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  • noncopyable static const member class in template class

    - by Dukales
    I have a non-copyable (inherited from boost::noncopyable) class that I use as a custom namespace. Also, I have another class, that uses previous one, as shown here: #include <boost/utility.hpp> #include <cmath> template< typename F > struct custom_namespace : boost::noncopyable { F sqrt_of_half(F const & x) const { using std::sqrt; return sqrt(x / F(2.0L)); } // ... maybe others are not so dummy const/constexpr methods }; template< typename F > class custom_namespace_user { static ::custom_namespace< F > const custom_namespace_; public : F poisson() const { return custom_namespace_.sqrt_of_half(M_PI); } static F square_diagonal(F const & a) { return a * custom_namespace_.sqrt_of_half(1.0L); } }; template< typename F > ::custom_namespace< F > const custom_namespace_user< F >::custom_namespace_(); this code leads to the next error (even without instantiation): error: no 'const custom_namespace custom_namespace_user::custom_namespace_()' member function declared in class 'custom_namespace_user' The next way is not legitimate: template< typename F ::custom_namespace< F const custom_namespace_user< F ::custom_namespace_ = ::custom_namespace< F (); What should I do to declare this two classes (first as noncopyable static const member class of second)? Is this feaseble?

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  • Execute a function to affect different template class instances

    - by Samer Afach
    I have a complicated problem, and I need help. I have a base case, class ParamBase { string paramValue; //... } and a bunch of class templates with different template parameters. template <typename T> class Param : public ParamBase { T value; //... } Now, each instance of Param has different template parameter, double, int, string... etc. To make it easier, I have a vector to their base class pointers that contains all the instances that have been created: vector<ParamBase*> allParamsObjects; The question is: How can I run a single function (global or member or anything, your choice), that converts all of those different instances' strings paramValue with different templates arguments and save the conversion result to the appropriate type in Param::value. This has to be run over all objects that are saved in the vector allParamsObjects. So if the template argument of the first Param is double, paramValue has to be converted to double and saved in value; and if the second Param's argument is int, then the paramValue of the second has to be converted to int and saved in value... etc. I feel it's almost impossible... Any help would be highly appreciated :-)

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  • How do i return a template class from a template function?

    - by LoudNPossiblyRight
    It looks logical but for some reason when i uncomment the last cout line, this code does not compile. How do i return a template class? What do i have to do to this code to make it work? #include<iostream> using namespace std; template <int x> class someclass{ public: int size; int intarr[x]; someclass():size(x){} }; template<int x, int y> int somefunc(someclass<x> A, someclass<y> B){ return ( A.size > B.size ? A.size : B.size); } template<int x, int y, int z> someclass<x> anotherfunc(someclass<y> A, someclass<z> B){ return ( A.size > B.size ? A : B); } int main(){ someclass<5> A; someclass<10> B; cout << "SIZE = " << somefunc(A,B) << endl; //cout << "SIZE = " << (anotherfunc(A,B)).size << endl; //THIS DOES NOT COMPILE return 0; }

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  • Getting a type for a template instantiation?

    - by ebo
    I have the following situation: I have a object of type MyClass, which has a method to cast itself to it's base class. The class includes a typedef for it's base class and a method to do the downcast. template <class T, class B> class BaseClass; template <class T> class NoAccess; template <class T> class MyClass : public BaseClass<T, NoAccess<T> > { private: typedef BaseClass<T, NoAccess<T> > base; public: base &to_base(); }; I need to pass the result of a base call to a functor Operator: template <class Y> class Operator { Operator(Y &x); }; Operator<???> op(myobject.to_base()); Is there a easy way to fill the ??? provided that I do not want to use NoAccess?

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  • Django: Create custom template tag -> ImportError

    - by Alexander Scholz
    I'm sorry to ask this again, but I tried several solutions from stack overflow and some tutorials and I couldn't create a custom template tag yet. All I get is ImportError: No module named test_tag when I try to start the server via python manage.py runserver. I created a very basic template tag (found here: django templatetag?) like so: My folder structure: demo manage.py test __init__.py settings.py urls.py ... templatetags __init__.py test_tag.py test_tag.py: from django import template register = template.Library() @register.simple_tag def test_tag(input): if "foo" == input: return "foo" if "bar" == input: return "bar" if "baz" == input: return "baz" return "" index.html: {% load test_tag %} <html> <head> ... </head> <body> {% cms_toolbar %} {% foobarbaz "bar" %} {% foobarbaz "elephant" %} {% foobarbaz "foo" %} </body> </html> and my settings.py: INSTALLED_APPS = ( ... 'test_tag', ... ) Please let me know if you need further information from my settings.py and what I did wrong so I can't even start my server. (If I delete 'test_tag' from installed apps I can start the server but I get the error that test_tag is not known, of course). Thanks

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  • Member function overloading/template specialization issue

    - by Ferruccio
    I've been trying to call the overloaded table::scan_index(std::string, ...) member function without success. For the sake of clarity, I have stripped out all non-relevant code. I have a class called table which has an overloaded/templated member function named scan_index() in order to handle strings as a special case. class table : boost::noncopyable { public: template <typename T> void scan_index(T val, std::function<bool (uint recno, T val)> callback) { // code } void scan_index(std::string val, std::function<bool (uint recno, std::string val)> callback) { // code } }; Then there is a hitlist class which has a number of templated member functions which call table::scan_index(T, ...) class hitlist { public: template <typename T> void eq(uint fieldno, T value) { table* index_table = db.get_index_table(fieldno); // code index_table->scan_index<T>(value, [&](uint recno, T n)->bool { // code }); } }; And, finally, the code which kicks it all off: hitlist hl; // code hl.eq<std::string>(*fieldno, p1.to_string()); The problem is that instead of calling table::scan_index(std::string, ...), it calls the templated version. I have tried using both overloading (as shown above) and a specialized function template (below), but nothing seems to work. After staring at this code for a few hours, I feel like I'm missing something obvious. Any ideas? template <> void scan_index<std::string>(std::string val, std::function<bool (uint recno, std::string val)> callback) { // code }

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  • Template specialization to use default type if class member typedef does not exist

    - by Frank
    Hi Everyone, I'm trying to write code that uses a member typedef of a template argument, but want to supply a default type if the template argument does not have that typedef. A simplified example I've tried is this: struct DefaultType { DefaultType() { printf("Default "); } }; struct NonDefaultType { NonDefaultType() { printf("NonDefault "); } }; struct A {}; struct B { typedef NonDefaultType Type; }; template<typename T, typename Enable = void> struct Get_Type { typedef DefaultType Type; }; template<typename T> struct Get_Type< T, typename T::Type > { typedef typename T::Type Type; }; int main() { Get_Type::Type test1; Get_Type::Type test2; } I would expect this to print "Default NonDefault", but instead it prints "Default Default". My expectation is that the second line in main() should match the specialized version of Get_Type, because B::Type exists. However, this does not happen. Can anyone explain what's going on here and how to fix it, or another way to accomplish the same goal? Thank you.

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  • tipfy for Google App Engine: Is it stable? Can auth/session components of tipfy be used with webapp?

    - by cv12
    I am building a web application on Google App Engine that requires users to register with the application and subsequently authenticate with it and maintain sessions. I don't want to force users to have Google accounts. Also, the target audience for the application is the average non-geek, so I'm not very keen on using OpenID or OAuth. I need something simple like: User registers with an e-mail and password, and then can log back in with those credentials. I understand that this approach does not provide the security benefits of Google or OpenID authentication, but I am prepared to trade foolproof security for end-user convenience and hassle-free experience. I explored Django, but decided that consecutive deprecations from appengine-helper to app-engine-patch to django-nonrel may signal that path may be a bit risky in the long-term. I'd like to use a code base that is likely to be maintained consistently. I also explored standalone session/auth packages like gaeutilities and suas. GAEUtilities looked a bit immature (e.g., the code wasn't pythonic in places, in my opinion) and SUAS did not give me a lot of comfort with the cookie-only sessions. I could be wrong with my assessment of these two, so I would appreciate input on those (or others that may serve my objective). Finally, I recently came across tipfy. It appears to be based on Werkzeug and Alex Martelli spoke highly of it here on stackoverflow. I have two primary questions related to tipfy: As a framework, is it as mature as webapp? Is it stable and likely to be maintained for some time? Since my primary interest is the auth/session components, can those components of the tipfy framework be used with webapp, independent of the broader tipfy framework? If yes, I would appreciate a few pointers to how I could go about doing that.

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  • Using CookieJar in Python to log in to a website from "Google App Engine". What's wrong here?

    - by brilliant
    Hello everybody, I've been trying to find a python code that would log in to my mail box on yahoo.com from "Google App Engine" . Here (click here to see that page) I was given this code: import urllib, urllib2, cookielib url = "https://login.yahoo.com/config/login?" form_data = {'login' : 'my-login-here', 'passwd' : 'my-password-here'} jar = cookielib.CookieJar() opener = urllib2.build_opener(urllib2.HTTPCookieProcessor(jar)) form_data = urllib.urlencode(form_data) # data returned from this pages contains redirection resp = opener.open(url, form_data) # yahoo redirects to http://my.yahoo.com, so lets go there instead resp = opener.open('http://mail.yahoo.com') print resp.read() The author of this script looked into HTML script of yahoo log-in form and came up with this script. That log-in form contains two fields, one for users' Yahoo! ID and another one is for users' password. Here is how HTML code of that page for both of those fields looks like: User ID field: <input type="text" maxlength="96" class="yreg_ipt" size="17" value="" id="username" name="login"> Password field: <input type="password" maxlength="64" class="yreg_ipt" size="17" value="" id="passwd" name="passwd"> However, when I uploaded this code to Google App Engine I discovered that this log-in form keeps coming back to me, which, I assume, means that logging-in process didn't succeed. Why is it so?

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  • Using CookieJar in Python to log in to a website from "Google App Engine". What's wrong here?

    - by brilliant
    Hello everybody, I've been trying to find a python code that would log in to my mail box on yahoo.com from "Google App Engine" . Here (click here to see that page) I was given this code: import urllib, urllib2, cookielib url = "https://login.yahoo.com/config/login?" form_data = {'login' : 'my-login-here', 'passwd' : 'my-password-here'} jar = cookielib.CookieJar() opener = urllib2.build_opener(urllib2.HTTPCookieProcessor(jar)) form_data = urllib.urlencode(form_data) # data returned from this pages contains redirection resp = opener.open(url, form_data) # yahoo redirects to http://my.yahoo.com, so lets go there instead resp = opener.open('http://mail.yahoo.com') print resp.read() The author of this script looked into HTML script of yahoo log-in form and came up with this script. That log-in form contains two fields, one for users' Yahoo! ID and another one is for users' password. Here is how HTML code of that page for both of those fields looks like: User ID field: <input type="text" maxlength="96" class="yreg_ipt" size="17" value="" id="username" name="login"> Password field: <input type="password" maxlength="64" class="yreg_ipt" size="17" value="" id="passwd" name="passwd"> However, when I uploaded this code to Google App Engine I discovered that this log-in form keeps coming back to me, which, I assume, means that logging-in process didn't succeed. Why is it so?

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • Multiplayer / Networking options for a 2D game with physics

    - by lahmas
    Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do now? And more important, how should I implement multiplayer and combine it with singleplayer? Is it a bad idea to code the singleplayer mode separated from multiplayer mode (like Notch did it with Minecraft)? The performance in singleplayer should be as good as possible (Simulating physics with using a loopback server to implement singleplayer mode would be a problem there) Full background / questions: I'm working on a relatively large 2D game project in C++, with physics as a core element of it. (I use Box2D for that) The finished game should have full multiplayer support, however I made the mistake that I didn't plan the networking part properly and basically worked on a singleplayer game until now. I thought that multiplayer support could be added to the almost finished singleplayer game in a relatively easy and clear way, but apparently, from what I have read this is wrong. I even read that a multiplayer game should be programmed as one from the beginning, with the singleplayer mode actually just consisting of hosting an invisible local server and connecting to it via loopback. (I found out that most FPS game engines do it that way, an example would be Source) So here I am, with my half finished 2D sidescroller game, and I don't really know how to go on. Simply continueing to work on the singleplayer / client seems useless to me now, as I'd have to recode and refactor even more later. First, a general question to anybody who possibly found himself in a situation like this: How should I proceed? Then, the more specific one - I have been trying to find out how I can approach the networking part for my game: (Possible solutions:) Invisible / loopback server for singleplayer This would have the advantage that there basically is no difference between singleplayer and multiplayer mode. Not much additional code would be needed. A big disadvantage: Performance and other limitations in singleplayer. There would be two physics simulations running. One for the client and one for the loopback server. Even if you work around by providing a direct path for the data from the loopback server, through direct communcation by the threads for example, the singleplayer would be limited. This is a problem because people should be allowed to play around with masses of objects at once. Separated singleplayer / Multiplayer mode There would be no server involved in singleplayer mode. I'm not really sure how this would work. But at least I think that there would be a lot of additional work, because all of the singleplayer features would have to be re-implemented or glued to multiplayer mode. Multiplayer mode as a module for singleplayer This is merely a quick thought I had. Multiplayer could consist of a singleplayer game, with an additional networking module loaded and connected to a server, which sends and receives data and updates the singleplayer world. In the retrospective, I regret not having planned the multiplayer mode earlier. I'm really stuck at this point and I hope that somebody here is able to help me!

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Appropriate design / technologies to handle dynamic string formatting?

    - by Mark W
    recently I was tasked with implementing a way of adding support for versioning of hardware packet specifications to one of our libraries. First a bit of information about the project. We have a hardware library which has classes for each of the various commands we support sending to our hardware. These hardware modules are essentially just lights with a few buttons, and a 2 or 4 digit display. The packets typically follow the format {SOH}AADD{ETX}, where AA is our sentinel action code, and DD is the device ID. These packet specs are different from one command to the next obviously, and the different firmware versions we have support different specifications. For example, on version 1 an action code of 14 may have a spec of {SOH}AADDTEXT{ETX} which would be AA = 14 literal, DD = device ID, TEXT = literal text to display on the device. Then we come out with a revision with adds an extended byte(s) onto the end of the packet like this {SOH}AADDTEXTE{ETX}. Assume the TEXT field is fixed width for this example. We have now added a new field onto the end which could be used to say specify the color or flash rate of the text/buttons. Currently this java library only supports one version of the commands, the latest. In our hardware library we would have a class for this command, say a DisplayTextArgs.java. That class would have fields for the device ID, the text, and the extended byte. The command class would expose a method which generates the string ("{SOH}AADDTEXTE{ETX}") using the value from the class. In practice we would create the Args class as needed, populate the fields, call the method to get our packet string, then ship that down across the CAN. Some of our other commands specification can vary for the same command, on the same version, depending on some runtime state. For example, another command for version 1 may be {SOH}AA{ETX}, where this action code clears all of the modules behind a specific controller device of their text. We may overload this packet to have option fields with multiple meanings like {SOH}AAOC{ETX} where OC is literal text, which tells the controller to only clear text on a specific module type, and to leave the others alone, or the spec could also have an option format of {SOH}AADD{ETX} to clear the text off a a specific device. Currently, in the method which generates the packet string, we would evaluate fields on the args class to determine which spec we will be using when formatting the packet. For this example, it would be along the lines of: if m_DeviceID != null then use {SOH}AADD{ETX} else if m_ClearOCs == true then use {SOH}AAOC{EXT} else use {SOH}AA{ETX} I had considered using XML, or a database to store String.format format strings, which were linked to firmware version numbers in some table. We would load them up at startup, and pass in the version number of the hardwares firmware we are currently using (I can query the devices for their firmware version, but the version is not included in all packets as part of the spec). This breaks down pretty quickly because of the dynamic nature of how we select which version of the command to use. I then considered using a rule engine to possibly build out expressions which could be interpreted at runtume, to evaluate the args class's state, and from that select the appropriate format string to use, but my brief look at rule engines for java scared me away with its complexity. While it seems like it might be a viable solution, it seems overly complex. So this is why I am here. I wouldn't say design is my strongest skill, and im having trouble figuring out the best way to approach this problem. I probably wont be able to radically change the args classes, but if the trade off was good enough, I may be able to convince my boss that the change is appropriate. What I would like from the community is some feedback on some best practices / design methodologies / API or other resources which I could use to accomplish: Logic to determine which set of commands to use for a given firmware version Of those command, which version of each command to use (based on the args classes state) Keep the rules logic decoupled from the application so as to avoid needing releases for every firmware version Be simple enough so I don't need weeks of study and trial and error to implement effectively.

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  • WPF Ignoring ProgressBar Style

    - by Nidonocu
    Following a problem in WPF 4 where the default ProgressBar template has an off-white highlight applied causing it to dull the foreground colour, I decided to extract the template and manually edit the values to white. After doing this, I put the template as a style in App.xaml for global use and the Visual Studio designer began to use it right away. However, when I run my app, the default style is still being applied: I then tried setting the style specifically using a key, then even having it as an inline style and finally as a inline template without a wrapping style for the specific progress bar and it is still ignored. What's going wrong? Current Code for progress bar: <ProgressBar Grid.Column="1" Grid.Row="2" Height="15" Width="355" Margin="0,0,0,7" IsIndeterminate="{Binding ProgressState, FallbackValue=False}" Visibility="{Binding ProgressVisibility, FallbackValue=Collapsed}" Value="{Binding ProgressValue, Mode=OneWay, FallbackValue=100}" Foreground="{Binding ProgressColor,FallbackValue=Red}"> <ProgressBar.Template> <ControlTemplate> <Grid Name="TemplateRoot" SnapsToDevicePixels="True"> <Rectangle RadiusX="2" RadiusY="2" Fill="{TemplateBinding Panel.Background}" /> ...

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  • How do I create relative links for use in a sharepoint site template

    - by Rob
    We are creating a site template that among other things has a Document library with MANY sub folders and a Link list that contains shortcut links to the depths of the DocLib. While making the Site template we are checking the box to 'Include Content.' We are using Sharepoint 2010. No MOSS. Our problem: Once we make a site from the template, the shortcut links don't work. While the first part of the link URL is rewritten, there is a portion of the original site name still buried in the URL. My Question: Is there a way to create a relative links to content inside of the site, so that the the site name isn't included? or is there a variable I can use to represent th current site? or do I have to programmatically 'fix-up' the links after it's created? or some other better option?

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  • Getting template metaprogramming compile-time constants at runtime

    - by GMan - Save the Unicorns
    Background Consider the following: template <unsigned N> struct Fibonacci { enum { value = Fibonacci<N-1>::value + Fibonacci<N-2>::value }; }; template <> struct Fibonacci<1> { enum { value = 1 }; }; template <> struct Fibonacci<0> { enum { value = 0 }; }; This is a common example and we can get the value of a Fibonacci number as a compile-time constant: int main(void) { std::cout << "Fibonacci(15) = "; std::cout << Fibonacci<15>::value; std::cout << std::endl; } But you obviously cannot get the value at runtime: int main(void) { std::srand(static_cast<unsigned>(std::time(0))); // ensure the table exists up to a certain size // (even though the rest of the code won't work) static const unsigned fibbMax = 20; Fibonacci<fibbMax>::value; // get index into sequence unsigned fibb = std::rand() % fibbMax; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << Fibonacci<fibb>::value; std::cout << std::endl; } Because fibb is not a compile-time constant. Question So my question is: What is the best way to peek into this table at run-time? The most obvious solution (and "solution" should be taken lightly), is to have a large switch statement: unsigned fibonacci(unsigned index) { switch (index) { case 0: return Fibonacci<0>::value; case 1: return Fibonacci<1>::value; case 2: return Fibonacci<2>::value; . . . case 20: return Fibonacci<20>::value; default: return fibonacci(index - 1) + fibonacci(index - 2); } } int main(void) { std::srand(static_cast<unsigned>(std::time(0))); static const unsigned fibbMax = 20; // get index into sequence unsigned fibb = std::rand() % fibbMax; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << fibonacci(fibb); std::cout << std::endl; } But now the size of the table is very hard coded and it wouldn't be easy to expand it to say, 40. The only one I came up with that has a similiar method of query is this: template <int TableSize = 40> class FibonacciTable { public: enum { max = TableSize }; static unsigned get(unsigned index) { if (index == TableSize) { return Fibonacci<TableSize>::value; } else { // too far, pass downwards return FibonacciTable<TableSize - 1>::get(index); } } }; template <> class FibonacciTable<0> { public: enum { max = 0 }; static unsigned get(unsigned) { // doesn't matter, no where else to go. // must be 0, or the original value was // not in table return 0; } }; int main(void) { std::srand(static_cast<unsigned>(std::time(0))); // get index into sequence unsigned fibb = std::rand() % FibonacciTable<>::max; std::cout << "Fibonacci(" << fibb << ") = "; std::cout << FibonacciTable<>::get(fibb); std::cout << std::endl; } Which seems to work great. The only two problems I see are: Potentially large call stack, since calculating Fibonacci<2 requires we go through TableMax all the way to 2, and: If the value is outside of the table, it returns zero as opposed to calculating it. So is there something I am missing? It seems there should be a better way to pick out these values at runtime. A template metaprogramming version of a switch statement perhaps, that generates a switch statement up to a certain number? Thanks in advance.

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  • StringTemplate: Loading a Template from disk?

    - by Amitabh
    I am using StringTemplate in c# and following code to load a template from a subdirectory of my application. StringTemplateGroup group = new StringTemplateGroup("myGroup", "/tmp"); StringTemplate query = group.GetInstanceOf("Sample"); query.SetAttribute("column", "name"); Console.WriteLine(query); I have a template file Sample.st in the tmp directory of my application. I am getting the following error. Unhandled Exception: System.ArgumentException: Can't find template Sample.st; group hierarchy is [myGroup] Does anyone know what is wrong here?

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  • Visual Studio 2010 - Export Template menu option grayed out

    - by Jakobud
    In Visual Studio, I want to make a simple C++ project and export it out as a template, so I can use the template to start new projects to save me time. But the Export Template menu option is always grayed out. I've not once been able to click it. Anyone know why? Anyone know how to accomplish what I need (besides the obvious "make a copy of an existing project in explorer")? It seems like project templates should be a no-brainer feature for VS. This seems to be the case for Visual Studio 2005, 2010 (I probably 2008 as well I haven't checked).

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  • Visual Studio 2010 Full and ASP.NET MVC 2.0 Template

    - by Daniel
    Hello, I've installed full version (not RC nor Beta) of Visual Studio 2010, a then setup within Web Platform Installer 2.0 announce me that I need to install MVC 2.0, so i did it. When I want to create project "MvcWebApplicationProjectTemplate" in VS I have following message: error: this template attempted to load component assembly 'Microsoft.VisualStudio.Web.Mvc.2.0, Version=10.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. For more information on this problem and how to enable this template, please see documentation on Customizing Project Templates. Any idea how to fix it? Do you think that Web Platform Installer 2.0 might have corrupted this template? Thanks, Daniel

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  • CSS new line issues

    - by user328371
    Hi, I'm trying to create a breezebrowser template (used for generating image galleries locally, outputs HTML). I've taken the HTML from my wordpress template and managed to generate the following gallery http://uploads.peasyphotos.com/20100607t-candids/gallery/ but each image goes on a new line and i don't know why, i presume it's in the CSS. What should I be looking for in the CSS to try and stop this, or what can I put around my template code to disable the CSS for that part? Thanks

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  • Entity Framework Custom T4 Template

    - by s7orm
    Hello, I am using the Entity Framework 4.0 and I am trying to extend my POCO classes generated by the standart T4 template with some custom properties. The classes which are generated by default from EF (without T4) contain 2 properties for every navigation property - NavigationPropertyId and navigationPropertyReference. What I am trying to do is basically extend the generated POCO class with an "Id" property of the foreign key object. I know that I can do that by editing the POCO t4 template. However I have no idea how I can populate/persist the property - I guess I have to somehow extend/modify the method than converts the object to a sql query and vice versa, but I have no idea where to start. Can anyone help? Edit: I just found out, that the EF team has planned to implement something like this - http://blogs.msdn.com/efdesign/archive/2010/03/10/poco-template-code-generation-options.aspx (see Basic POCO with/without Fixup), however this can take ages, so I rather implement it myself.

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  • Wordpress Not Publishing Posts To Custom Template

    - by thatryan
    I am building a theme that has a lot of custom templates, like every page. Ridiculous, but for some reason the template I made for the "postings" page is not getting the posts? I have set the post page in reading preferences, and I have set the page to use my template, but it still publishes posts to a default template. Of all the customization I built into this I did not expect the blog part to give me trouble! lol Anyone run into this kind of thing? Thank you.

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  • One template specialization for multiple classes

    - by peper0
    Let's assume we have a template function "foo": template<class T> void foo(T arg) { ... } I can make specialization for some particular type, e.g. template<> void foo(int arg) { ... } If I wanted to use the same specialization for all builtin numeric types (int, float, double etc.) I would write those lines many times. I know that body can be thrown out to another function and just call of this is to be made in every specialization's body, however it would be nicer if i could avoid writting this "void foo(..." for every type. Is there any possibility to tell the compiler that I want to use this specialization for all this types?

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