• What Do You Need Help With? V6
    7,544 replies, posted
Ive just come up with an issue in my ogl program, VS2010 gives this in the output when closing, the program crashes when closing First-chance exception at 0x779fe3be in StandAlone.exe: 0xC0000005: Access violation reading location 0xef25486c. Using breakpoints the program reaches the return 0; line without any issues, and seems to fail after. Using gDEBugger I found some errors: [code] OpenGL Render Context 3 Created Thread Terminated: 1444 Thread Created: 3060 OpenGL Render Context 3 Deleted Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteShader) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteProgram) from one render context, but called this function pointer in another render context (context #2) Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteBuffers) from one render context, but called this function pointer in another render context (context #2) OpenGL Render Context 1 Deleted Checking for memory leaks - Context 2 deleted No memory leaks were found OpenGL Render Context 2 Deleted Thread Terminated: 168 Thread Terminated: 3060 Checking for memory leaks - Application exit No memory leaks were found API Connection Ended: gDEBugger OpenGL Server API Connection Ended: gDEBugger Servers Manager Thread Terminated: 968 Process Exit [/code] Im using SFML and context 3 is the actual context I created. The actual errors are: [QUOTE]Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteShader) from one render context, but called this function pointer in another render context (context #2) [/QUOTE] [QUOTE]Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteProgram) from one render context, but called this function pointer in another render context (context #2) [/QUOTE] [QUOTE]Debug String: Detected error: The debugged process asked for an extension function pointer (glDeleteBuffers) from one render context, but called this function pointer in another render context (context #2) [/QUOTE] Which match my shader destructor [code]Shader::~Shader() { glDeleteShader( mVertexID ); glDeleteShader( mFragmentID ); glDeleteProgram( mShaderID ); } [/code] However I put a breakpoint on that line and it all seemed to work fine
Why are there no good matlab pages anywhere I just want to plot a fucking function from 0.5 to 3. [code]x = 0.5:1/100:3; y=(2*x^3+5) / (3*x^2); plot(y) [/code] It gives me some error about x not being a matrix or something
I think I found the issue, I called window.Close() before killing the shaders... Duhh
[QUOTE=twoski;42533810]Why are there no good matlab pages anywhere I just want to plot a fucking function from 0.5 to 3. [code]x = 0.5:1/100:3; y=(2*x^3+5) / (3*x^2); plot(y) [/code] It gives me some error about x not being a matrix or something[/QUOTE] You need to use the element-wise power, ".^".
Im looking for a good WPF Guide with this content. Binding in a WPF Grid a Database Object and a live view. Someone have literature for that?
About the depth issue's I was having, I was using a different version of glfw then overv in which I had to specify if I wanted a depth buffer in the window creation, changed window creation and solved :) I am having some issues with memory management, probably because of copying over stuff. I reverted back to my last git version, anyone got some time to look at a bit of code and answer some general questions about memory management over your voice client of choice (skype/TS/steam etc.) ?
[QUOTE=twoski;42533810]Why are there no good matlab pages anywhere I just want to plot a fucking function from 0.5 to 3. [code]x = 0.5:1/100:3; y=(2*x^3+5) / (3*x^2); plot(y) [/code] It gives me some error about x not being a matrix or something[/QUOTE] [url]http://www.wolframalpha.com/input/?i=y%3D%282*x%5E3%2B5%29+%2F+%283*x%5E2%29%2C+x+from+0.5+to+3[/url]
do pictureboxes in c# not support transparency? I literally could've sworn they did but I'm having no luck. By transparency I do not mean copying the forms color, I need it that when it overlays controls it doesn't show the white form color, but the control behind it
[QUOTE=JazZ5109AI;42547766]do pictureboxes in c# not support transparency? I literally could've sworn they did but I'm having no luck. By transparency I do not mean copying the forms color, I need it that when it overlays controls it doesn't show the white form color, but the control behind it[/QUOTE] Set the background to transparent, that should work.
Not really a programming question, more like a Java Swing look and feel question. Anyone knows a good L&F? So far the ones Google showed me are either offline or look... Rather old.
Just a quick question. Does anybody know if the Kinect can detect if a player is moving? Like I could use the Kinect to see if I am running on the spot, and if I am, I would move the player forward, using the Unity engine
[QUOTE=Over-Run;42550888]Just a quick question. Does anybody know if the Kinect can detect if a player is moving? Like I could use the Kinect to see if I am running on the spot, and if I am, I would move the player forward, using the Unity engine[/QUOTE] It's possible, but really bad from a UX perspective. [URL="http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game"]There's this one thing that lets you run forward while staying in place[/URL] using a Kinect iirc, but I don't see how it would work without some "peripheral". You probably have to define the gestures you want to use yourself though, if there's no pre-built package.
So you can't really do it without another device such as the Omni? I really don't know what I could do for this project
[QUOTE=Over-Run;42551433]So you can't really do it without another device such as the Omni? I really don't know what I could do for this project[/QUOTE] Well, you can recognize someone running in place because you can get the current pose at any moment, but I really doubt that adds to the gameplay. Kinect also has a very significant lag.
Im trying to write a logging class to behave like cout but that prints to both cout and a file, what is the best way to overload << in order for it to accept any kind of class as well as endl?
Derive it from ostream
is there a way to pull data from an excel file and export each box into an array value without using a separate library in C#?
in c programming class, we got an assignment to calculate the harmonic sum of a number recursively. i'm very confident in this program working, but whenever i print the result i get an appcrash code: [code]#include <stdio.h> float harmonicSum(int num); int main() { int num; printf("%s", "Enter in a number and I will find the harmonicSum of it:"); scanf("%d", num); float result = harmonicSum(num); printf("The harmonicSum of %d is %7f", num, result); } float harmonicSum(int num) { if(num == 1) return 1.0; else return ((1/(float)num) + harmonicSum(num - 1)); } [/code]
scanf("%d", num); should be scanf("%d", &num); Because scanf takes a pointer to where the result is stored, otherwise you're passing an uninitialized int and it's going to try and use that as a memory exist, hence the segfault.
[QUOTE=Jookia;42557321]scanf("%d", num); should be scanf("%d", &num); Because scanf takes a pointer to where the result is stored, otherwise you're passing an uninitialized int and it's going to try and use that as a memory exist, hence the segfault.[/QUOTE] I would like to add to this by saying that when passing variables in C to functions, prefixing it with & allows the function to modify that variable. A good practice, as defined by id Software for Doom 3, was to use const for all immutable variables passed to a function. So any "read-only" variables should be passed as const.
[QUOTE=Jookia;42557321]scanf("%d", num); should be scanf("%d", &num); Because scanf takes a pointer to where the result is stored, otherwise you're passing an uninitialized int and it's going to try and use that as a memory exist, hence the segfault.[/QUOTE] annd of course i forget the ampersand, i knew it was going to happen one day thanks for da help
[QUOTE=JazZ5109AI;42556480]is there a way to pull data from an excel file and export each box into an array value without using a separate library in C#?[/QUOTE] Export the Excel table as .csv, then read it by splitting strings. Either choose a separator that never appears in the table or handle escaped ones while loading. There's also a managed Office SDK, but I don't know whether that qualifies/is installed with .NET. Probably not though.
Messing around with the tinythread lib which provides a constuctor that accepts a function pointer : (void*)(*aFunction)(void*) I did some tests fine but with wrapping it in a class I can't get a member function to bind and get this error : [code] Error 2 error C2664: 'tthread::thread::thread(void (__cdecl *)(void *),void *)' : cannot convert parameter 1 from 'void (__thiscall TCPListener::* )(void *)' to 'void (__cdecl *)(void *)' c:\users\quincy\documents\projects\project puppeteer\project puppeteer\tcplistener.cpp 70 [/code] I know its because its a class member but is there any way to work this out ?
[cpp]class TCPListener { //... void MyFun(); //... private: static void TTMyFunCallback(void *const me) { reinterpret_cast<TCPListener*>(me)->MyFun(); } };[/cpp] And pass `this` as user-data (the void* parameter).
How the hell would I go about parsing JSON like this in C#? [url]http://store.steampowered.com/api/appdetails/?appids=730[/url] I've been trying to use JSON.NET and some other methods but I just can't seem to wrap my head around it. Thanks in advance.
[QUOTE=benbb;42563358]How the hell would I go about parsing JSON like this in C#? [url]http://store.steampowered.com/api/appdetails/?appids=730[/url] I've been trying to use JSON.NET and some other methods but I just can't seem to wrap my head around it. Thanks in advance.[/QUOTE] What I did with the steamapi is deserialize the json into a JObject. Then I would deserialize the data field into an actual class object. Also using a C# class generator you don't have to do that much work. [code] var obj = JsonConvert.DeserializeObject<JObject>(data); var resp = JsonConvert.DeserializeObject<AppDetailsDto>(obj["730"]["response"].ToString());[/code] Not great(parses the string twice), but works. [code]// Generated by Xamasoft JSON Class Generator // http://www.xamasoft.com/json-class-generator using System; using System.Collections.Generic; using Newtonsoft.Json; using Newtonsoft.Json.Linq; namespace Steam { public class PcRequirements { [JsonProperty("minimum")] public string Minimum { get; set; } } public class MacRequirements { [JsonProperty("minimum")] public string Minimum { get; set; } } public class PriceOverview { [JsonProperty("currency")] public string Currency { get; set; } [JsonProperty("initial")] public int Initial { get; set; } [JsonProperty("final")] public int Final { get; set; } [JsonProperty("discount_percent")] public int DiscountPercent { get; set; } } public class Sub { [JsonProperty("packageid")] public string Packageid { get; set; } [JsonProperty("percent_savings_text")] public string PercentSavingsText { get; set; } [JsonProperty("percent_savings")] public int PercentSavings { get; set; } [JsonProperty("option_text")] public string OptionText { get; set; } [JsonProperty("option_description")] public string OptionDescription { get; set; } } public class PackageGroup { [JsonProperty("name")] public string Name { get; set; } [JsonProperty("title")] public string Title { get; set; } [JsonProperty("description")] public string Description { get; set; } [JsonProperty("selection_text")] public string SelectionText { get; set; } [JsonProperty("save_text")] public string SaveText { get; set; } [JsonProperty("display_type")] public string DisplayType { get; set; } [JsonProperty("is_recurring_subscription")] public string IsRecurringSubscription { get; set; } [JsonProperty("subs")] public Sub[] Subs { get; set; } } public class Platforms { [JsonProperty("windows")] public bool Windows { get; set; } [JsonProperty("mac")] public bool Mac { get; set; } [JsonProperty("linux")] public bool Linux { get; set; } } public class Metacritic { [JsonProperty("score")] public int Score { get; set; } [JsonProperty("url")] public string Url { get; set; } } public class Category { [JsonProperty("id")] public string Id { get; set; } [JsonProperty("description")] public string Description { get; set; } } public class Genre { [JsonProperty("id")] public string Id { get; set; } [JsonProperty("description")] public string Description { get; set; } } public class Screenshot { [JsonProperty("id")] public int Id { get; set; } [JsonProperty("path_thumbnail")] public string PathThumbnail { get; set; } [JsonProperty("path_full")] public string PathFull { get; set; } } public class Webm { [JsonProperty("480")] public string 480 { get; set; } [JsonProperty("max")] public string Max { get; set; } } public class Movy { [JsonProperty("id")] public string Id { get; set; } [JsonProperty("name")] public string Name { get; set; } [JsonProperty("thumbnail")] public string Thumbnail { get; set; } [JsonProperty("webm")] public Webm Webm { get; set; } [JsonProperty("highlight")] public bool Highlight { get; set; } } public class Recommendations { [JsonProperty("total")] public int Total { get; set; } } public class Highlighted { [JsonProperty("name")] public string Name { get; set; } [JsonProperty("path")] public string Path { get; set; } } public class Achievements { [JsonProperty("total")] public int Total { get; set; } [JsonProperty("highlighted")] public Highlighted[] Highlighted { get; set; } } public class ReleaseDate { [JsonProperty("coming_soon")] public bool ComingSoon { get; set; } [JsonProperty("date")] public string Date { get; set; } } public class SupportInfo { [JsonProperty("url")] public string Url { get; set; } [JsonProperty("email")] public string Email { get; set; } } public class AppDetailsDto { [JsonProperty("type")] public string Type { get; set; } [JsonProperty("name")] public string Name { get; set; } [JsonProperty("steam_appid")] public string SteamAppid { get; set; } [JsonProperty("required_age")] public int RequiredAge { get; set; } [JsonProperty("controller_support")] public string ControllerSupport { get; set; } [JsonProperty("detailed_description")] public string DetailedDescription { get; set; } [JsonProperty("about_the_game")] public string AboutTheGame { get; set; } [JsonProperty("supported_languages")] public string SupportedLanguages { get; set; } [JsonProperty("header_image")] public string HeaderImage { get; set; } [JsonProperty("website")] public string Website { get; set; } [JsonProperty("pc_requirements")] public PcRequirements PcRequirements { get; set; } [JsonProperty("mac_requirements")] public MacRequirements MacRequirements { get; set; } [JsonProperty("linux_requirements")] public object[] LinuxRequirements { get; set; } [JsonProperty("developers")] public string[] Developers { get; set; } [JsonProperty("publishers")] public string[] Publishers { get; set; } [JsonProperty("price_overview")] public PriceOverview PriceOverview { get; set; } [JsonProperty("packages")] public string[] Packages { get; set; } [JsonProperty("package_groups")] public PackageGroup[] PackageGroups { get; set; } [JsonProperty("platforms")] public Platforms Platforms { get; set; } [JsonProperty("metacritic")] public Metacritic Metacritic { get; set; } [JsonProperty("categories")] public Category[] Categories { get; set; } [JsonProperty("genres")] public Genre[] Genres { get; set; } [JsonProperty("screenshots")] public Screenshot[] Screenshots { get; set; } [JsonProperty("movies")] public Movy[] Movies { get; set; } [JsonProperty("recommendations")] public Recommendations Recommendations { get; set; } [JsonProperty("achievements")] public Achievements Achievements { get; set; } [JsonProperty("release_date")] public ReleaseDate ReleaseDate { get; set; } [JsonProperty("support_info")] public SupportInfo SupportInfo { get; set; } } } [/code]
I found that generation website but didn't know how to go about it. Thanks! I'll post back if it works. [editline]18th October 2013[/editline] Fuck yeah! I created this class using json2csharp.com (I stripped out the 'data' part of the Steam JSON). [code] using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Game_Launchpad { class steam { public class PcRequirements { public string minimum { get; set; } } public class MacRequirements { public string minimum { get; set; } } public class PriceOverview { public string currency { get; set; } public int initial { get; set; } public int final { get; set; } public int discount_percent { get; set; } } public class Sub { public object packageid { get; set; } public string percent_savings_text { get; set; } public int percent_savings { get; set; } public string option_text { get; set; } public string option_description { get; set; } } public class PackageGroup { public string name { get; set; } public string title { get; set; } public string description { get; set; } public string selection_text { get; set; } public string save_text { get; set; } public string display_type { get; set; } public string is_recurring_subscription { get; set; } public List<Sub> subs { get; set; } } public class Platforms { public bool windows { get; set; } public bool mac { get; set; } public bool linux { get; set; } } public class Metacritic { public int score { get; set; } public string url { get; set; } } public class Category { public string id { get; set; } public string description { get; set; } } public class Genre { public string id { get; set; } public string description { get; set; } } public class Screenshot { public int id { get; set; } public string path_thumbnail { get; set; } public string path_full { get; set; } } public class Webm { public string __invalid_name__480 { get; set; } public string max { get; set; } } public class Movie { public object id { get; set; } public string name { get; set; } public string thumbnail { get; set; } public Webm webm { get; set; } public bool highlight { get; set; } } public class Recommendations { public int total { get; set; } } public class Highlighted { public string name { get; set; } public string path { get; set; } } public class Achievements { public int total { get; set; } public List<Highlighted> highlighted { get; set; } } public class ReleaseDate { public bool coming_soon { get; set; } public string date { get; set; } } public class SupportInfo { public string url { get; set; } public string email { get; set; } } public class RootObject { public string type { get; set; } public string name { get; set; } public string steam_appid { get; set; } public int required_age { get; set; } public string controller_support { get; set; } public string detailed_description { get; set; } public string about_the_game { get; set; } public string supported_languages { get; set; } public string header_image { get; set; } public string website { get; set; } public PcRequirements pc_requirements { get; set; } public MacRequirements mac_requirements { get; set; } public List<object> linux_requirements { get; set; } public List<string> developers { get; set; } public List<string> publishers { get; set; } public PriceOverview price_overview { get; set; } public List<object> packages { get; set; } public List<PackageGroup> package_groups { get; set; } public Platforms platforms { get; set; } public Metacritic metacritic { get; set; } public List<Category> categories { get; set; } public List<Genre> genres { get; set; } public List<Screenshot> screenshots { get; set; } public List<Movie> movies { get; set; } public Recommendations recommendations { get; set; } public Achievements achievements { get; set; } public ReleaseDate release_date { get; set; } public SupportInfo support_info { get; set; } } } } [/code] Then using NewtonSoft's JSON.NET library I just used this code: [code] //Download JSON string json = wc.DownloadString("http://store.steampowered.com/api/appdetails/?appids=" + steamid.ToString()); //Do something with it here. var obj = JsonConvert.DeserializeObject<JObject>(json); var resp = JsonConvert.DeserializeObject<steam.RootObject>(obj[steamid]["data"].ToString()); [/code] Then you can just use the resp object to get whatever info you need. Hell yeah! I wish it was as simple as it is in PHP but I guess it'll have to do.
I keep my uni work under git on a usb, but its becoming really slow to compile and suck due to usb speed. I dont want to keep my ssh key on the uni computer as it could fall into the wrong hands so I was wonderng if git allows you to have a setup such as: BitBucket Repo <- Master USB Repo <- USB UniPC Repo <- UniPC Edit stuff on UniPC or USB UniPC push<->pull to USB Only USB can push<->pull Master I know the hole purpose of git is to allow each local repo to act as a server, but I wasnt sure if this kind of thing would be allowed
Yeah, that should be possible. But I think you can also specify a path to the private key on your USB stick for ssh to use. Look at ssh-add.
I think you can just add a local path as remote and push/pull that way. At least it works like this with Hg. Keeping the USB-repo up to date isn't a bad idea even if you push directly to Github, you never know if/when you're without Internet.
Sorry, you need to Log In to post a reply to this thread.