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  • Restoring GRUB2 on Software RAID 0 after Windows 7 wiped it using Ubuntu 10.10 LiveCD

    - by unknownthreat
    I have installed Ubuntu 10.10 on my system. However, I need to install Windows 7 back, and I expect that it would alter GRUB and it did. Right now, my partition on my Software RAID 0 looks like this: nvidia_acajefec1 is Ubuntu 10.10 and nvidia_acajefec3 is Windows 7. I've been following some guides around and I am always stuck at GRUB not able to detect the usual RAID content. I've tried running: sudo grub > root (hd0,0) GRUB complains it couldn't find my hard disk. So I tried: find (hd0,0) And it complains that it couldn't find anything. So I tried: find /boot/grub/stage1 It said "file not found". Here's the text from the console: ubuntu@ubuntu:~$ grub Probing devices to guess BIOS drives. This may take a long time. [ Minimal BASH-like line editing is supported. For the first word, TAB lists possible command completions. Anywhere else TAB lists the possible completions of a device/filename. ] grub> root (hd0,0) root (hd0,0) Error 21: Selected disk does not exist grub> find /boot/grub/stage1 find /boot/grub/stage1 Error 15: File not found Fortunately, I got one person suggesting that what I've been trying to do is for GRUB Legacy, not GRUB2. So I went to the suggested website, ** (http://grub.enbug.org/Grub2LiveCdInstallGuide) **try to look around, and try: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sda This is just the step 2 of the instruction in the http://grub.enbug.org/Grub2LiveCdInstallGuide and I cannot proceed because it cannot seek /dev/sda. However, ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So what now? Do you have an idea for how to make fdisk see my RAID array on live cd (Ubuntu 10.10)? Honestly, I am lost, very lost in trying to restore GRUB2 on this software RAID 0 system right now.

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  • Restoring GRUB2 on Software RAID 0 after Windows 7 wiped it using LiveCD

    - by unknownthreat
    I have installed Ubuntu 10.10 on my system. However, I need to install Windows 7 back, and I expect that it would alter GRUB and it did. Right now, my partition on my Software RAID 0 looks like this: nvidia_acajefec1 is Ubuntu 10.10 and nvidia_acajefec3 is Windows 7. I've been following some guides around and I am always stuck at GRUB not able to detect the usual RAID content. I've tried running: sudo grub > root (hd0,0) GRUB complains it couldn't find my hard disk. So I tried: find (hd0,0) And it complains that it couldn't find anything. So I tried: find /boot/grub/stage1 It said "file not found". Here's the text from the console: ubuntu@ubuntu:~$ grub Probing devices to guess BIOS drives. This may take a long time. [ Minimal BASH-like line editing is supported. For the first word, TAB lists possible command completions. Anywhere else TAB lists the possible completions of a device/filename. ] grub> root (hd0,0) root (hd0,0) Error 21: Selected disk does not exist grub> find /boot/grub/stage1 find /boot/grub/stage1 Error 15: File not found Fortunately, I got one person suggesting that what I've been trying to do is for GRUB Legacy, not GRUB2. So I went to the suggested website, ** (http://grub.enbug.org/Grub2LiveCdInstallGuide) **try to look around, and try: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sda This is just the step 2 of the instruction in the http://grub.enbug.org/Grub2LiveCdInstallGuide and I cannot proceed because it cannot seek /dev/sda. However, ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So what now? Do you have an idea for how to make fdisk see my RAID array on live cd (Ubuntu 10.10)? Honestly, I am lost, very lost in trying to restore GRUB2 on this software RAID 0 system right now.

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  • Possibility of recovering files from a dd zero-filled hard disk

    - by unknownthreat
    I have "zero filled" (complete wiped) an external hard disk using dd, and from what I have heard: people said you should at least "zero fill" 3 times to be sure that the data are really wiped and no one can recover anything. So I decided to scan the disk once again after I've zero filled the disk. I was expecting the disk to still have some random binary left. It turned out that it has only a few sequential bytes in the very beginning. This is probably the file structure type and other headers stuff. Other than that, it's all zeros and nothing else. So if we have to recover any file from a zero filled disk, ...how? From what I've heard, even you zero fill the disk, you should still have some data left. ...or could dd really completely annihilate all data?

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  • Restoring GRUB2 on Software RAID 0 using LiveCD after Windows 7 wiped it

    - by unknownthreat
    I have installed Ubuntu 10.10 on my system. However, I need to install Windows 7 back, and I expect that it would alter GRUB and it did. Right now, my partition on my Software RAID 0 looks like this: nvidia_acajefec1 is Ubuntu 10.10 and nvidia_acajefec3 is Windows 7. I've been following some guides around and I am always stuck at GRUB not able to detect the usual RAID content. I've tried running: sudo grub > root (hd0,0) GRUB complains it couldn't find my hard disk. So I tried: find (hd0,0) And it complains that it couldn't find anything. So I tried: find /boot/grub/stage1 It said "file not found". Here's the text from the console: ubuntu@ubuntu:~$ grub Probing devices to guess BIOS drives. This may take a long time. [ Minimal BASH-like line editing is supported. For the first word, TAB lists possible command completions. Anywhere else TAB lists the possible completions of a device/filename. ] grub> root (hd0,0) root (hd0,0) Error 21: Selected disk does not exist grub> find /boot/grub/stage1 find /boot/grub/stage1 Error 15: File not found Fortunately, I got one person suggesting that what I've been trying to do is for GRUB Legacy, not GRUB2. So I went to the suggested website, ** (http://grub.enbug.org/Grub2LiveCdInstallGuide) **try to look around, and try: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sda This is just the step 2 of the instruction in the http://grub.enbug.org/Grub2LiveCdInstallGuide and I cannot proceed because it cannot seek /dev/sda. However, ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So what now? Do you have an idea for how to make fdisk see my RAID array on live cd (Ubuntu 10.10)? Honestly, I am lost, very lost in trying to restore GRUB2 on this software RAID 0 system right now.

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  • Auto-Invoke Update Manager to update everything and shutdown after system idle for x minutes?

    - by unknownthreat
    I have Ubuntu 10.10 installed on a machine for my parents. The thing is they never request updates from Update Manager even the manager itself prompted them so. Moreover, when they are done with whatever they are doing on Ubuntu, they always leave the computer on. And I always have to come back and shut the machine down. Sometimes, the computer even sit idle for hours. So I want to know whether this is possible in Ubuntu. I am thinking of a script that will be activated after the machine is idle for x minutes. When x minutes have elapsed, Update Manager will automatically update everything listed. (I recall that you need the admin password for this, so is there a workaround?) After all the updates are done, the machine will automatically shutdown. Is this possible?

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  • An "Invoke Update Manager to update everything and shutdown" script after idle for x minutes?

    - by unknownthreat
    I have Ubuntu 10.10 installed on a machine for my parents. The thing is they never request updates from Update Manager even the manager itself prompted them so. Moreover, when they are done with whatever they are doing on Ubuntu, they always leave the computer on. And I always have to come back and shut the machine down. Sometimes, the computer even sit idle for hours. So I want to know whether this is possible in Ubuntu. I am thinking of a script that will be activated after the machine is idle for x minutes. When x minutes have elapsed, Update Manager will automatically update everything listed. (I recall that you need the admin password for this, so is there a workaround?) After all the updates are done, the machine will automatically shutdown. Is this possible?

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  • Making GRUB see RAID 0 under Ubuntu 10.10 LiveCD

    - by unknownthreat
    I just installed Windows 7 recently, and I expect that it would alter GRUB and it did. I've been following some guides around and I am always stuck at GRUB not able to detect the usual RAID content. I've tried running: sudo grub > root (hd0,0) GRUB complains it couldn't find my hard disk. So I tried: find (hd0,0) And it complains that it couldn't find anything. So I tried: find /boot/grub/stage1 It said "file not found". So what now? How can we make GRUB see RAID 0 under Ubuntu 10.10 LiveCD?

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  • Making GRUB see software RAID 0 under Ubuntu 10.10 LiveCD

    - by unknownthreat
    I just installed Windows 7 recently, and I expect that it would alter GRUB and it did. I've been following some guides around and I am always stuck at GRUB not able to detect the usual RAID content. (Software RAID 0) I've tried running: sudo grub > root (hd0,0) GRUB complains it couldn't find my hard disk. So I tried: find (hd0,0) And it complains that it couldn't find anything. So I tried: find /boot/grub/stage1 It said "file not found". So what now? How can we make GRUB see RAID 0 under Ubuntu 10.10 LiveCD?

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  • Making fdisk see software RAID 0

    - by unknownthreat
    I am following http://grub.enbug.org/Grub2LiveCdInstallGuide and I am using software RAID 0. I am using Ubuntu 10.10 LiveCD and is trying to restore grub2 after installing Windows 7 in another partition. Here is the console's outputs: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sad ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So do you have an idea for how to make fdisk see my RAID array? How to make fdisk detect the Software RAID like dmraid?

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  • trying to build Boost MPI, but the lib files are not created. What's going on?

    - by unknownthreat
    I am trying to run a program with Boost MPI, but the thing is I don't have the .lib. So I try to create one by following the instruction at http://www.boost.org/doc/libs/1_43_0/doc/html/mpi/getting_started.html#mpi.config The instruction says "For many users using LAM/MPI, MPICH, or OpenMPI, configuration is almost automatic", I got myself OpenMPI in C:\, but I didn't do anything more with it. Do we need to do anything with it? Beside that, another statement from the instruction: "If you don't already have a file user-config.jam in your home directory, copy tools/build/v2/user-config.jam there." Well, I simply do what it says. I got myself "user-config.jam" in C:\boost_1_43_0 along with "using mpi ;" into the file. Next, this is what I've done: bjam --with-mpi C:\boost_1_43_0>bjam --with-mpi WARNING: No python installation configured and autoconfiguration failed. See http://www.boost.org/libs/python/doc/building.html for configuration instructions or pass --without-python to suppress this message and silently skip all Boost.Python targets Building the Boost C++ Libraries. warning: skipping optional Message Passing Interface (MPI) library. note: to enable MPI support, add "using mpi ;" to user-config.jam. note: to suppress this message, pass "--without-mpi" to bjam. note: otherwise, you can safely ignore this message. warning: Unable to construct ./stage-unversioned warning: Unable to construct ./stage-unversioned Component configuration: - date_time : not building - filesystem : not building - graph : not building - graph_parallel : not building - iostreams : not building - math : not building - mpi : building - program_options : not building - python : not building - random : not building - regex : not building - serialization : not building - signals : not building - system : not building - test : not building - thread : not building - wave : not building ...found 1 target... The Boost C++ Libraries were successfully built! The following directory should be added to compiler include paths: C:\boost_1_43_0 The following directory should be added to linker library paths: C:\boost_1_43_0\stage\lib C:\boost_1_43_0> I see that there are many libs in C:\boost_1_43_0\stage\lib, but I see no trace of libboost_mpi-vc100-mt-1_43.lib or libboost_mpi-vc100-mt-gd-1_43.lib at all. These are the libraries required for linking in mpi applications. What could possibly gone wrong when libraries are not being built?

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  • Loading .png image from array of uint8_t into OpenGL ES texture

    - by unknownthreat
    Normally, when we want to load a texture for OpenGL ES with .png, we simply add the .png images into XCode. The .png files will be altered for optimization by XCode and these altered png files can loaded into OpenGL ES texture during the runtime. However, what I am trying to do is quite different. I am trying to load a .png file that is not from the prebuilt/compile. The png file will be transmitted externally from UDP, and it will be in the form of array of bytes. I am very sure that the png is transferred correctly, but when it comes to displaying the png image in the form of the OpenGL ES texture, the image somehow shows incorrectly. The colors that are being sent are presented but the positions are somehow very incorrect. However, the position of the colors still retain some aspects of the original position. Here: The left image shows the original .png, while the right shows the png being displayed on iPhone using OpenGL ES Texture. It looks more like the png data is not being decoded or incorrectly processed. Below is OpenGL ES code for turning the image into texture: - (void) setTextureFromImageByte: (uint8_t*)imageByte{ if (self = [super init]){ NSData* imageData = [[NSData alloc] initWithBytes: imageByte length: imageLength]; UIImage* img = [[UIImage alloc] initWithData: imageData]; CGImageRef image = img.CGImage; int width = 512; int height = 512; if (image){ int tempWidth = (int)width, tempHeight = (int)height; if ((tempWidth & (tempWidth - 1)) != 0 ){ NSLog(@"CAUTION! width is not power of 2. width == %d", tempWidth); }else if ((tempHeight & (tempHeight - 1)) != 0 ){ NSLog(@"CAUTION! height is not power of 2. height == %d", tempHeight); }else{ void *spriteData = calloc(width * 4, height * 4); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(image), kCGImageAlphaPremultipliedLast); CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, width, height), image); CGContextRelease(spriteContext); glBindTexture(GL_TEXTURE_2D, 1); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 320, 435, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); } }else NSLog(@"ERROR: Image not loaded..."); [img release]; [imageData release]; } } So does anyone knows how to deal with this? Is it because of iPhone only accepts altered png from XCode? What can we do in this case in order to make the png image be able to display correctly?

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  • Checking that all libs and dlls are from the same build?

    - by unknownthreat
    I am developing a program in VS C++ 2008. Right now, I have a huge list of dll and lib dependencies and I am adding some more. I worry that when I need to update a dependency by building from source (where I have to manually replace built dlls and libs in the correct place), if I accidently forgot to replace something or vice versa, I may run into a compile and/or runtime problem. And finding which place goes wrong can be a bit difficult. So is there some sort of program or method out there that can suit this task to ease building a program with many updating dependencies?

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  • Sending series of images to display like a movie on iPhone

    - by unknownthreat
    Allow me to elaborate more. On the server, we will have a program that will take data from iPhone and process that data and produce series of images. Each time an image is generated, it will be send back to display on iPhone. I have done all of the things above using UDP, OpenGL, and such. It works. The images are transferred to iPhone and can be displayed, but it is slow. The image's resolution is around 320 x 420 and we send the image pixels by pixels. This naive implementation leads to a slow framerate. I can see around 2-3 frames per second. There are also some UDP packets dropped, and this is expected. Are there any sort of compression method available for something like this? Are there any other method that can make this better? NOTE: please don't just write "compression" as an answer, because we are aware that we will need to do it in some ways.

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  • Linker library for OpenMP for Snow Leopard?

    - by unknownthreat
    Currently, I am trying out OpenMP on XCode 3.2.2 on Snow Leopard: #include <omp.h> #include <iostream> #include <stdio.h> int main (int argc, char * const argv[]) { #pragma omp parallel printf("Hello from thread %d, nthreads %d\n", omp_get_thread_num(), omp_get_num_threads()); return 0; } I didn't include any linking libraries yet, so the linker complains: "_omp_get_thread_num", referenced from: _main in main.o "_omp_get_num_threads", referenced from: _main in main.o OK, fine, no problem, I take a look in the existing framework, looking for keywords such as openmp or omp... here comes the problem, where is the linking library? Or should I say, what is the name of the linking library for openMP? Is it dylib, framework or what? Or do I need to get it from somewhere first?

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  • Fastest possible way to render 480 x 320 background as iPhone OpenGL ES textures

    - by unknownthreat
    I need to display 480 x 320 background image in OpenGL ES. The thing is I experienced a bit of a slow down in iPhone when I use 512 x 512 texture size. So I am finding an optimum case for rendering iPhone resolution size background in OpenGL ES. How should I slice the background in this case to obtain the best possible performance? My main concern is speed. Should I go for 256 x 256 or other texture sizes here?

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  • Is there a FSRef in iPhone SDK or is there something that can be FSRef's alternative?

    - by unknownthreat
    The question may sound stupid, but the thing is this: I am learning how to use a Audio Queue, and the example I've taken (aqtest) has been a nice guide for me until I recently found out that aqtest is not for iPhone. (stupid me) I served around the Internet and found out that there is no FSRef for iPhone. If possible, I want to find a way to work around FSRef thinggie. So here comes the question: can I use something else instead of FSRef that exists on the iPhone SDK? Or am I missing something?

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  • Make a compiled binary run at native speed flawlessly without recompiling from source on a another system?

    - by unknownthreat
    I know that many people, at a first glance of the question, may immediately yell out "Java", but no, I know Java's qualities. Allow me to elaborate my question first. Normally, when we want our program to run at a native speed on a system, whether it be Windows, Mac OS X, or Linux, we need to compile from source codes. If you want to run a program of another system in your system, you need to use a virtual machine or an emulator. While these tools allow you to use the program you need on the non-native OS, they sometimes have problems of performance and glitches. We also have a newer compiler called "JIT Compiler", where the compiler will parse the bytecode program to native machine language before execution. The performance may increase to a very good extent with JIT Compiler, but the performance is still not the same as running it on a native system. Another program on Linux, WINE, is also a good tool for running Windows program on Linux system. I have tried running Team Fortress 2 on it, and tried experiment with some settings. I got ~40 fps on Windows at its mid-high setting on 1280 x 1024. On Linux, I need to turn everything low at 1280 x 1024 to get ~40 fps. There are 2 notable things though: Polygon model settings do not seem to affect framerate whether I set it low or high. When there are post-processing effects or some special effects that require manipulation of drawn pixels of the current frame, the framerate will drop to 10-20 fps. From this point, I can see that normal polygon rendering is just fine, but when it comes to newer rendering methods that requires graphic card to the job, it slows down to a crawl. Anyway, this question is rather theoretical. Is there anything we can do at all? I see that WINE can run STEAM and Team Fortress 2. Although there are flaws, they can run at lower setting. Or perhaps, I should also ask, "is it possible to translate one whole program on a system to another system without recompiling from source and get native speed?" I see that we also have AOT Compiler, is it possible to use it for something like this? Or there are so many constraints (such as DirectX call or differences in software architecture) that make it impossible to have a flawless and not native to the system program that runs at native speed?

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  • Parallel Programming. Boost's MPI, OpenMP, TBB, or something else?

    - by unknownthreat
    Hello, I am totally a novice in parallel programming, but I do know how to program C++. Now, I am looking around for parallel programming library. I just want to give it a try, just for fun, and right now, I found 3 APIs, but I am not sure which one should I stick with. Right now, I see Boost's MPI, OpenMP and TBB. For anyone who have experienced with any of these 3 API (or any other parallelism API), could you please tell me the difference between these? Are there any factor to consider, like AMD or Intel architecture?

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  • Multi-Core Programming. Boost's MPI, OpenMP, TBB, or something else?

    - by unknownthreat
    Hello, I am totally a novice in Multi-Core Programming, but I do know how to program C++. Now, I am looking around for Multi-Core Programming library. I just want to give it a try, just for fun, and right now, I found 3 APIs, but I am not sure which one should I stick with. Right now, I see Boost's MPI, OpenMP and TBB. For anyone who have experienced with any of these 3 API (or any other API), could you please tell me the difference between these? Are there any factor to consider, like AMD or Intel architecture?

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  • Theory: Can JIT Compiler be used to parse the whole program first, then execute later?

    - by unknownthreat
    Normally, JIT Compiler works by reads the byte code, translate it into machine code, and execute it. This is what I understand, but in theory, is it possible to make the JIT Compiler parses the whole program first, then execute the program later as machine code? I do not know how JIT Compiler works technically and exactly, so I don't know any feasibility in this case. But theoretically, is it possible? Or am I doing it wrong?

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  • Accepting more simultaneous keyboard inputs

    - by unknownthreat
    Sometimes, a normal computer keyboard will only accept user's inputs up to a certain key simultaneously. I got a logitech keyboard that can accept up to 3-4 key presses at the same time. The computer does not accept any more input if you press more than 4 keys for this keyboard. And it also depends on certain areas of your keyboard as well. Some locations allow more key to be pressed (like the arrow keys), while some locations permit you to press only 1-2 keys. This also differs from keyboard to keyboard as well. Some older keyboards only accept up 1-2 keys. This isn't problematic with usual office work, but when it comes to gaming. For instance, imagine a platform game, where you have to jump, attack, and control direction at the same time. This implies several key presses and some keyboards cannot accept such simultaneous input. However, I've tried this on several games and the amount of possible keyboard inputs seem to be also different. Therefore, we have two issues: Keyboards have different amount of simultaneous inputs. Some games can accept more keyboard inputs than other games. At first, I thought this is hardware only problem, but why do some programs behave differently? Why some programs can accept more keyboard inputs than other programs? So how can we write our programs to accept more keyboard inputs?

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  • Looking for mpic++

    - by unknownthreat
    I am following instructions at http://www.boost.org/doc/libs/1_43_0/doc/html/mpi/getting_started.html#mpi.config trying to build Boost MPI .lib files, but I got one problem: I do not have mpic++. Looking at the MPI implementation files such as MPICH2 and Open MPI, I see no mpic++ included at all. Where can I find mpic++?

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  • How to deal with forward declaration / #import in Cocoa Touch (Objective-C cross C++) correctly?

    - by unknownthreat
    I am trying to write this header file: //@class AQPlayer; //#import "AQPlayer.h" @interface AQ_PWN_iPhoneViewController : UIViewController { AQPlayer* player; } @end AQPlayer is a .mm file written in C++. I tried to make a class forward declaration here, but it complains to me: error: cannot find interface declaration for 'AQPlayer' So I tried to "#import" the header file instead, but it complains something completely off and weird. Here's a slice of the error complained: In file included from /Users/akaraphan/Desktop/SpecialTopic1/AQ_PWN_iPhone/Classes/AQPlayer.h:51, from /Users/akaraphan/Desktop/SpecialTopic1/AQ_PWN_iPhone/Classes/AQ_PWN_iPhoneViewController.h:12, from /Users/akaraphan/Desktop/SpecialTopic1/AQ_PWN_iPhone/Classes/AQ_PWN_iPhoneAppDelegate.m:10: /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:78: error: expected '=', ',', ';', 'asm' or '__attribute__' before 'CAStreamBasicDescription' /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:230: error: expected '=', ',', ';', 'asm' or '__attribute__' before '<' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:231: error: expected '=', ',', ';', 'asm' or '__attribute__' before '==' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:233: error: expected '=', ',', ';', 'asm' or '__attribute__' before '!=' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:234: error: expected '=', ',', ';', 'asm' or '__attribute__' before '<=' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:235: error: expected '=', ',', ';', 'asm' or '__attribute__' before '>=' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:236: error: expected '=', ',', ';', 'asm' or '__attribute__' before '>' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:239: error: expected ';', ',' or ')' before '&' token Am I missing something? Can't I do a forward declaration for this?

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