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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • Is there a single book that covers the breadth of computer science fundamentals? [closed]

    - by superFoo
    When I did my undergraduate studies in elecrical engineering, there was this book called "Basic Electricity" by Van Valkenburgh. If you read that book cover to cover, your fundamentals in electrical engineering would be bulletproof. I would recommend it all my juniors and I absolutely loved it. Is there such a book in the field of computer science? I am not so concerned about the algorithms. I am looking more into something that tells me how does everything work beneath the covers. TCPIP, memory management, DNS, routing, SSL, buffer, queuing etc.

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  • SLOB: ?????????????

    - by katsumii
    Oracle DB????????????????????????????Introducing SLOB – The Silly Little Oracle Benchmark « Kevin Closson's Blog: Platforms, Databases and StorageSLOB supports testing Oracle logical read (SGA buffer gets) scalingSLOB supports testing physical random single-block reads (db file sequential read)SLOB supports testing random single block writes (DBWR flushing capacity)SLOB supports testing extreme REDO logging I/O????????????????Oracle?????????Swingbench ??????????IPC Semaphore?????C???????????????????Windows???????????Cygwin??????????????????????????????SwingbenchSwingbench can be used to demonstrate and test technologies such as Real Application Clusters, Online table rebuilds, Standby databases, Online backup and recovery etc.???????I/O?????????????????Oracle ORION DownloadsORION (Oracle I/O Calibration Tool) is a standalone tool for calibrating the I/O performance for storage systemsSLOB ??????????????????????????? 

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  • Weird order when painting triangle outlines using GL_LINE_STRIP

    - by RayDeeA
    I'm developing an app for iOS-Plaftorms using OpenGL. Currently I'm having a weird issue when painting a plane (terrain) which consists of multiple subplanes, where each subplane consists of 2 triangles forming a rect. I'm painting this terrain as a wireframe by using a call to glDrawElements and provide the parameters GL_Line_Strip and the precalculated indices. The problem is that the triangles get painted in the wrong order or are rather vertically mirrored. They do not get painted in the order how I specified the indices, which is confusing. This is the simplified code to generate the vertices: for(NSInteger y = - gridSegmentsY / 2; y < gridSegmentsY / 2; y ++) { for(NSInteger x = - gridSegmentsX / 2; x < gridSegmentsX / 2; x ++) { vertices[pos++] = x * 5; vertices[pos++] = y * 5; vertices[pos++] = 0; } } This is how I generate the indices including degenerated ones (To use as IBO). pos = 0; for(int y = 0; y < gridSegmentsY - 1; y ++) { if (y > 0) { // Degenerate begin: repeat first vertex indices[pos++] = (unsigned short)(y * gridSegmentsY); } for(int x = 0; x < gridSegmentsX; x++) { // One part of the strip indices[pos++] = (unsigned short)((y * gridSegmentsY) + x); indices[pos++] = (unsigned short)(((y + 1) * gridSegmentsY) + x); } if (y < gridSegmentsY - 2) { // Degenerate end: repeat last vertex indices[pos++] = (unsigned short)(((y + 1) * gridSegmentsY) + (gridSegmentsX - 1)); } } So in this part... indices[pos++] = (unsigned short)((y * gridSegmentsY) + x); indices[pos++] = (unsigned short)(((y + 1) * gridSegmentsY) + x); ...I'm setting the first index in the indices array to point to the current (x,y) and the next index to (x,y+1). I'm doin' this for all x's in the current strip, then I'm handling degenerated triangles and repeat this procedure for the next strip (y+1). This method is taken from http://www.learnopengles.com/android-lesson-eight-an-introduction-to-index-buffer-objects-ibos/ So I expect the resulting mesh to get painted like: a----b----c | /| /| | / | / | | / | / | |/ |/ | d----e----f | /| /| | / | / | | / | / | |/ |/ | g----h----i by painting it as described using: glDrawElements(GL_LINE_STRIP, indexCount, GL_UNSIGNED_SHORT, 0); ...since I expect GL_Line_Strip to paint first a line from (a-d), then from (d-b), then (b, e)... and so on (as specified in the indices calculation) But what actually gets painted is: *----*----* |\ |\ | | \ | \ | | \ | \ | | \| \| *----*----* |\ |\ | | \ | \ | | \ | \ | | \| \| *----*----* So the triangles are somehow painted in the wrong order and I need to know why? ;). Does somebody know? Does the problem lie in using GL_Line_Strip or is there a bug in my code? My eye is at (0.0f, 0.0f, 20.0f) and looks at (0,0,0). The mesh is painted along the x-axis & y-axis from left to right with z = 0, so the mesh should not be flipped or anything.

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  • One letter game problem?

    - by Alex K
    Recently at a job interview I was given the following problem: Write a script capable of running on the command line as python It should take in two words on the command line (or optionally if you'd prefer it can query the user to supply the two words via the console). Given those two words: a. Ensure they are of equal length b. Ensure they are both words present in the dictionary of valid words in the English language that you downloaded. If so compute whether you can reach the second word from the first by a series of steps as follows a. You can change one letter at a time b. Each time you change a letter the resulting word must also exist in the dictionary c. You cannot add or remove letters If the two words are reachable, the script should print out the path which leads as a single, shortest path from one word to the other. You can /usr/share/dict/words for your dictionary of words. My solution consisted of using breadth first search to find a shortest path between two words. But apparently that wasn't good enough to get the job :( Would you guys know what I could have done wrong? Thank you so much. import collections import functools import re def time_func(func): import time def wrapper(*args, **kwargs): start = time.time() res = func(*args, **kwargs) timed = time.time() - start setattr(wrapper, 'time_taken', timed) return res functools.update_wrapper(wrapper, func) return wrapper class OneLetterGame: def __init__(self, dict_path): self.dict_path = dict_path self.words = set() def run(self, start_word, end_word): '''Runs the one letter game with the given start and end words. ''' assert len(start_word) == len(end_word), \ 'Start word and end word must of the same length.' self.read_dict(len(start_word)) path = self.shortest_path(start_word, end_word) if not path: print 'There is no path between %s and %s (took %.2f sec.)' % ( start_word, end_word, find_shortest_path.time_taken) else: print 'The shortest path (found in %.2f sec.) is:\n=> %s' % ( self.shortest_path.time_taken, ' -- '.join(path)) def _bfs(self, start): '''Implementation of breadth first search as a generator. The portion of the graph to explore is given on demand using get_neighboors. Care was taken so that a vertex / node is explored only once. ''' queue = collections.deque([(None, start)]) inqueue = set([start]) while queue: parent, node = queue.popleft() yield parent, node new = set(self.get_neighbours(node)) - inqueue inqueue = inqueue | new queue.extend([(node, child) for child in new]) @time_func def shortest_path(self, start, end): '''Returns the shortest path from start to end using bfs. ''' assert start in self.words, 'Start word not in dictionnary.' assert end in self.words, 'End word not in dictionnary.' paths = {None: []} for parent, child in self._bfs(start): paths[child] = paths[parent] + [child] if child == end: return paths[child] return None def get_neighbours(self, word): '''Gets every word one letter away from the a given word. We do not keep these words in memory because bfs accesses a given vertex only once. ''' neighbours = [] p_word = ['^' + word[0:i] + '\w' + word[i+1:] + '$' for i, w in enumerate(word)] p_word = '|'.join(p_word) for w in self.words: if w != word and re.match(p_word, w, re.I|re.U): neighbours += [w] return neighbours def read_dict(self, size): '''Loads every word of a specific size from the dictionnary into memory. ''' for l in open(self.dict_path): l = l.decode('latin-1').strip().lower() if len(l) == size: self.words.add(l) if __name__ == '__main__': import sys if len(sys.argv) not in [3, 4]: print 'Usage: python one_letter_game.py start_word end_word' else: g = OneLetterGame(dict_path = '/usr/share/dict/words') try: g.run(*sys.argv[1:]) except AssertionError, e: print e

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  • Users using Perl script to bypass Squid Proxy

    - by mk22
    The users on our network have been using a perl script to bypass our Squid proxy restrictions. Is there any way we can block this script from working?? #!/usr/bin/perl ######################################################################## # (c) 2008 Indika Bandara Udagedara # [email protected] # http://indikabandara19.blogspot.com # # ---------- # LICENCE # ---------- # This work is protected under GNU GPL # It simply says # " you are hereby granted to do whatever you want with this # except claiming you wrote this." # # # ---------- # README # ---------- # A simple tool to download via http proxies which enforce a download # size limit. Requires curl. # This is NOT a hack. This uses the absolutely legal HTTP/1.1 spec # Tested only for squid-2.6. Only squids will work with this(i think) # Please read the verbose README provided kindly by Rahadian Pratama # if u r on cygwin and think this documentation is not enough :) # # The newest version of pget is available at # http://indikabandara.no-ip.com/~indika/pget # # ---------- # USAGE # ---------- # + Edit below configurations(mainly proxy) # + First run with -i <file> giving a sample file of same type that # you are going to download. Doing this once is enough. # eg. to download '.tar' files first run with # pget -i my.tar ('my.tar' should be a real file) # + Run with # pget -g <URL> # # ######################################################################## ######################################################################## # CONFIGURATIONS - CHANGE THESE FREELY ######################################################################## # *magic* file # pls set absolute path if in cygwin my $_extFile = "./pget.ext" ; # download in chunks of below size my $_chunkSize = 1024*1024; # in Bytes # the proxy that troubles you my $_proxy = "192.168.0.2:3128"; # proxy URL:port my $_proxy_auth = "user:pass"; # proxy user:pass # whereis curl # pls set absolute path if in cygwin my $_curl = "/usr/bin/curl"; ######################################################################## # EDIT BELOW ONLY IF YOU KNOW WHAT YOU ARE DOING ######################################################################## use warnings; my $_version = "0.1.0"; PrintBanner(); if (@ARGV == 0) { PrintHelp(); exit; } PrimaryValidations(); my $val; while(scalar(@ARGV)) { my $arg = shift(@ARGV); if($arg eq '-h') { PrintHelp(); } elsif($arg eq '-i') { $val = shift(@ARGV); if (!defined($val)) { printf("-i option requires a filename\n"); exit; } Init($val); } elsif($arg eq '-g') { $val = shift(@ARGV); if (!defined($val)) { printf("-g option requires a URL\n"); exit; } GetURL($val); } elsif($arg eq '-c') { $val = shift(@ARGV); if (!defined($val)) { printf("-c option requires a URL\n"); exit; } ContinueURL($val); } else { printf ("Unknown option %s\n", $arg); PrintHelp(); } } sub GetURL { my ($URL) = @_; chomp($URL); my $fileName = GetFileName($URL); my %mapExt; my $first; my $readLen; my $ext = GetExt($fileName); ReadMap($_extFile, \%mapExt); if ( exists($mapExt{$ext})) { $first = $mapExt{$ext}; GetFile($URL, $first, $fileName, 0); } else { die "Unknown ext in $fileName. Rerun with -i <fileName>"; } } sub ContinueURL { my ($URL) = @_; chomp($URL); my $fileName = GetFileName($URL); my $fileSize = 0; $fileSize = -s $fileName; printf("Size = %d\n", $fileSize); my $first = -1; if ( $fileSize > 0 ) { $fileSize -= 1; GetFile($URL, $first, $fileName, $fileSize); } else { GetURL($URL); } } sub Init { my ($fileName) = @_; my ($key, $value); my %mapExt; my $ext = GetExt($fileName); if ( $ext eq "") { die "Cannot get ext of \'$fileName\'"; } ReadMap($_extFile, \%mapExt); my $b = GetFirst($fileName); $mapExt{$ext} = $b; WriteMap($_extFile, \%mapExt); print "I handle\n"; while ( ($key, $value) = each(%mapExt) ) { print "\t$key -> $value\n"; } } sub GetExt { my ($name) = @_; my @x = split(/\./, $name); my $ext = ""; if (@x != 1) { $ext = pop @x; } return $ext; } sub ReadMap { my($fileName, $mapRef) = @_; my $f; my @arr; open($f, '<', $fileName) or die "Couldn't open $fileName"; my %map = %{$mapRef}; while (<$f>) { my $line = $_; chomp($line); @arr = split(/[ \t]+/, $line, 2); $mapRef->{ $arr[0]} = $arr[1]; } printf("known ext\n"); while (($key, $value) = each(%$mapRef)) { print("$key, $value\n"); } close($f); } sub WriteMap { my ($fileName, $mapRef) = @_; my $f; my @arr; open($f, '>', $fileName) or die "Couldn't open $fileName"; my ($k, $v); while( ($k, $v) = each(%{$mapRef})) { print $f "$k" . "\t$v\n"; } close($f); } sub PrintHelp { print "usage: -h Print this help -i <filename> Initialize for this filetype -g <URL> Get this URL\n -c <URL> Continue this URL\n" } sub GetFirst { my ($fileName) = @_; my $f; open($f, "<$fileName") or die "Couldn't open $fileName"; my $buffer = ""; my $first = -1; binmode($f); sysread($f, $buffer, 1, 0); close($f); $first = ord($buffer); return $first; } sub GetFirstFromMap { } sub GetFileName { my ($URL) = @_; my @x = split(/\//, $URL); my $fileName = pop @x; return $fileName; } sub GetChunk { my ($URL, $file, $offset, $readLen) = @_; my $end = $offset + $_chunkSize - 1; my $curlCmd = "$_curl -x $_proxy -u $_proxy_auth -r $offset-$end -# \"$URL\""; print "$curlCmd\n"; my $buff = `$curlCmd`; ${$readLen} = syswrite($file, $buff, length($buff)); } sub GetFile { my ($URL, $first, $outFile, $fileSize) = @_; my $readLen = 0; my $start = $fileSize + 1; my $file; open($file, "+>>$outFile") or die "Couldn't open $outFile to write"; if ($fileSize <= 0) { my $uc = pack("C", $first); syswrite ($file, $uc, 1); } do { GetChunk($URL, $file, $start ,\$readLen); $start = $start + $_chunkSize; $fileSize += $readLen; }while ($readLen == $_chunkSize); printf("Downloaded %s(%d bytes).\n", $outFile, $fileSize); close($file); } sub PrintBanner { printf ("pget version %s\n", $_version); printf ("There is absolutely NO WARRANTY for pget.\n"); printf ("Use at your own risk. You have been warned.\n\n"); } sub PrimaryValidations { unless( -e "$_curl") { printf("ERROR:curl is not at %s. Pls install or provide correct path.\n", $_curl); exit; } unless( -e "$_extFile") { printf("extFile is not at %s. Creating one\n", $_extFile); `touch $_extFile`; } if ( $_chunkSize <= 0) { printf ("Invalid chunk size. Using 1Mb as default.\n"); $_chunkSize = 1024*1024; } }

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • How to solve QPixmap::fromImage memory leak?

    - by dodoent
    Hello everyone! I have a problem with Qt. Here is a part of code that troubles me: void FullScreenImage::QImageIplImageCvt(IplImage *input) { help=cvCreateImage(cvGetSize(input), input->depth, input->nChannels); cvCvtColor(input, help, CV_BGR2RGB); QImage tmp((uchar *)help->imageData, help->width, help->height, help->widthStep, QImage::Format_RGB888); this->setPixmap(QPixmap::fromImage(tmp).scaled(this->size(), Qt::IgnoreAspectRatio, Qt::SmoothTransformation)); cvReleaseImage(&help); } void FullScreenImage::hideOnScreen() { this->hide(); this->clear(); } void FullScreenImage::showOnScreen(IplImage *slika, int delay) { QImageIplImageCvt(slika); this->showFullScreen(); if(delay>0) QTimer::singleShot(delay*1000, this, SLOT(hideOnScreen())); } So, the method showOnScreen uses private method QImageIplImageCvt to create QImage from IplImage (which is used by the openCV), which is then used to create QPixmap in order to show the image in full screen. FullScreenImage class inherits QLabel. After some delay, the fullscreen picture should be hidden, so I use QTimer to trigger an event after some delay. The event handler is the hideOnScreen method which hides the label and should clear the memory. The problem is the following: Whenever I call QPixmap::fromImage, it allocates the memory for the pixmap data and copies the data from QImage memory buffer to the QPixmap memory buffer. After the label is hidden, the QPixmap data still remains allocated, and even worse, after the new QPixmap::fromImage call the new chunk of memory is allocated for the new picture, and the old data is not freed from memory. This causes a memory leak (cca 10 MB per method call with my testing pictures). How can I solve that leak? I've even tried to create a private QPixmap variable, store pixmap created by the QPixmap::fromImage to it, and then tried to call its destructor in hideOnScreen method, but it didn't help. Is there a non-static way to create QPixmap from QImage? Or even better, is there a way to create QPixmap directly from IplImage* ? Thank you in advance for your answers.

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  • Java Process "The pipe has been ended" problem

    - by Amit Kumar
    I am using Java Process API to write a class that receives binary input from the network (say via TCP port A), processes it and writes binary output to the network (say via TCP port B). I am using Windows XP. The code looks like this. There are two functions called run() and receive(): run is called once at the start, while receive is called whenever there is a new input received via the network. Run and receive are called from different threads. The run process starts an exe and receives the input and output stream of the exe. Run also starts a new thread to write output from the exe on to the port B. public void run() { try { Process prc = // some exe is `start`ed using ProcessBuilder OutputStream procStdIn = new BufferedOutputStream(prc.getOutputStream()); InputStream procStdOut = new BufferedInputStream(prc.getInputStream()); Thread t = new Thread(new ProcStdOutputToPort(procStdOut)); t.start(); prc.waitFor(); t.join(); procStdIn.close(); procStdOut.close(); } catch (Exception e) { e.printStackTrace(); printError("Error : " + e.getMessage()); } } The receive forwards the received input from the port A to the exe. public void receive(byte[] b) throws Exception { procStdIn.write(b); } class ProcStdOutputToPort implements Runnable { private BufferedInputStream bis; public ProcStdOutputToPort(BufferedInputStream bis) { this.bis = bis; } public void run() { try { int bytesRead; int bufLen = 1024; byte[] buffer = new byte[bufLen]; while ((bytesRead = bis.read(buffer)) != -1) { // write output to the network } } catch (IOException ex) { Logger.getLogger().log(Level.SEVERE, null, ex); } } } The problem is that I am getting the following stack inside receive() and the prc.waitfor() returns immediately afterwards. The line number shows that the stack is while writing to the exe. The pipe has been ended java.io.IOException: The pipe has been ended at java.io.FileOutputStream.writeBytes(Native Method) at java.io.FileOutputStream.write(FileOutputStream.java:260) at java.io.BufferedOutputStream.write(BufferedOutputStream.java:105) at java.io.BufferedOutputStream.flushBuffer(BufferedOutputStream.java:65) at java.io.BufferedOutputStream.write(BufferedOutputStream.java:109) at java.io.FilterOutputStream.write(FilterOutputStream.java:80) at xxx.receive(xxx.java:86) Any advice about this will be appreciated.

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  • WCF chunking/streaming - make it transparent for client

    - by bybor
    While developing WCF service i've faced problem of transferring large data as method params ( 4 Mb of raw size, not considering transfer/message overhead). The solution for this problem is to use chunking or streaming, but all the samples i've seen assume client is aware of used method and uses available block size for sending/receiving portions of data, and the problem (for me) is that it's not possible to call just one method, like SaveData(DataInformation info) but write wrapper method which will instead iterate smth like SaveDataChunk(byte[] buffer) Could it be somehow made transparent for client, just calling 'SaveData'?

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  • How to fix these compiler errors?

    - by Sandra Schlichting
    I have this source code from 2001 that I would like to compile. It gives this: $ make g++ -O99 -Wall -DLINUX -pedantic -c -o audio.o audio.cpp In file included from audio.cpp:7: audio.h:14: error: use of enum ‘mad_flow’ without previous declaration audio.h:15: error: use of enum ‘mad_flow’ without previous declaration audio.h:17: error: use of enum ‘mad_flow’ without previous declaration audio.cpp: In function ‘mad_flow audio::input(void*, mad_stream*)’: audio.cpp:19: error: new declaration ‘mad_flow audio::input(void*, mad_stream*)’ audio.h:14: error: ambiguates old declaration ‘int audio::input(void*, mad_stream*)’ audio.h:11: error: ‘size_t audio::stream::BufferPos’ is private audio.cpp:23: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferSize’ is private audio.cpp:23: error: within this context audio.h:10: error: ‘char* audio::stream::Buffer’ is private audio.cpp:26: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferSize’ is private audio.cpp:26: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferPos’ is private audio.cpp:27: error: within this context audio.h:11: error: ‘size_t audio::stream::BufferSize’ is private audio.cpp:27: error: within this context audio.cpp: In function ‘mad_flow audio::output(void*, const mad_header*, mad_pcm*)’: audio.cpp:49: error: new declaration ‘mad_flow audio::output(void*, const mad_header*, mad_pcm*)’ audio.h:15: error: ambiguates old declaration ‘int audio::output(void*, const mad_header*, mad_pcm*)’ audio.cpp: In function ‘mad_flow audio::error(void*, mad_stream*, mad_frame*)’: audio.cpp:83: error: new declaration ‘mad_flow audio::error(void*, mad_stream*, mad_frame*)’ audio.h:17: error: ambiguates old declaration ‘int audio::error(void*, mad_stream*, mad_frame*)’ audio.cpp: In constructor ‘audio::stream::stream(const char*)’: audio.cpp:119: error: ‘input’ was not declared in this scope audio.cpp:122: error: ‘output’ was not declared in this scope audio.cpp:123: error: ‘error’ was not declared in this scope make: *** [audio.o] Error 1 audio.h contains #include <stdlib.h> #include "mad.h" namespace audio { class stream { private: char* Buffer; size_t BufferSize, BufferPos; struct mad_decoder Decoder; friend enum mad_flow input(void* Data, struct mad_stream* MadStream); friend enum mad_flow output(void* Data, const struct mad_header* Header, struct mad_pcm* PCM); friend enum mad_flow error(void* Data, struct mad_stream* MadStream, struct mad_frame* Frame); public: stream(const char* FileName); ~stream(); void play(); }; } I have tried to just insert enum mad_flow {}; but that just gave a new problem. Can anyone see how to fix this?

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  • C# LZO Library and Experience

    - by Hounshell
    Anyone have experience with a C# LZO compression/decompression library? LZO.NET (at http://lzo-net.sourceforge.net/ ) looks pretty alpha QuickLZ (at http://www.quicklz.com/ ) isn't stream-based and I need to compress files as they're generated and don't want to buffer the whole file in memory MiniLZO (at http://www.codeproject.com/KB/recipes/managedlzo.aspx ) is on CodeProject and I don't have a good track record with code from there working

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  • NSString drawAtPoint Crash on the iPhone (NSString drawAtPoint)

    - by Kyle
    Hey. I have a very simple text output to buffer system which will crash randomly. It will be fine for DAYS, then sometimes it'll crash a few times in a few minutes. The callstack is almost exactly the same for other guys who use higher level controls: http://discussions.apple.com/thread.jspa?messageID=7949746 http://stackoverflow.com/questions/1978997/iphone-app-crashed-assertion-failed-function-evictglyphentryfromstrike-file It crashes at the line (below as well in drawTextToBuffer()): [nsString drawAtPoint:CGPointMake(0, 0) withFont:clFont]; I have the same call of "evict_glyph_entry_from_cache" with the abort calls immediately following it. Apparently it happens to other people. I can say that my NSString* is perfectly fine at the time of the crash. I can read the text from the debugger just fine. static CGColorSpaceRef curColorSpace; static CGContextRef myContext; static float w, h; static int iFontSize; static NSString* sFontName; static UIFont* clFont; static int iLineHeight; unsigned long* txb; /* 256x256x4 Buffer */ void selectFont(int iSize, NSString* sFont) { iFontSize = iSize; clFont = [UIFont fontWithName:sFont size:iFontSize]; iLineHeight = (int)(ceil([clFont capHeight])); } void initText() { w = 256; h = 256; txb = (unsigned long*)malloc_(w * h * 4); curColorSpace = CGColorSpaceCreateDeviceRGB(); myContext = CGBitmapContextCreate(txb, w, h, 8, w * 4, curColorSpace, kCGImageAlphaPremultipliedLast); selectFont(12, @"Helvetica"); } void drawTextToBuffer(NSString* nsString) { CGContextSaveGState(myContext); CGContextSetRGBFillColor(myContext, 1, 1, 1, 1); UIGraphicsPushContext(myContext); /* This line will crash. It crashes even with constant Strings.. At the time of the crash, the pointer to nsString is perfectly fine. The data looks fine! */ [nsString drawAtPoint:CGPointMake(0, 0) withFont:clFont]; UIGraphicsPopContext(); CGContextRestoreGState(myContext); } It will happen with other non-unicode supporting methods as well such as CGContextShowTextAtPoint(); the callstack is similar with that as well. Is this any kind of known issue with the iPhone? Or, perhaps, can something outside of this cause be causing an exception in this particular call (drawAtPoint)?

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  • How to read a PS file in reverse order?

    - by Raja Reddy
    I have a PS file to be read in reverse order and process accordingly. Do we have a way to mention to read the file in reverse order in FD in COBOL module? OR do we have something to achieve the same using SORT? Note: Reading the records into a buffer (array) and using it in reverse order would be the first idea that comes to mind but that way doesnt work for file with millions of records. Your suggestions will be appreciated.

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  • Which functions in the C standard library commonly encourage bad practice?

    - by Ninefingers
    Hello all, This is inspired by this question and the comments on one particular answer in that I learnt that strncpy is not a very safe string handling function in C and that it pads zeros, until it reaches n, something I was unaware of. Specifically, to quote R.. strncpy does not null-terminate, and does null-pad the whole remainder of the destination buffer, which is a huge waste of time. You can work around the former by adding your own null padding, but not the latter. It was never intended for use as a "safe string handling" function, but for working with fixed-size fields in Unix directory tables and database files. snprintf(dest, n, "%s", src) is the only correct "safe strcpy" in standard C, but it's likely to be a lot slower. By the way, truncation in itself can be a major bug and in some cases might lead to privilege elevation or DoS, so throwing "safe" string functions that truncate their output at a problem is not a way to make it "safe" or "secure". Instead, you should ensure that the destination buffer is the right size and simply use strcpy (or better yet, memcpy if you already know the source string length). And from Jonathan Leffler Note that strncat() is even more confusing in its interface than strncpy() - what exactly is that length argument, again? It isn't what you'd expect based on what you supply strncpy() etc - so it is more error prone even than strncpy(). For copying strings around, I'm increasingly of the opinion that there is a strong argument that you only need memmove() because you always know all the sizes ahead of time and make sure there's enough space ahead of time. Use memmove() in preference to any of strcpy(), strcat(), strncpy(), strncat(), memcpy(). So, I'm clearly a little rusty on the C standard library. Therefore, I'd like to pose the question: What C standard library functions are used inappropriately/in ways that may cause/lead to security problems/code defects/inefficiencies? In the interests of objectivity, I have a number of criteria for an answer: Please, if you can, cite design reasons behind the function in question i.e. its intended purpose. Please highlight the misuse to which the code is currently put. Please state why that misuse may lead towards a problem. I know that should be obvious but it prevents soft answers. Please avoid: Debates over naming conventions of functions (except where this unequivocably causes confusion). "I prefer x over y" - preference is ok, we all have them but I'm interested in actual unexpected side effects and how to guard against them. As this is likely to be considered subjective and has no definite answer I'm flagging for community wiki straight away. I am also working as per C99.

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  • Android - Buffering in MediaPlayer

    - by Chris
    I am using MediaPlayer to play a video in my app. The video takes a while to buffer and the videoview is blank for that time. Is there a way to start the buffering when the user is in the previous screen, so that when he comes to the video playing screen, the video is ready to play? Thanks Chris

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  • Getting Windows 7 SUA's bash shell working with emacs (EmacsW32)?

    - by landstatic
    Having recently purchased Windows 7 Ultimate in order to gain access to the SUA subsystem, I have been struggling to get SUA's bash utility (/usr/local/bin/bash) working with EmacsW32. M-x shell normally invokes a shell process and pipes stdio through an Emacs buffer and this works well with Cygwin e.g. Cygwin is very slow compared to SUA however, so I am very keen to get this facility working with the EmacsW32 + SUA combo. Any tips, experience, solutions would be appreciated.

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  • Speech recognition (web) services?

    - by Dave Peck
    I have a buffer of audio and I'd like to perform speech recognition/transcription on it. I have limited CPU and RAM locally so I want to perform recognition on a server. Are there any (web) services that allow me to do this? My searches so far have led nowhere...

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  • How to obtain position in file (byte-position) from java scanner?

    - by september2010
    How to obtain a position in file (byte-position) from the java scanner? Scanner scanner = new Scanner(new File("file")); scanner.useDelimiter("abc"); scanner.hasNext(); String result = scanner.next(); and now: how to get the position of result in file (in bytes)? Using scanner.match().start() is not the answer, because it gives the position within internal buffer.

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  • Network communication across two private network

    - by Sethu
    Hi All, I am trying to implement a peer to peer communication .. I use sockets for communication between them. I want to know if there are any ways i can use the same sort of communication when the two peers are behind two private Networks (They dont know each others public ip address.) I can think of a shared buffer in a well known location as a means of communication. But is there some other way to get this done?

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  • PCRE multi line matche problem

    - by Simone Margaritelli
    Hi guys, i have this C++ program (actually it's just a snippet) : #include <iostream> #include <pcre.h> #include <string> using namespace std; int main(){ string pattern = "<a\\s+href\\s*=\\s*\"([^\"]+)\"", html = "<html>\n" "<body>\n" "<a href=\"example_link_1\"/>\n" "<a href=\"example_link_2\"/>\n" "<a href=\"example_link_3\"/>\n" "</body>\n" "</html>"; int i, ccount, rc, *offsets, eoffset; const char *error; pcre *compiled; compiled = pcre_compile( pattern.c_str(), PCRE_CASELESS | PCRE_MULTILINE, &error, &eoffset, 0 ); if( !compiled ){ cerr << "Error compiling the regexp!!" << endl; return 0; } rc = pcre_fullinfo( compiled, 0, PCRE_INFO_CAPTURECOUNT, &ccount ); offsets = new int[ 3 * (ccount + 1) ]; rc = pcre_exec( compiled, 0, html.c_str(), html.length(), 0, 0, offsets, 3 * (ccount + 1) ); if( rc >= 0 ){ for( i = 1; i < rc; ++i ){ cout << "Match : " << html.substr( offsets[2*i], offsets[2*i+1] - offsets[2*i] ) << endl; } } else{ cout << "Sorry, no matches!" << endl; } delete [] offsets; return 0; } As you can see, i'm trying to match html links inside a buffer with the given regular expression (the \\s is \s escaped for C/C++ strings). But, even if in the buffer there are 3 links and the regexp is compiled with the PCRE_CASELESS and PCRE_MULTILINE flags, i match only one element : Match : example_link_1 Note: I start the loop fro index 1 because the pcre library returns the string that matched (not the match itself) as the first element, and the matches follows. What's wrong with this code? The regexp itself i think it's correct (tried in PHP for instance).

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