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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • Music player with a few specific requirements

    - by Jordan Uggla
    I am looking for a music player with a few specific requirements: Must have a search function that whittles down results as you type, searching the entire library. Must start playing a song when double clicked, and not continue to another song when that song finishes. Must be approachable and immediately usable by people completely unfamiliar with the program. I think this is mostly covered by the first two requirements being met. I've tried many players but unfortunately every one has failed to meet at least one of the requirements. Rhythmbox meets 1 and 3, but continues to the next search result after the song which was double clicked ends. Banshee is basically the same as Rhythmbox. While it has an option to "Stop when finished" this cannot (as far as I can tell) be made the default when double clicking a song. Audacious (as far as I can tell) fails at 1. Muine meets requirements 1 and 2, but unfortunately I couldn't make the search dialog always shown like it is with Rhythmbox / Banshee which, despite its very simple interface, made Muine incomprehensible to people trying to use it for the first time. Amarok I could not configure to meet requirement 1, but I think it's likely I was just missing something, and with its configurability I'm confident that I can set it up to meet requirements 2 and 3.

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • How to handle monetary values in PHP and MySql?

    - by Songo
    I've inherited a huge pile of legacy code written in PHP on top of a MySQL database. The thing I noticed is that the application uses doubles for storage and manipulation of data. Now I came across of numerous posts mentioning how double are not suited for monetary operations because of the rounding errors. However, I have yet to come across a complete solution to how monetary values should be handled in PHP code and stored in a MySQL database. Is there a best practice when it comes to handling money specifically in PHP? Things I'm looking for are: How should the data be stored in the database? column type? size? How should the data be handling in normal addition, subtraction. multiplication or division? When should I round the values? How much rounding is acceptable if any? Is there a difference between handling large monetary values and low ones? Note: A VERY simplified sample code of how I might encounter money values in everyday life: $a= $_POST['price_in_dollars']; //-->(ex: 25.06) will be read as a string should it be cast to double? $b= $_POST['discount_rate'];//-->(ex: 0.35) value will always be less than 1 $valueToBeStored= $a * $b; //--> any hint here is welcomed $valueFromDatabase= $row['price']; //--> price column in database could be double, decimal,...etc. $priceToPrint=$valueFromDatabase * 0.25; //again cast needed or not? I hope you use this sample code as a means to bring out more use cases and not to take it literally of course. Bonus Question If I'm to use an ORM such as Doctrine or PROPEL, how different will it be to use money in my code.

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  • Using ConcurrentQueue for thread-safe Performance Bookkeeping.

    - by Strenium
    Just a small tidbit that's sprung up today. I had to book-keep and emit diagnostics for the average thread performance in a highly-threaded code over a period of last X number of calls and no more. Need of the day: a thread-safe, self-managing stats container. Since .NET 4.0 introduced new thread-safe 'Collections.Concurrent' objects and I've been using them frequently - the one in particular seemed like a good fit for storing each threads' performance data - ConcurrentQueue. But I wanted to store only the most recent X# of calls and since the ConcurrentQueue currently does not support size constraint I had to come up with my own generic version which attempts to restrict usage to numeric types only: unfortunately there is no IArithmetic-like interface which constrains to only numeric types – so the constraints here here aren't as elegant as they could be. (Note the use of the Average() method, of course you can use others as well as make your own).   FIFO FixedSizedConcurrentQueue using System;using System.Collections.Concurrent;using System.Linq; namespace xxxxx.Data.Infrastructure{    [Serializable]    public class FixedSizedConcurrentQueue<T> where T : struct, IConvertible, IComparable<T>    {        private FixedSizedConcurrentQueue() { }         public FixedSizedConcurrentQueue(ConcurrentQueue<T> queue)        {            _queue = queue;        }         ConcurrentQueue<T> _queue = new ConcurrentQueue<T>();         public int Size { get { return _queue.Count; } }        public double Average { get { return _queue.Average(arg => Convert.ToInt32(arg)); } }         public int Limit { get; set; }        public void Enqueue(T obj)        {            _queue.Enqueue(obj);            lock (this)            {                T @out;                while (_queue.Count > Limit) _queue.TryDequeue(out @out);            }        }    } }   The usage case is straight-forward, in this case I’m using a FIFO queue of maximum size of 200 to store doubles to which I simply Enqueue() the calculated rates: Usage var RateQueue = new FixedSizedConcurrentQueue<double>(new ConcurrentQueue<double>()) { Limit = 200 }; /* greater size == longer history */   That’s about it. Happy coding!

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  • Problem with scrolling background in one OpenGL loop

    - by GvS
    I have 960x3000 map image in png and I'm scrolling it in a loop like this (it's called in 60 FPS loop): glPushMatrix(); glBindTexture( GL_TEXTURE_2D, mapTex[iBgImg]); glBegin(GL_QUADS); double mtstart = 0.0f - fBgVPos/(double)BgSize; double mtend = mtstart + mtsize; glTexCoord2d(0.0, mtstart); glVertex2f(fBgX, TOP_MARGIN); glTexCoord2d(1.0, mtstart); glVertex2f(fBgX + MAP_WIDTH, TOP_MARGIN); glTexCoord2d(1.0, mtend); glVertex2f(fBgX + MAP_WIDTH, BOTTOM_MARGIN); glTexCoord2d(0.0, mtend); glVertex2f(fBgX, BOTTOM_MARGIN); glEnd(); glPopMatrix(); unfortunately it isn't smooth when the game is in windowed mode. However, it is smooth in full screen mode. I'm using GLFW for windows. Maybe there is something wrong with my method? Is there anything better? Or could this be hardware problem? Edit: Window is created using glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE); glfwOpenWindowHint(GLFW_REFRESH_RATE, 60); and main loop is using glfwSwapInterval(1) to ensure 60 FPS;

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  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

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  • Can i add friction in air?

    - by Diken
    I have issue regarding speed in air. When i jump and move simultaneously that time speed of player increase.For jump i am using impuls and for movement i am using force.I want to slow speed when player is in air. Thanks in advance Following is my update method ih HUDLayer -(void)update:(ccTime)dt :(b2Body *)ballBody :(CCSprite *)player1 :(b2World *)world { if (moveRight.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(maxSpeed,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } else if(moveLeft.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(-10,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } } Following is jump -(void)jump:(b2Body*)ballBody:(ccTime)dt:(BOOL)touch { if (touch) { if (jumpSprte.active==YES) { ballBody->SetActive(true); b2Vec2 locationWorld; //locationWorld=b2Vec2(0.0f,98.0f); locationWorld=b2Vec2(0,32); // double mass=ballBody->GetMass(); ballBody->ApplyLinearImpulse(locationWorld, ballBody->GetWorldCenter()); // ballBody->ApplyForce(mass*locationWorld, ballBody->GetWorldCenter()); ballBody->SetLinearDamping(1.2f); } } } So where i apply logic??

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  • Cycling through ItemStacks whlie supplying data... LOST [on hold]

    - by user3251606
    Ok so i am working on a plugin for my server that will open and inventory and when closed it will pass items to this class... object of this class is to cycle through the inventory and use a cfg file to define items and prices and then grab that info in a for loop and add it all up... heres what i have thus far... public void sell(Player p, Inventory inv) { ListIterator<ItemStack> it = inv.iterator(); double total = 0; for (ItemStack is : inv) { is = it.next(); if (is.getType() != null) { String type = is.getType().toString(); //short dur = is.getDurability(); String check = ChestSell.plugin.getConfig().getString(type); p.sendMessage("Item Type: " + type); if (check != null) { int amou = is.getAmount(); double value = ChestSell.plugin.getConfig().getDouble(type + ".price"); double tv = amou * value; p.sendMessage("Items in chest: Type " + type + " Ammount: " + amou + " Value: $" + tv); } //TODO Add return Items } } p.sendMessage("You got paid $" + total + " for your items!"); inv.clear(); }

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  • TileEntitySpecialRenderer only renders from certain angle

    - by Hullu2000
    I'm developing a Minecraft mod with Forge. I've added a tileentity and a custom renderer for it. The problem is: The block is only visible from sertain angles. I've compaed my code to other peoples code and it looks pretty much like them. The block is opaque and not to be rendered and the renderer is registered normally so the fault must be in the renderer. Here's the renderer code: public class TERender extends TileEntitySpecialRenderer { public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); HeatConductTileEntity TE = (HeatConductTileEntity)tileEntity; renderBlock(TE, tileEntity.getWorldObj(), tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, mod.EMHeatConductor); GL11.glPopMatrix(); } public void renderBlock(HeatConductTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; GL11.glColor3f(1, 1, 1); tessellator.startDrawingQuads(); tessellator.addVertex(0, 0, 0); tessellator.addVertex(1, 0, 0); tessellator.addVertex(1, 1, 0); tessellator.addVertex(0, 1, 0); tessellator.draw(); } }

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  • Const operator overloading problems in C++

    - by steigers
    Hello everybody, I'm having trouble with overloading operator() with a const version: #include <iostream> #include <vector> using namespace std; class Matrix { public: Matrix(int m, int n) { vector<double> tmp(m, 0.0); data.resize(n, tmp); } ~Matrix() { } const double & operator()(int ii, int jj) const { cout << " - const-version was called - "; return data[ii][jj]; } double & operator()(int ii, int jj) { cout << " - NONconst-version was called - "; if (ii!=1) { throw "Error: you may only alter the first row of the matrix."; } return data[ii][jj]; } protected: vector< vector<double> > data; }; int main() { try { Matrix A(10,10); A(1,1) = 8.8; cout << "A(1,1)=" << A(1,1) << endl; cout << "A(2,2)=" << A(2,2) << endl; double tmp = A(3,3); } catch (const char* c) { cout << c << endl; } } This gives me the following output: NONconst-version was called - - NONconst-version was called - A(1,1)=8.8 NONconst-version was called - Error: you may only alter the first row of the matrix. How can I achieve that C++ call the const-version of operator()? I am using GCC 4.4.0. Thanks for your help! Sebastian

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  • Wrapping a pure virtual method with multiple arguments with Boost.Python

    - by fallino
    Hello, I followed the "official" tutorial and others but still don't manage to expose this pure virtual method (getPeptide) : ms_mascotresults.hpp class ms_mascotresults { public: ms_mascotresults(ms_mascotresfile &resfile, const unsigned int flags, double minProbability, int maxHitsToReport, const char * unigeneIndexFile, const char * singleHit = 0); ... virtual ms_peptide getPeptide(const int q, const int p) const = 0; } ms_mascotresults.cpp #include <boost/python.hpp> using namespace boost::python; #include "msparser.hpp" // which includes "ms_mascotresults.hpp" using namespace matrix_science; #include <iostream> #include <sstream> struct ms_mascotresults_wrapper : ms_mascotresults, wrapper<ms_mascotresults> { ms_peptide getPeptide(const int q, const int p) { this->get_override("getPeptide")(q); this->get_override("getPeptide")(p); } }; BOOST_PYTHON_MODULE(ms_mascotresults) { class_<ms_mascotresults_wrapper, boost::noncopyable>("ms_mascotresults") .def("getPeptide", pure_virtual(&ms_mascotresults::getPeptide) ) ; } Here are the bjam's errors : /usr/local/boost_1_42_0/boost/python/object/value_holder.hpp:66: error: cannot declare field ‘boost::python::objects::value_holder<ms_mascotresults_wrapper>::m_held’ to be of abstract type ‘ms_mascotresults_wrapper’ ms_mascotresults.cpp:12: note: because the following virtual functions are pure within ‘ms_mascotresults_wrapper’: ... include/ms_mascotresults.hpp:334: note: virtual matrix_science::ms_peptide matrix_science::ms_mascotresults::getPeptide(int, int) const ms_mascotresults.cpp: In constructor ‘ms_mascotresults_wrapper::ms_mascotresults_wrapper()’: ms_mascotresults.cpp:12: error: no matching function for call to ‘matrix_science::ms_mascotresults::ms_mascotresults()’ include/ms_mascotresults.hpp:284: note: candidates are: matrix_science::ms_mascotresults::ms_mascotresults(matrix_science::ms_mascotresfile&, unsigned int, double, int, const char*, const char*) include/ms_mascotresults.hpp:109: note: matrix_science::ms_mascotresults::ms_mascotresults(const matrix_science::ms_mascotresults&) ... /usr/local/boost_1_42_0/boost/python/object/value_holder.hpp: In constructor ‘boost::python::objects::value_holder<Value>::value_holder(PyObject*) [with Value = ms_mascotresults_wrapper]’: /usr/local/boost_1_42_0/boost/python/object/value_holder.hpp:137: note: synthesized method ‘ms_mascotresults_wrapper::ms_mascotresults_wrapper()’ first required here /usr/local/boost_1_42_0/boost/python/object/value_holder.hpp:137: error: cannot allocate an object of abstract type ‘ms_mascotresults_wrapper’ ms_mascotresults.cpp:12: note: since type ‘ms_mascotresults_wrapper’ has pure virtual functions So I tried to change the constructor's signature by : BOOST_PYTHON_MODULE(ms_mascotresults) { //class_<ms_mascotresults_wrapper, boost::noncopyable>("ms_mascotresults") class_<ms_mascotresults_wrapper, boost::noncopyable>("ms_mascotresults", init<ms_mascotresfile &, const unsigned int, double, int, const char *,const char *>()) .def("getPeptide", pure_virtual(&ms_mascotresults::getPeptide) ) Giving these errors : /usr/local/boost_1_42_0/boost/python/object/value_holder.hpp:66: error: cannot declare field ‘boost::python::objects::value_holder<ms_mascotresults_wrapper>::m_held’ to be of abstract type ‘ms_mascotresults_wrapper’ ms_mascotresults.cpp:12: note: because the following virtual functions are pure within ‘ms_mascotresults_wrapper’: include/ms_mascotresults.hpp:334: note: virtual matrix_science::ms_peptide matrix_science::ms_mascotresults::getPeptide(int, int) const ... ms_mascotresults.cpp:24: instantiated from here /usr/local/boost_1_42_0/boost/python/object/value_holder.hpp:137: error: no matching function for call to ‘ms_mascotresults_wrapper::ms_mascotresults_wrapper(matrix_science::ms_mascotresfile&, const unsigned int&, const double&, const int&, const char* const&, const char* const&)’ ms_mascotresults.cpp:12: note: candidates are: ms_mascotresults_wrapper::ms_mascotresults_wrapper(const ms_mascotresults_wrapper&) ms_mascotresults.cpp:12: note: ms_mascotresults_wrapper::ms_mascotresults_wrapper() If I comment the virtual function getPeptide in the .hpp, it builds perfectly with this constructor : class_<ms_mascotresults>("ms_mascotresults", init<ms_mascotresfile &, const unsigned int, double, int, const char *,const char *>() ) So I'm a bit lost...

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  • Help with infrequent segmentation fault in accessing struct

    - by Sarah
    I'm having trouble debugging a segmentation fault. I'd appreciate tips on how to go about narrowing in on the problem. The error appears when an iterator tries to access an element of a struct Infection, defined as: struct Infection { public: explicit Infection( double it, double rt ) : infT( it ), recT( rt ) {} double infT; // infection start time double recT; // scheduled recovery time }; These structs are kept in a special structure, InfectionMap: typedef boost::unordered_multimap< int, Infection > InfectionMap; Every member of class Host has an InfectionMap carriage. Recovery times and associated host identifiers are kept in a priority queue. When a scheduled recovery event arises in the simulation for a particular strain s in a particular host, the program searches through carriage of that host to find the Infection whose recT matches the recovery time (double recoverTime). (For reasons that aren't worth going into, it's not as expedient for me to use recT as the key to InfectionMap; the strain s is more useful, and coinfections with the same strain are possible.) assert( carriage.size() > 0 ); pair<InfectionMap::iterator,InfectionMap::iterator> ret = carriage.equal_range( s ); InfectionMap::iterator it; for ( it = ret.first; it != ret.second; it++ ) { if ( ((*it).second).recT == recoverTime ) { // produces seg fault carriage.erase( it ); } } I get a "Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_INVALID_ADDRESS at address..." on the line specified above. The recoverTime is fine, and the assert(...) in the code is not tripped. As I said, this seg fault appears 'randomly' after thousands of successful recovery events. How would you go about figuring out what's going on? I'd love ideas about what could be wrong and how I can further investigate the problem.

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  • Trying to write a loop that uses an OutputStream to write to a text file.

    - by Steve McLain
    I'm not a java programmer, I'm a VB programmer. I am doing this as part of an assignment, however, I'm not asking for help on something assignment related. I'd like to figure out how to get the OutputStreamWriter to work properly in this instance. I just want to capture the values I'm generating and place them into a text document. The file is generated, but only one entry exists, not the 40 I'm expecting. I could do this in a heartbeat with VB, but java feels very strange to me right now. Your help is appreciated. Thanks, Steve Here's the code: public static void main(String[] args){ long start, end; double result,difference; try {//OutputStream code assistance from http://tutorials.jenkov.com/java-io/outputstreamwriter.html OutputStream outputStream = new FileOutputStream("c:\\Temp\\output1.txt"); Writer out = new OutputStreamWriter(outputStream); for(int n=1; n<=20; n++){ //Calculate the Time for n^2. start = System.nanoTime(); //Add code to call method to calculate n^2 result = mN2(n); end = System.nanoTime(); difference = (end - start); //Output results to a file out.write("N^2 End time: " + end + " Difference: " + difference + "\n"); out.close(); } } catch (IOException e){ } try { OutputStream outputStream = new FileOutputStream("c:\\Temp\\output1.txt"); Writer out = new OutputStreamWriter(outputStream); for(int n=1; n<=20; n++){ //Calculate the Time for 2^n. start = System.nanoTime(); //Add code to call method to calculate 2^n result = m2N(n); end = System.nanoTime(); difference = (end - start); //Output results to a file out.write("N^2 End time: " + end + " Difference: " + difference + "\n"); out.close(); } } catch (IOException e){ } } //Calculate N^2 public static double mN2(double n) { n = n*n; return n; } //Calculate 2N public static double m2N (double n) { n = 2*n; return n; }

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  • Using pointers, references, handles to generic datatypes, as generic and flexible as possible

    - by Patrick
    In my application I have lots of different data types, e.g. Car, Bicycle, Person, ... (they're actually other data types, but this is just for the example). Since I also have quite some 'generic' code in my application, and the application was originally written in C, pointers to Car, Bicycle, Person, ... are often passed as void-pointers to these generic modules, together with an identification of the type, like this: Car myCar; ShowNiceDialog ((void *)&myCar, DATATYPE_CAR); The 'ShowNiceDialog' method now uses meta-information (functions that map DATATYPE_CAR to interfaces to get the actual data out of Car) to get information of the car, based on the given data type. That way, the generic logic only has to be written once, and not every time again for every new data type. Of course, in C++ you could make this much easier by using a common root class, like this class RootClass { public: string getName() const = 0; }; class Car : public RootClass { ... }; void ShowNiceDialog (RootClass *root); The problem is that in some cases, we don't want to store the data type in a class, but in a totally different format to save memory. In some cases we have hundreds of millions of instances that we need to manage in the application, and we don't want to make a full class for every instance. Suppose we have a data type with 2 characteristics: A quantity (double, 8 bytes) A boolean (1 byte) Although we only need 9 bytes to store this information, putting it in a class means that we need at least 16 bytes (because of the padding), and with the v-pointer we possibly even need 24 bytes. For hundreds of millions of instances, every byte counts (I have a 64-bit variant of the application and in some cases it needs 6 GB of memory). The void-pointer approach has the advantage that we can almost encode anything in a void-pointer and decide how to use it if we want information from it (use it as a real pointer, as an index, ...), but at the cost of type-safety. Templated solutions don't help since the generic logic forms quite a big part of the application, and we don't want to templatize all this. Additionally, the data model can be extended at run time, which also means that templates won't help. Are there better (and type-safer) ways to handle this than a void-pointer? Any references to frameworks, whitepapers, research material regarding this?

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  • How to access a matrix in a matlab struct's field from a mex function?

    - by B. Ruschill
    I'm trying to figure out how to access a matrix that is stored in a field in a matlab structure from a mex function. That's awfully long winded... Let me explain: I have a matlab struct that was defined like the following: matrixStruct = struct('matrix', {4, 4, 4; 5, 5, 5; 6, 6 ,6}) I have a mex function in which I would like to be able to receive a pointer to the first element in the matrix (matrix[0][0], in c terms), but I've been unable to figure out how to do that. I have tried the following: /* Pointer to the first element in the matrix (supposedly)... */ double *ptr = mxGetPr(mxGetField(prhs[0], 0, "matrix"); /* Incrementing the pointer to access all values in the matrix */ for(i = 0; i < 3; i++){ printf("%f\n", *(ptr + (i * 3))); printf("%f\n", *(ptr + 1 + (i * 3))); printf("%f\n", *(ptr + 2 + (i * 3))); } What this ends up printing is the following: 4.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 I have also tried variations of the following, thinking that perhaps it was something wonky with nested function calls, but to no avail: /* Pointer to the first location of the mxArray */ mxArray *fieldValuePtr = mxGetField(prhs[0], 0, "matrix"); /* Get the double pointer to the first location in the matrix */ double *ptr = mxGetPr(fieldValuePtr); /* Same for loop code here as written above */ Does anyone have an idea as to how I can achieve what I'm trying to, or what I am potentially doing wrong? Thanks! Edit: As per yuk's comment, I tried doing similar operations on a struct that has a field called array which is a one-dimensional array of doubles. The struct containing the array is defined as follows: arrayStruct = struct('array', {4.44, 5.55, 6.66}) I tried the following on the arrayStruct from within the mex function: mptr = mxGetPr(mxGetField(prhs[0], 0, "array")); printf("%f\n", *(mptr)); printf("%f\n", *(mptr + 1)); printf("%f\n", *(mptr + 2)); ...but the output followed what was printed earlier: 4.440000 0.000000 0.000000

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  • Question about InputMismatchException while using Scanner

    - by aser
    The question : Input file: customer’s account number, account balance at beginning of month, transaction type (withdrawal, deposit, interest), transaction amount Output: account number, beginning balance, ending balance, total interest paid, total amount deposited, number of deposits, total amount withdrawn, number of withdrawals package sentinel; import java.io.*; import java.util.*; public class Ex7 { /** * @param args the command line arguments */ public static void main(String[] args) throws FileNotFoundException { int AccountNum; double BeginningBalance; double TransactionAmount; int TransactionType; double AmountDeposited=0; int NumberOfDeposits=0; double InterestPaid=0.0; double AmountWithdrawn=0.0; int NumberOfWithdrawals=0; boolean found= false; Scanner inFile = new Scanner(new FileReader("Account.in")); PrintWriter outFile = new PrintWriter("Account.out"); AccountNum = inFile.nextInt(); BeginningBalance= inFile.nextDouble(); while (inFile.hasNext()) { TransactionAmount=inFile.nextDouble(); TransactionType=inFile.nextInt(); outFile.printf("Account Number: %d%n", AccountNum); outFile.printf("Beginning Balance: $%.2f %n",BeginningBalance); outFile.printf("Ending Balance: $%.2f %n",BeginningBalance); outFile.println(); switch (TransactionType) { case '1': // case 1 if we have a Deposite BeginningBalance = BeginningBalance + TransactionAmount; AmountDeposited = AmountDeposited + TransactionAmount; NumberOfDeposits++; outFile.printf("Amount Deposited: $%.2f %n",AmountDeposited); outFile.printf("Number of Deposits: %d%n",NumberOfDeposits); outFile.println(); break; case '2':// case 2 if we have an Interest BeginningBalance = BeginningBalance + TransactionAmount; InterestPaid = InterestPaid + TransactionAmount; outFile.printf("Interest Paid: $%.2f %n",InterestPaid); outFile.println(); break; case '3':// case 3 if we have a Withdraw BeginningBalance = BeginningBalance - TransactionAmount; AmountWithdrawn = AmountWithdrawn + TransactionAmount; NumberOfWithdrawals++; outFile.printf("Amount Withdrawn: $%.2f %n",AmountWithdrawn); outFile.printf("Number of Withdrawals: %d%n",NumberOfWithdrawals); outFile.println(); break; default: System.out.println("Invalid transaction Tybe: " + TransactionType + TransactionAmount); } } inFile.close(); outFile.close(); } } But is gives me this : Exception in thread "main" java.util.InputMismatchException at java.util.Scanner.throwFor(Scanner.java:840) at java.util.Scanner.next(Scanner.java:1461) at java.util.Scanner.nextInt(Scanner.java:2091) at java.util.Scanner.nextInt(Scanner.java:2050) at sentinel.Ex7.main(Ex7.java:36) Java Result: 1

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  • java instanceof not finding method

    - by Razvan N
    I have a problem with java instanceof. I have a class called Employee and several others that extend this one, for example - Manager. I also created another class,EmployeeStockPlan, where I wanted to test if instanceof is finding which object I am using. But when I am calling a method from the new class, I have this error: The method grantStock(Manager) is undefined for the type Loader. Sorry, I am somehow new to some thing in java, I hope I am not asking dumb questions. The Employee class: package com.example.domain; public class Employee { private int empId; private String name; private String ssn; private double salary; public Employee(int empId, String name, String ssn, double salary) { // constructor // method; this.empId = empId; this.name = name; this.ssn = ssn; this.salary = salary; } public void setName(String newName) { if (newName != null) { this.name = newName; } } public void raiseSalary(double increase) { this.salary += increase; } public String getName() { return name; } public double getSalary() { return salary; } public String getDetails() { return "Employee id: " + empId + "\n" + "Employee name: " + name; } } The Manager class: package com.example.domain; public class Manager extends Employee { private String deptName; public Manager(int empId, String name, String ssn, double salary, String dept) { super(empId, name, ssn, salary); this.deptName = dept; } public String getDeptName() { return deptName; } public String getDetails() { return super.getDetails() + "\n" + "Department: " + deptName; } } The EmployeeStockPlan class: package com.example.domain; public class EmployeeStockPlan { public void grantStock(Employee e) { // nothing calculated, just simulating; System.out.println("This is an employee!"); if (e instanceof Manager) { // process Manager stock grant System.out.println("This is a manager!"); } else { // error - instance of Engineer? System.out.println("Not an engineer!"); } return; } } The main class: EmployeeStockPlan esp = new EmployeeStockPlan(); Manager m = new Manager (12421, "Manager1", "111-4254-521", 2430, "Marketing1"); grantStock(m);

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  • Help with bugs in a C code

    - by Yanki Twizzy
    This C code is giving me some unpredictable results. The program is meant to collect 6 nos and print out the max, position of the max no and the average. It's supposed to have only 3 functions - input, max_avr_pos and output for doing what the code is supposed to do but I am getting unpredictable results. Please what could be the problem #include <stdio.h> #include <stdlib.h> #include <conio.h> void input_vals(int arrnum[]); void max_ave_val(int arrnum1[],double *average,int *maxval,int *position); void print_output(double *average1,int *maxval1,int *position1); int main(void) { int arrnum[6],maxval2,position2; double average2; input_vals(arrnum); max_ave_val(arrnum,&average2,&maxval2,&position2); print_output(&average2,&maxval2,&position2); _getche(); return 0; } void input_vals(int arrnum[]) { int count; printf("\n Please enter six numbers\n"); for(count=0;count<6;count++) { scanf("%d",&arrnum[count]); } } void max_ave_val(int arrnum1[],double *average,int *maxval,int *position) { int total=0; int cnt,cnt1,cnt2,limit,maxval2,post; limit=6; /* finding the max value*/ for(cnt=0;cnt<limit-1;cnt++) for(cnt1=limit-1;cnt1>cnt;--cnt1) { if(arrnum1[cnt1-1]>arrnum1[cnt1]) { maxval2=arrnum1[cnt-1]; post=(cnt-1)+1; } else { maxval2=arrnum1[cnt1]; post=cnt1+1; } } *maxval=maxval2; *position=post; /* solving for total */ for(cnt2=0;cnt2<limit;cnt2++); { total=total+arrnum1[cnt2]; } *average=total/limit; } void print_output(double *average1,int *maxval1,int *position1) { printf("\n value of the highest of the numbers is %d\n",*maxval1); printf("\n the average of all the numbers is %g\n",*average1); printf("\n the postion of the highest number in the list is %d\n",*position1); }

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  • Help me with this java program

    - by aser
    The question : Input file: customer’s account number, account balance at beginning of month, transaction type (withdrawal, deposit, interest), transaction amount Output: account number, beginning balance, ending balance, total interest paid, total amount deposited, number of deposits, total amount withdrawn, number of withdrawals package sentinel; import java.io.*; import java.util.*; public class Ex7 { /** * @param args the command line arguments */ public static void main(String[] args) throws FileNotFoundException { int AccountNum; double BeginningBalance; double TransactionAmount; int TransactionType; double AmountDeposited=0; int NumberOfDeposits=0; double InterestPaid=0.0; double AmountWithdrawn=0.0; int NumberOfWithdrawals=0; boolean found= false; Scanner inFile = new Scanner(new FileReader("Account.in")); PrintWriter outFile = new PrintWriter("Account.out"); AccountNum = inFile.nextInt(); BeginningBalance= inFile.nextDouble(); while (inFile.hasNext()) { TransactionAmount=inFile.nextDouble(); TransactionType=inFile.nextInt(); outFile.printf("Account Number: %d%n", AccountNum); outFile.printf("Beginning Balance: $%.2f %n",BeginningBalance); outFile.printf("Ending Balance: $%.2f %n",BeginningBalance); outFile.println(); switch (TransactionType) { case '1': // case 1 if we have a Deposite BeginningBalance = BeginningBalance + TransactionAmount; AmountDeposited = AmountDeposited + TransactionAmount; NumberOfDeposits++; outFile.printf("Amount Deposited: $%.2f %n",AmountDeposited); outFile.printf("Number of Deposits: %d%n",NumberOfDeposits); outFile.println(); break; case '2':// case 2 if we have an Interest BeginningBalance = BeginningBalance + TransactionAmount; InterestPaid = InterestPaid + TransactionAmount; outFile.printf("Interest Paid: $%.2f %n",InterestPaid); outFile.println(); break; case '3':// case 3 if we have a Withdraw BeginningBalance = BeginningBalance - TransactionAmount; AmountWithdrawn = AmountWithdrawn + TransactionAmount; NumberOfWithdrawals++; outFile.printf("Amount Withdrawn: $%.2f %n",AmountWithdrawn); outFile.printf("Number of Withdrawals: %d%n",NumberOfWithdrawals); outFile.println(); break; default: System.out.println("Invalid transaction Tybe: " + TransactionType + TransactionAmount); } } inFile.close(); outFile.close(); } } But is gives me this : Exception in thread "main" java.util.InputMismatchException at java.util.Scanner.throwFor(Scanner.java:840) at java.util.Scanner.next(Scanner.java:1461) at java.util.Scanner.nextInt(Scanner.java:2091) at java.util.Scanner.nextInt(Scanner.java:2050) at sentinel.Ex7.main(Ex7.java:36) Java Result: 1

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  • Copy constructor bug

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

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  • C++ include statement required if defining a map in a headerfile.

    - by Justin
    I was doing a project for computer course on programming concepts. This project was to be completed in C++ using Object Oriented designs we learned throughout the course. Anyhow, I have two files symboltable.h and symboltable.cpp. I want to use a map as the data structure so I define it in the private section of the header file. I #include <map> in the cpp file before I #include "symboltable.h". I get several errors from the compiler (MS VS 2008 Pro) when I go to debug/run the program the first of which is: Error 1 error C2146: syntax error : missing ';' before identifier 'table' c:\users\jsmith\documents\visual studio 2008\projects\project2\project2\symboltable.h 22 Project2 To fix this I had to #include <map> in the header file, which to me seems strange. Here are the relevant code files: // symboltable.h #include <map> class SymbolTable { public: SymbolTable() {} void insert(string variable, double value); double lookUp(string variable); void init(); // Added as part of the spec given in the conference area. private: map<string, double> table; // Our container for variables and their values. }; and // symboltable.cpp #include <map> #include <string> #include <iostream> using namespace std; #include "symboltable.h" void SymbolTable::insert(string variable, double value) { table[variable] = value; // Creates a new map entry, if variable name already exist it overwrites last value. } double SymbolTable::lookUp(string variable) { if(table.find(variable) == table.end()) // Search for the variable, find() returns a position, if thats the end then we didnt find it. throw exception("Error: Uninitialized variable"); else return table[variable]; } void SymbolTable::init() { table.clear(); // Clears the map, removes all elements. }

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  • how to avoid clutch billiard balls?

    - by Nait87
    I'm working on the simple behaviour of billiard balls in a collision with each other. All works normal, but there was a problem when facing a few easy balls is the effect of coupling balls and they're cool with each other. Tell me how to prevent this. bool MGBilliard::CollisingBall(CCPoint curr_point, CCPoint next_point) { float dx = next_point.x - (curr_point.x + dvdt.x); float dy = next_point.y - (curr_point.y - dvdt.y); float d = dx*dx+dy*dy; return d <= BALL_RADIUS * BALL_RADIUS; } double MGBilliard::angleCollisionBalls(Ball* current, Ball* next) { double na; double dx = fabs(next->location.x - current->location.x); double dy = fabs(next->location.y - current->location.y); na = atan(fabs(dy/dx)); if(atan(fabs(current->location.y/current->location.x)) < atan(fabs(next->location.y/next->location.x))) na = current->angle - na; else if(atan(fabs(current->location.y/current->location.x)) > atan(fabs(next->location.y/next->location.x))) na = current->angle + na; return na; } for(unsigned int i = 0;i<BALL_COUNT;++i) { if(vBalls[i]->speed > 0){ vBalls[i]->speed += vBalls[i]->acceleration; float dsdt = vBalls[i]->speed*dt; dvdt.x = dsdt*cos(vBalls[i]->angle); dvdt.y = dsdt*sin(vBalls[i]->angle); vBalls[i]->location.x += dvdt.x; vBalls[i]->location.y += dvdt.y; for(unsigned int j = 1; j < BALL_COUNT; ++j) { if(i == j) continue; if(CollisingBall(vBalls[i]->spriteBall->getPosition(),vBalls[j]->spriteBall->getPosition())) { vBalls[j]->speed = 600; double angle; angle = angleCollisionBalls(vBalls[i],vBalls[j]); vBalls[i]->angle = (float)-angle; vBalls[j]->angle = (float)angle; } } } }

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  • Are there any modern GUI toolkits which implement a heirarchical menu buffer zone?

    - by scomar
    In Bruce Tognazzini's quiz on Fitt's Law, the question discussing the bottleneck in the hierarchical menu (as used in almost every modern desktop UI), talks about his design for the original Mac: The bottleneck is the passage between the first-level menu and the second-level menu. Users first slide the mouse pointer down to the category menu item. Then, they must carefully slide the mouse directly across (horizontally) in order to move the pointer into the secondary menu. The engineer who originally designed hierarchicals apparently had his forearm mounted on a track so that he could move it perfectly in a horizontal direction without any vertical component. Most of us, however, have our forarms mounted on a pivot we like to call our elbow. That means that moving our hand describes an arc, rather than a straight line. Demanding that pivoted people move a mouse pointer along in a straight line horizontally is just wrong. We are naturally going to slip downward even as we try to slide sideways. When we are not allowed to slip downward, the menu we're after is going to slam shut just before we get there. The Windows folks tried to overcome the pivot problem with a hack: If they see the user move down into range of the next item on the primary menu, they don't instantly close the second-level menu. Instead, they leave it open for around a half second, so, if users are really quick, they can be inaccurate but still get into the second-level menu before it slams shut. Unfortunately, people's reactions to heightened chance of error is to slow down, rather than speed up, a well-established phenomenon. Therefore, few users will ever figure out that moving faster could solve their problem. Microsoft's solution is exactly wrong. When I specified the Mac hierarchical menu algorthm in the mid-'80s, I called for a buffer zone shaped like a <, so that users could make an increasingly-greater error as they neared the hierarchical without fear of jumping to an unwanted menu. As long as the user's pointer was moving a few pixels over for every one down, on average, the menu stayed open, no matter how slow they moved. (Cancelling was still really easy; just deliberately move up or down.) This just blew me away! Such a simple idea which would result in a huge improvement in usability. I'm sure I'm not the only one who regularly has the next level of a menu slam shut because I don't move the mouse pointer in a perfectly horizontal line. So my question is: Are there any modern UI toolkits which implement this brilliant idea of a < shaped buffer zone in hierarchical menus? And if not, why not?!

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  • Not seeing Sync Block in Object Layout

    - by bob-bedell
    It's my understanding the all .NET object instances begin with an 8 byte 'object header': a synch block (4 byte pointer into a SynchTableEntry table), and a type handle (4 byte pointer into the types method table). I'm not seeing this in VS 2010 RC's (CLR 4.0) debugger memory windows. Here's a simple class that will generate a 16 byte instance, less the object header. class Program { short myInt = 2; // 4 bytes long myLong = 3; // 8 bytes string myString = "aString"; // 4 byte object reference // 16 byte instance static void Main(string[] args) { new Program(); return; } } An SOS object dump tells me that the total object size is 24 bytes. That makes sense. My 16 byte instance plus an 8 byte object header. !DumpObj 0205b660 Name: Offset_Test.Program MethodTable: 000d383c EEClass: 000d13f8 Size: 24(0x18) bytes File: C:\Users\Bob\Desktop\Offset_Test\Offset_Test\bin\Debug\Offset_Test.exe Fields: MT Field Offset Type VT Attr Value Name 632020fc 4000001 10 System.Int16 1 instance 2 myInt 632050d8 4000002 4 System.Int64 1 instance 3 myLong 631fd2b8 4000003 c System.String 0 instance 0205b678 myString Here's the raw memory: 0x0205B660 000d383c 00000003 00000000 0205b678 00000002 ... And here are some annotations: offset 0 000d383c ;TypeHandle (pointer to MethodTable), 4 bytes offset 4 00000003 00000000 ;myLong, 8 bytes offset 12 0205b678 ;myString, 4 byte reference to address of "myString" on GC Heap offset 16 00000002 ;myInt, 4 bytes My object begins a address 0x0205B660. But I can only account for 20 bytes of it, the type handle and the instance fields. There is no sign of a synch block pointer. The object size is reported as 24 bytes, but the debugger is showing that it only occupies 20 bytes of memory. I'm reading Drill Into .NET Framework Internals to See How the CLR Creates Runtime Objects, and expected the first 4 bytes of my object to be a zeroed synch block pointer, as shown in Figure 8 of that article. Granted, this is an article about CLR 1.1. I'm just wondering if the difference between what I'm seeing and what this early article reports is a change in either the debugger's display of object layout, or in the way the CLR lays out objects in versions later than 1.1. Anyway, can anyone account for my 4 missing bytes?

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