Search Results

Search found 14605 results on 585 pages for 'variable definition'.

Page 97/585 | < Previous Page | 93 94 95 96 97 98 99 100 101 102 103 104  | Next Page >

  • If I don't odr-use a variable, can I have multiple definitions of it across translation units?

    - by sftrabbit
    The standard seems to imply that there is no restriction on the number of definitions of a variable if it is not odr-used (§3.2/3): Every program shall contain exactly one definition of every non-inline function or variable that is odr-used in that program; no diagnostic required. It does say that any variable can't be defined multiple times within a translation unit (§3.2/1): No translation unit shall contain more than one definition of any variable, function, class type, enumeration type, or template. But I can't find a restriction for non-odr-used variables across the entire program. So why can't I compile something like the following: // other.cpp int x; // main.cpp int x; int main() {} Compiling and linking these files with g++ 4.6.3, I get a linker error for multiple definition of 'x'. To be honest, I expect this, but since x is not odr-used anywhere (as far as I can tell), I can't see how the standard restricts this. Or is it undefined behaviour?

    Read the article

  • How to check how many characters in variable, and add space between characters in that var?

    - by Camran
    I have a 'price' variable that contains some integer number from a MySQL database. I want to check how many numbers the 'price' variable contains, and add a space in the variable depending on how many numbers. See below: Example: If 'price' is 150000 I would like the output to be 150 000 (notice the space). OR, if it is 19000 I would like it to output 19 000... How would you do this the easiest way?

    Read the article

  • Sum variable range of cells using "today's" date as starting point.

    - by Jason
    How do you sum a variable range of cells based upon today's date in MS Excel 2003. Spreadsheet format: Variable range = # of days to sum Date range = listed in row 1, 1 day per cell (example A1=1/1/10, B1=1/2/10, C1=1/3/10....) Numbers to be summed - listed in row 2, X number per cell (example A2=8, B2=6, C2=1.....) example problem: IF variable range = 2 & Current Date = 1/2/10 then...Sum(b2:c2)=7 I am able to sum the entire row based upon current date using the following formula but am not able to add the variable range to the sum function. =SUMIF(A1:C1,"="&TODAY(),A2:C2)

    Read the article

  • How can I use a variable as a jQuery option value?

    - by mattgorecki
    I currently have jQuery code that looks like this: if ($.url.param("s") == "error") { $.gritter.add({ title: 'Error!', text: $.url.param('message') }); } I'm checking to see if the request variable s exists in the url (ie. http://example.com/?s=error&message=this%20is%20my%20message and then showing a popup message that contains information from request variable message. The popup works just fine, but the message variable isn't populated, the plugin asks for a string as a value for the text option. What is the proper way to grab the message variable?

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • Does not contain a definition for GetDataFromNumber But i have it defined!?!?!

    - by JB
    public void button2_Click(object sender, System.EventArgs e) { string text = textBox1.Text; Mainform = this; this.Hide(); GetSchedule myScheduleFinder = new GetSchedule(); string result = myScheduleFinder.GetDataFromNumber(text);// says there is no definition if (!string.IsNullOrEmpty(result)) { MessageBox.Show(result); } else { MessageBox.Show("Enter A Valid ID Number!"); } } says it does not contain definition for it but on my GetSchedule .cs file i have it defined public string GetDataFromNumber(string ID)//defined here { foreach (IDnumber IDCandidateMatch in IDnumbers) { if (IDCandidateMatch.ID == ID) { StringBuilder myData = new StringBuilder(); myData.AppendLine(IDCandidateMatch.Name); myData.AppendLine(": "); myData.AppendLine(IDCandidateMatch.ID); myData.AppendLine(IDCandidateMatch.year); myData.AppendLine(IDCandidateMatch.class1); myData.AppendLine(IDCandidateMatch.class2); myData.AppendLine(IDCandidateMatch.class3); myData.AppendLine(IDCandidateMatch.class4); //return myData; return myData.ToString(); } } return ""; }

    Read the article

  • Specializing function templates outside class temp. definition - what is the correct way of doing t

    - by LoudNPossiblyRight
    I am attempting to specialize a function template that is a member of a template class. The two of them have different template parameters. The template function specialization inside the temp. class definition is never called and the one func. spec. outside the class definition does not even compile. Should i expect this to work in the first place, and if so, what do i have to change in this code to both compile and make it work correctly: using VS2010 #include<iostream> using namespace std; template <typename T> class klass{ public: template <typename U> void func(const U &u){ cout << "I AM A TEMPLATE FUNC" << endl; } //THIS NEVER GETS CALLED !!! template <> void klass<T>::func(const string &s){ cout << "I AM A STRING SPECIALIST" << endl; } }; //THIS SPECIALIZATION WILL NOT COMPILE !!! template <typename T> template <> void klass<T>::func(const double &s){ cout << "I AM A DOUBLE SPECIALIST" << endl; } int main(){ double d = 3.14159265; klass<int> k; k.func(1234567890); k.func("string"); k.func(3.14159265); return 0; }

    Read the article

  • Why does defined(X) not work in a preprocessor definition without a space?

    - by Devin
    A preprocessor definition that includes defined(X) will never evaluate to true, but (defined X) will. This occurs in MSVC9; I have not tested other preprocessors. A simple example: #define FEATURE0 1 #define FEATURE1 0 #define FEATURE2 1 #define FEATURE3 (FEATURE0 && !FEATURE1 && (defined(FEATURE2))) #define FEATURE4 (FEATURE0 && !FEATURE1 && (defined FEATURE2)) #define FEATURE5 (FEATURE0 && !FEATURE1 && (defined (FEATURE2))) #if FEATURE3 #pragma message("FEATURE3 Enabled") #elif (FEATURE0 && !FEATURE1 && (defined(FEATURE2))) #pragma message("FEATURE3 Enabled (Fallback)") #endif #if FEATURE4 #pragma message("FEATURE4 Enabled") #elif (FEATURE0 && !FEATURE1 && (defined FEATURE2)) #pragma message("FEATURE4 Enabled (Fallback)") #endif #if FEATURE5 #pragma message("FEATURE5 Enabled") #elif (FEATURE0 && !FEATURE1 && (defined (FEATURE2))) #pragma message("FEATURE5 Enabled (Fallback)") #endif The output from the compiler is: 1FEATURE3 Enabled (Fallback) 1FEATURE4 Enabled 1FEATURE5 Enabled Working cases: defined (X), defined( X ), and defined X. Broken case: defined(X) Why is defined evaluated differently when part of a definition, as in the #if cases in the example, compared to direct evaluation, as in the #elif cases in the example?

    Read the article

  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

    Read the article

  • Should *'s go next to the type or the variable name? [closed]

    - by derekerdmann
    Possible Duplicate: int* i; or int *i; or int * i; When working in C or C++, how should pointers be declared? Like this: char* derp; or this: char *derp; I typically use the first method, because the variable is a character pointer, but I know that it can create confusion when declaring multiple variables at once: char* herp, derp; herp becomes a character pointer, while derp is just a character. I know it often comes down to coding style, but which one is "better?" Should I sacrifice clarity to eliminate potential confusion?

    Read the article

  • User defined type for healthcare / Medical Records variable name prefixes?

    - by Peter Turner
    I was reading Code Complete regarding variable naming in trying to find an answer to this question and stumbled on a table of commonly accepted prefixes for programming word processor software. Well, I'm not a word processor software programmer, but if I was, I'd be happy to use those user defined types. Since I'm a programmer for a smallish healthcare ISV, and have no contact with the larger community of healthcare software programmers (other than the neglected and forsaken HealthCareIT.SE where I never had the chance to ask this question). I want to know if there is a coding convention for medical records. Like Patient = pnt and Chart = chrt and Medication = med or mdctn or whatever. I'm not talking full on hungarian notation, but just a standard that would fit in code complete in place of that wonderful chart of word processor UDT's which are of so little use to me.

    Read the article

  • How can I access profile fields with a % variable in Drupal Actions?

    - by Rob Mosher
    I have an action setup in drupal to e-mail me when a new user registers for the site. Right now it is only telling me their user name (%username). Is there a variable that can access added fields so I can get their real name (First Last), or another way to add this info to the action message? So instead of my new user action having a message like: "%username created an account" - "jschmoe created and account" I could have: "%first_name %last_name (%username) created an account" - "Joe Schmoe (jschmoe) created an account". I'm using Content Profile module for the first and last name fields, though have few enough users at the moment that I could switch to Profile module fields.

    Read the article

  • Why do most of us use 'i' as a loop counter variable?

    - by kprobst
    Has anyone thought about why so many of us repeat this same pattern using the same variable names? for (int i = 0; i < foo; i++) { // ... } It seems most code I've ever looked at uses i, j, k and so on as iteration variables. I suppose I picked that up from somewhere, but I wonder why this is so prevalent in software development. Is it something we all picked up from C or something like that? Just an itch I've had for a while in the back of my head.

    Read the article

  • Why do most of us use 'i' as a loop counter variable?

    - by kprobst
    Has anyone thought about why so many of us repeat this same pattern using the same variable names? for (int i = 0; i < foo; i++) { // ... } It seems most code I've ever looked at uses i, j, k and so on as iteration variables. I suppose I picked that up from somewhere, but I wonder why this is so prevalent in software development. Is it something we all picked up from C or something like that? Just an itch I've had for a while in the back of my head.

    Read the article

  • Why do you have to manually type variable names while debugging?

    - by SoboLAN
    I've seen this in a lot of IDEs (even in the most popular and heavily used ones, like Visual Studio): if you want to watch a variable's value, you have to manually type its name in the Watches section of the debugger. Why can't there just be a list of all of them with checkboxes next to them ? The developer can then just check the box next to the one he wants to watch and that's it. Variables with identical names can probably be numbered in some way (for example a, b, x(1), x(2), c, etc. I've seen some exceptions to this (NetBeans or BlueJ), but there are exceptions to everything, right ? Maybe it's a stupid question, maybe not, but I've always wondered why this is so.

    Read the article

  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

    Read the article

  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

    Read the article

  • Implementing Release Notes in TFS Team Build 2010

    - by Jakob Ehn
    In TFS Team Build (all versions), each build is associated with changesets and work items. To determine which changesets that should be associated with the current build, Team Build finds the label of the “Last Good Build” an then aggregates all changesets up unitl the label for the current build. Basically this means that if your build is failing, every changeset that is checked in will be accumulated in this list until the build is successful. All well, but there uis a dimension missing here, regarding to releases. Often you can run several release builds until you actually deploy the result of the build to a test or production system. When you do this, wouldn’t it be nice to be able to send the customer a nice release note that contain all work items and changeset since the previously deployed version? At our company, we have developed a Release Repository, which basically is a siple web site with a SQL database as storage. Every time we run a Release Build, the resulting installers, zip-files, sql scripts etc, gets pushed into the release repositor together with the relevant build information. This information contains things such as start time, who triggered the build etc. Also, it contains the associated changesets and work items. When deploying the MSI’s for a new version, we mark the build as Deployed in the release repository. The depoyed status is stored in the release repository database, but it could also have been implemented by setting the Build Quality for that build to Deployed. When generating the release notes, the web site simple runs through each release build back to the previous build that was marked as Deplyed, and aggregates the work items and changesets: Here is a sample screenshot on how this looks for a sample build/application The web site is available both for us and also for the customers and testers, which means that they can easily get the latest version of a particular application and at the same time see what changes are included in this version. There is a lot going on in the Release Build Process that drives this in our TFS 2010 server, but in this post I will show how you can access and read the changeset and work item information in a custom activity. Since Team Build associates changesets and work items for each build, this information is (partially) available inside the build process template. The Associate Changesets and Work Items for non-Shelveset Builds activity (located inside the Try  Compile, Test, and Associate Changesets and Work Items activity) defines and populates a variable called associatedWorkItems   You can see that this variable is an IList containing instances of the Changeset class (from the Microsoft.TeamFoundation.VersionControl.Client namespace). Now, if you want to access this variable later on in the build process template, you need to declare a new variable in the corresponding scope and the assign the value to this variable. In this sample, I declared a variable called assocChangesets in the RunAgent sequence, which basically covers the whol compile, test and drop part of the build process:   Now, you need to assign the value from the AssociatedChangesets to this variable. This is done using the Assign workflow activity:   Now you can add a custom activity any where inside the RunAgent sequence and use this variable. NB: Of course your activity must place somewhere after the variable has been poplated. To finish off, here is code snippet that shows how you can read the changeset and work item information from the variable.   First you add an InArgumet on your activity where you can pass i the variable that we defined. [RequiredArgument] public InArgument<IList<Changeset>> AssociatedChangesets { get; set; } Then you can traverse all the changesets in the list, and for each changeset use the WorkItems property to get the work items that were associated in that changeset: foreach (Changeset ch in associatedChangesets) { // Add change theChangesets.Add( new AssociatedChangeset(ch.ChangesetId, ch.ArtifactUri, ch.Committer, ch.Comment, ch.ChangesetId)); foreach (var wi in ch.WorkItems) { theWorkItems.Add( new AssociatedWorkItem(wi["System.AssignedTo"].ToString(), wi.Id, wi["System.State"].ToString(), wi.Title, wi.Type.Name, wi.Id, wi.Uri)); } } NB: AssociatedChangeset and AssociatedWorkItem are custom classes that we use internally for storing this information that is eventually pushed to the release repository.

    Read the article

  • How can I copy a TFS 2010 Build Definition?

    - by devlife
    Is there any way to copy a build definition? I work in a mainline source control methodology which utilizes many different branches that live for very short periods (ie. a few days to a week). I'd really like to copy a build template and just change the solution to build. Is there any way to do this?

    Read the article

  • What is the meaning of ": base" in the constructor definition ?

    - by DotNetBeginner
    What is the meaning of ": base" in the costructor of following class(MyClass) ? Please explain the concept behind constructor definition given below for class MyClass. public class MyClass: WorkerThread { public MyClass(object data): base(data) { // some code } } public abstract class WorkerThread { private object ThreadData; private Thread thisThread; public WorkerThread(object data) { this.ThreadData = data; } public WorkerThread() { ThreadData = null; } }

    Read the article

< Previous Page | 93 94 95 96 97 98 99 100 101 102 103 104  | Next Page >