodySprite.Cleanup(); bodySprite = null; // stamp eyes, nose, mouth, clothes, etc... characterTexture.End(); As you can see, I'm calling CleanUp and setting the sprite to null in the hope of releasing the memory, though I don't believe this is the right way, nor does it seem to work... I also tried using SharedTextureCache to load textures before Stamping my texture out, and then clearing the SharedTextureCache with: CCTextureCache.SharedTextureCache.RemoveAllTextures(); But this didn't have an effect either. Any tips on what I'm not doing? I used VS to do a memory profile of the emulation causing the crash. Both WP7.1 and WP8 emulators peak at about 150mb of usage. WP8 crashes and throws an out of memory exception. Each customisation/frame is 15kb at the most. Lets say there are 8 layers of customisation = 120kb but I render then onto one texture which I would assume is only 15kb again. Each animation is 8 frames at the most. That's 15kb for 1 texture, or 960kb for 8 textures of customisation. There are 4 animation sets. That's 60Kb for 4 sets of 1 texture, or 3.75MB for 4 sets of 8 textures of customisation. So even if its storing every layer, its 3.75MB.... no where near the 150mb breaking point my profiler seems to suggest :( WP 7.1 Memory Profile (max 150MB) WP8 Memory Profile (max 150MB and crashes)

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  • Welcome to the SOA &amp; E2.0 Partner Community Forum

    - by Jürgen Kress
    With more than 200 registrations the SOA & E2.0 Partner Community Forum is a huge success!   Conference program Is available online: http://tinyurl.com/soaforumagenda Agenda Tuesday March 15th 2011 12:15 Welcome & Introduction – Hans Blaas & Jürgen Kress, Oracle 12:30 Oracle Middleware Strategy and Information on Application Grid and Exalogic - Andrew Sutherland, Oracle 13:15 Managing Online Customer, Partner and Employee Engagement Oracle E2.0 Solutions - Andrew Gilboy, Oracle 14:00 Coffee Break 14:30 Partner SOA/ BPM Reference Case – Leon Smiers, Capgemini 15:15 Partner WebCenter/ UCM Reference Case – Vikram Setia, Infomentum 16.00 Break 16.30 SOA and BPM 11gR1 PS3 Update – David Shaffer 17:00 Why specialization is important for Partners – Nick Kritikos, Hans Blaas & Jürgen Kress 17:45 Social Event   Wednesday March 16th 2011 09.00 Welcome & Introduction Day II 09.15 Breakout sessions Round 1 SOA Suite 11g PS3 & OSB Importance of ADF & Jdeveloper SOA Security IDM WebCenter PS3, Whats New E2.0 Sales Plays 10.30 Break 10.45 Breakout sessions Round 2 WebCenter PS3, Whats New Applications Management Enterprise Manager and Amberpoint ADF/WebCenter 11g integration with BPM Suite 11g Importance of ADF & Jdeveloper JCAPS & OC4J migration opportunities for service business 12.00 Lunch 13.00 Breakout sessions Round 3 BPM 11g, Whats New Universal Content Management! 11g SOA Security IDM E2.0 Surrounding Products: ATG, Documaker, Primavera Middleware Industry Value Propositions & Sales Plays 14.30 Break 14.45 Fusion Applications, Rajan Krishnan, Oracle 15.30 SOA & E2.0 Summary & Closing, Hans Blaas & Jürgen Kress, Oracle 15.45 Finish & Departure 16:00 Bus departure   Capgemini Nederland BV Papendorpseweg 100 3500 GN Utrecht The Netherlands Tel: +31 30 689 00 00 For a detailed routedescription by car or public transport please visit: http://www.nl.capgemini.com/pdf/Papendorp_UK.pdf Hotel In case you have not booked your hotel yet, please make your own hotel reservation. You can book your hotel room at the 'Hotel Vianen' at a special rate, by using the Oracle booking code: DDG VIA-GF41422. One night package € 110,- for a single room, including breakfast. Kindly secure your hotel room as soon as possible. The number of rooms is limited! Hotel Vianen Prins Bernhardstraat 75 4132 XE Vianen [email protected] The Netherlands [email protected] Arrival on 14th of March and staying at Hotel Vianen. On 15th of March we have arranged a transfer from Hotel Vianen to the Capgemini Offices. The bus is parked in front of the hotel and will leave at 10.15AM (UTC/GMT+1). Logistics Pass with barcode At your arrival you will receive a pass with a barcode. This pass will give you access to the conference building and the different floors within the building. Please make sure to hand in your pass at the registration desk at the end of the day. Arrival by plane Transfer from Schiphol Airport to Capgemini on 15th of March will be arranged by Oracle. A hostess will be welcoming you at the Meeting Point at Schiphol Airport (this is a red and white large cubicle situated next to Delifrance) The buses will depart from Schiphol Airport at 09.00AM, 09.45AM and 10.30AM (UTC/GMT+1).     For future SOA Partner Community Forums  become a member for registration please visit www.oracle.com/goto/emea/soa (OPN account required) Blog Twitter LinkedIn Mix Forum Wiki Website Technorati Tags: SOA Partner Community Forum,Community,SOA Partner Community,Utrecht 03.2011,OPN,Oracle,Jürgen Kress

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • mysqld service crashes on restart, after importing mysqldump #innodb

    - by ubunut
    I have 2 mysql servers. Let's call them server01 & server02. Both have the same configuration: mysqladmin Ver 8.42 Distrib 5.1.61, for redhat-linux-gnu on x86_64 [client] default-character-set=utf8 [mysqld] datadir=/var/lib/mysql socket=/var/lib/mysql/mysql.sock user=mysql # Disabling symbolic-links is recommended to prevent assorted security risks symbolic-links=0 max_allowed_packet = 16M default-character-set=utf8 default-collation=utf8_unicode_ci character-set-server=utf8 collation-server=utf8_unicode_ci default-storage-engine = InnoDB innodb_data_home_dir = /var/lib/mysql innodb_log_group_home_dir = /var/lib/mysql innodb_data_file_path = ibdata1:10M:autoextend innodb_additional_mem_pool_size = 2M innodb_log_file_size = 5M innodb_log_buffer_size = 8M innodb_lock_wait_timeout = 50 innodb_flush_log_at_trx_commit = 1 innodb_buffer_pool_size = 700M table_cache = 300 thread_cache_size = 4 query_cache_size = 200m query_cache_limit = 10m [mysqld_safe] log-error=/var/log/mysqld.log pid-file=/var/run/mysqld/mysqld.pid I make a mysqldump on server01: mysqldump -uuser -ppassword --all-databases testservers.sql (most tables in these databases are innodb, some of the mysql.* tables are Innodb too) Then I import the testservers.sql on server02: mysql -uuser < testservers.sql (mysqld has been started with --skip-network). So far so good, I can login into mysql & everything seems to be ok. BUT when I exit to the shell and execute service mysqld restart, The service fails to start. stack-trace in /var/log/mysqld.log: 121022 14:53:19 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 121022 14:53:19 [Warning] '--default-character-set' is deprecated and will be removed in a future release. Please use '--character-set-server' instead. 121022 14:53:19 [Warning] '--default-collation' is deprecated and will be removed in a future release. Please use '--collation-server' instead. 12:53:19 UTC - mysqld got signal 11 ; This could be because you hit a bug. It is also possible that this binary or one of the libraries it was linked against is corrupt, improperly built, or misconfigured. This error can also be caused by malfunctioning hardware. We will try our best to scrape up some info that will hopefully help diagnose the problem, but since we have already crashed, something is definitely wrong and this may fail. key_buffer_size=8384512 read_buffer_size=131072 max_used_connections=0 max_threads=151 thread_count=0 connection_count=0 It is possible that mysqld could use up to key_buffer_size + (read_buffer_size + sort_buffer_size)*max_threads = 338324 K bytes of memory Hope that's ok; if not, decrease some variables in the equation. Thread pointer: 0x267e630 Attempting backtrace. You can use the following information to find out where mysqld died. If you see no messages after this, something went terribly wrong... stack_bottom = 7fff3efe0be0 thread_stack 0x40000 /usr/libexec/mysqld(my_print_stacktrace+0x29) [0x84bd89] /usr/libexec/mysqld(handle_fatal_signal+0x483) [0x6a0be3] /lib64/libpthread.so.0() [0x338d60f500] /usr/libexec/mysqld(ha_resolve_by_name(THD*, st_mysql_lex_string const*)+0x81) [0x6956e1] /usr/libexec/mysqld(open_table_def(THD*, st_table_share*, unsigned int)+0xe0a) [0x60e5ba] /usr/libexec/mysqld(get_table_share(THD*, TABLE_LIST*, char*, unsigned int, unsigned int, int*)+0x20b) [0x602b0b] /usr/libexec/mysqld() [0x603597] /usr/libexec/mysqld(open_table(THD*, TABLE_LIST*, st_mem_root*, bool*, unsigned int)+0x7a1) [0x6079a1] /usr/libexec/mysqld(open_tables(THD*, TABLE_LIST**, unsigned int*, unsigned int)+0x5d0) [0x608570] /usr/libexec/mysqld(open_and_lock_tables_derived(THD*, TABLE_LIST*, bool)+0x6a) [0x60877a] /usr/libexec/mysqld(plugin_init(int*, char**, int)+0x622) [0x715af2] /usr/libexec/mysqld() [0x5bd3b2] /usr/libexec/mysqld(main+0x1b3) [0x5bfc93] /lib64/libc.so.6(__libc_start_main+0xfd) [0x338d21ecdd] /usr/libexec/mysqld() [0x5087b9] Trying to get some variables. Some pointers may be invalid and cause the dump to abort. Query (0): is an invalid pointer Connection ID (thread ID): 0 Status: NOT_KILLED The manual page at http://dev.mysql.com/doc/mysql/en/crashing.html contains information that should help you find out what is causing the crash. 121022 14:53:19 mysqld_safe mysqld from pid file /var/run/mysqld/mysqld.pid ended A typical mysqdump entry looks like this: DROP TABLE IF EXISTS `adodb_logsql`; /*!40101 SET @saved_cs_client = @@character_set_client */; /*!40101 SET character_set_client = utf8 */; CREATE TABLE `adodb_logsql` ( `id` bigint(10) unsigned NOT NULL AUTO_INCREMENT, `created` datetime NOT NULL, `sql0` varchar(250) NOT NULL DEFAULT '', `sql1` text, `params` text, `tracer` text, `timer` decimal(16,6) NOT NULL DEFAULT '0.000000', PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 COMMENT='to save some logs from ADOdb'; /*!40101 SET character_set_client = @saved_cs_client */; IF I change all occurrences of "ENGINE=InnoDB" to "ENGINE=MyISAM" before import, then the service has no problem restarting. I'm quite puzzled as to what's happening, maybe I'm just an idiot, then by all means tell me so. Any help would be greatly appreciated!

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • Problem with creating a deterministic finite automata (DFA) - Mercury

    - by Jabba The hut
    I would like to have a deterministic finite automata (DFA) simulated in Mercury. But I’m s(t)uck at several places. Formally, a DFA is described with the following characteristics: a setOfStates S, an inputAlphabet E <-- summation symbol, a transitionFunction : S × E -- S, a startState s € S, a setOfAcceptableFinalStates F =C S. A DFA will always starts in the start state. Then the DFA will read all the characters on the input, one by one. Based on the current input character and the current state, there will be made to a new state. These transitions are defined in the transitions function. when the DFA is in one of his acceptable final states, after reading the last character, then will the DFA accept the input, If not, then the input will be is rejected. The figure shows a DFA the accepting strings where the amount of zeros, is a plurality of three. Condition 1 is the initial state, and also the only acceptable state. for each input character is the corresponding arc followed to the next state. Link to Figure What must be done A type “mystate” which represents a state. Each state has a number which is used for identification. A type “transition” that represents a possible transition between states. Each transition has a source_state, an input_character, and a final_state. A type “statemachine” that represents the entire DFA. In the solution, the DFA must have the following properties: The set of all states, the input alphabet, a transition function, represented as a set of possible transitions, a set of accepting final states, a current state of the DFA A predicate “init_machine (state machine :: out)” which unifies his arguments with the DFA, as shown as in the Figure. The current state for the DFA is set to his initial state, namely, 1. The input alphabet of the DFA is composed of the characters '0'and '1'. A user can enter a text, which will be controlled by the DFA. the program will continues until the user types Ctrl-D and simulates an EOF. If the user use characters that are not allowed into the input alphabet of the DFA, then there will be an error message end the program will close. (pred require) Example Enter a sentence: 0110 String is not ok! Enter a sentence: 011101 String is not ok! Enter a sentence: 110100 String is ok! Enter a sentence: 000110010 String is ok! Enter a sentence: 011102 Uncaught exception Mercury: Software Error: Character does not belong to the input alphabet! the thing wat I have. :- module dfa. :- interface. :- import_module io. :- pred main(io.state::di, io.state::uo) is det. :- implementation. :- import_module int,string,list,bool. 1 :- type mystate ---> state(int). 2 :- type transition ---> trans(source_state::mystate, input_character::bool, final_state::mystate). 3 (error, finale_state and current_state and input_character) :- type statemachine ---> dfa(list(mystate),list(input_character),list(transition),list(final_state),current_state(mystate)) 4 missing a lot :- pred init_machine(statemachine :: out) is det. %init_machine(statemachine(L_Mystate,0,L_transition,L_final_state,1)) :- <-probably fault 5 not perfect main(!IO) :- io.write_string("\nEnter a sentence: ", !IO), io.read_line_as_string(Input, !IO), ( Invoer = ok(StringVar), S1 = string.strip(StringVar), (if S1 = "mustbeabool" then io.write_string("Sentenceis Ok! ", !IO) else io.write_string("Sentence is not Ok!.", !IO)), main(!IO) ; Invoer = eof ; Invoer = error(ErrorCode), io.format("%s\n", [s(io.error_message(ErrorCode))], !IO) ). Hope you can help me kind regards

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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