Precision, precision…
One of the things I have been writing for Flexposure is the RAPI which is short for Remote API. The RAPI (which you should mispronounce when you are among the opposite sex) is nothing more than a thin communication layer which can be used on virtual any other protocol like UDP and TCP but also on some industrial standards which are used by hardware (even my worst enemy: RS232 AKA comport).
Even though I'm not racist I hate the diversity of compilers and OS so I decided to use Boost for all the timing relevant functions. Within boost you have two types of clock:
boost::posix::second_clockboost::posix::microsec_clock
Thinking which one I wanted I decided not to go for the high-performance clock. I only want to know if a message had timed out and if I should send another one.
A basic example of the code would be this:
class SendTask : public IClientTask
{
public:
SendTask()
: m_SendTimestamp(boost::posix::second_clock::universal_time())
, m_SendInterval(boost::posix::seconds(1))
{
}
void Tick()
{
auto currentTime = boost::poxix::second_clock::universal_time();
bool sendAgain = m_SendTimestamp < currentTime;
if(sendAgain)
{
// ...
// Send message again
// ...
// Increase the next timestamp.
m_SendTimestamp = currentTime + m_SendInterval;
}
}
private:
boost::posix::ptime m_SendTimestamp;
// The default delay is one second (decided by constructor)
boost::posix::time_duration m_SendInterval;
};
Timing the above code I was surprised to see that sending a message using UDP over the loopback took about 0.5 seconds, which was at least ten times more than what I had expected. After checking my code multiple times and not finding anything I could only come to the conclusion that somewhere in my code I made a wrong assumption. So I wrote a little test to at least ensure it had nothing to do with boost and to ensure it was my code.
int main()
{
while(true)
{
std::cout << boost::posix::second_clock::universal_time() << std::endl;
}
return 0;
}
Removing all the duplicate entries that were printed I found out that the time difference between each timestamp was around 0.5 seconds. This would explain why it would take so long before it would send again. I told its resend delay is 100 milliseconds it would take at least 0.5 seconds because of the problem with the resolution/precision.
But I was using the loopback (sending to 127.0.0.1) and although messages can get lost there it should not happen that often. Sure I could replace everything with a faster clock but I wanted to know why this delay occurred. Taking another look at the send code I noticed that the following line:
bool sendAgain = m_SendTimestamp < currentTime;
If the send time is in the past it would send and this is also true for the very first time. Changing the code so that it checks if the next send time is less or equal than the current time fixed it and the performance increased to 0.005 milliseconds since it no longer had to wait for the first time out.
Sure I could have saved myself a lot of trouble by replacing the clock with the higher resolution variant (after striking concurrency of my list this was my next guess) but I rather spend a few hours on figuring out what exactly is going on. It takes time now but in the end it should save me time when I come before the decision which clock to choose.
Invalid code: from wstring to string
Before I start let me make one thing clear: I used to do it like this as wel.
When you need to convert an std::wstring to an std::string you should not simply do the following:
std::wstring input = L"Hello World"; std::string output; output = std::string(input.begin(), input.end());
The above code is valid, but incorrect. A string is nothing more than a fancy array (just like a vector) but who is specialized for our basic usage of text (which is concatination and using the stream operators). If you look at std::wstring as a std::vector<wchar_t> and a std::string as a std::vector<char> then you should come to realisation that the above code performs an implicit cast (from wchar_t to a char).
If you use std::wstring to store UTF8 then there is no problem, but if you use it to store UTF16 then you do have a problem as you might lose some information. Also keep in mind that it is perfectly fine to store UTF16 in an std::string but then you should realize that every 2 elements in the string is one single character.
More correct (but still incorrect) would be:
// Just making certain that wchar_t is 16 bits.
assert(sizeof(wchar_t) == 2);
assert(sizeof(char) == 1);
std::wstring input = L"Hello world";
std::string output;
std::wstring::const_iterator it = input.cbegin();
while(it != input.cend())
{
output += ((*it) & 0xFF00) >> 8; // Add the most significant bits.
output += ((*it) & 0x00FF) >> 0; // Add the least significant bits
// Going to the next wchar_t
++it;
}
Events in C++
This week I have decided to do some little work on Nova as I would like to use it for a game. But I’m currently missing a GUI. Since writing a GUI is often a pain while a nice GUI is its weight worth in gold it was worth to invest some time in it.
One of the very first things I have decided on is that I want a good and proper event management system. I like how it is done in C#
myButton.Click += new EventHandler(this.myButton_Click);
However something equally nice doesn't exist in plain C++, so I have decided to write one.
struct GuiEvent
{
bool cancel;
GuiEvent() : cancel(false) {}
};
class Button
{
public:
Event<GuiEvent> OnDown;
Event<GuiEvent> OnUp;
void FireClickEvent()
{
size_t cycle = 0; GuiEvent e;
while(OnDown.Fire(cycle, e)) {
if(e.cancel == true) return;
}
e = GuiEvent(); cycle = 0;
while(OnUp.Fire(cycle, e));
}
};
class Application : public BaseEvent::Receiver<Application>
{
Button m_StartButton;
public:
Application()
{
RegisterEvent<GuiEvent>(m_StartButton.OnDown, &Application::StartDown);
RegisterEvent<GuiEvent>(m_StartButton.OnUp, &Application::StartUp);
m_StartButton.FireClickEvent();
}
void StartUp(GuiEvent& eventParam)
{
std::cout << "The start button was released" << "\n";
}
void StartDown(GuiEvent& eventParam)
{
// If you set event param to true the release will never be called
//eventParam.cancel = true;
std::cout << "The start button is pressed down" << "\n";
}
};
int main(int argc, const char* argv[])
{
Application myApp;
return 0;
}
The above is rather primitive as I have written it quickly, but it looks nice and is code that is easy to understand. For the full source click here (C++ example of events)
Solved undesired template specification
A while ago (why do I always start with that) I wrote an blog entry about undesired template specification, what to encounter and how to work around it.
Anyway here is a quick definition of two structures I will be using in the article:
/**
* I will be using the following structures throughout the article
*/
template <typename T> struct Vector3<T> {
union {
struct { T x, y, z; }
T array[3];
};
Vector3<T>() : x(0), y(0), z(0) {}
Vector3<T>(T nx, T ny, T nz) : x(nx), y(ny), z(nz) {}
};
template <typename T> struct Vector4<T> {
union {
struct { T x, y, z, w; }
T array[4];
};
Vector4<T>() : x(0), y(0), z(0), w(0) {}
Vector3<T>(T nx, T ny, T nz, T nw) : x(nx), y(ny), z(nz), w(nw) {}
};
typedef Vector3<unsigned int> Vector3u;
typedef Vector3<float> Vector3f;
typedef Vector4<unsigned int> Vector4u;
typedef Vector4<float> Vector4f;
struct SVertex
{
Vector4f pos;
Vector3f normal;
Vector2f texcoord;
};
Because of Brick (3D random dungeon generator that takes design into account) I have noticed that there is one thing I do failry often:
Vector3f position; SVertex vertex; /* Need to draw it, so I store position in vertex */ vertex.pos = position; // ERROR! Trying to assign Vector3f to Vector4f!!
And finally I used defines to do the conversion for me:
#define VEC3TOVEC4(v) Vector4f((v).x, (v).y, (v).z, 0) #define VEC4TOVEC3(v) Vector3f((v).x, (v).y, (v).z) /* New code becomes */ vertex.pos = VEC3TOVEC4(position); // Works
Of course the above code is not nice to look at and I find it even plain ugly, but it works. However I don't want to do that in future projects (it feels like a hack), I would need to define something like that for every type (float, double, unsigned int et cetera) and on top of that it generates warnings:
Vector3<double> position; // Notice it is unsigned! SVertex vertex; /* Need to draw it, so I store position in vertex */ vertex.pos = VEC3TOVEC4(position); // Works, but generates warning about losing information
But I wouldn't be writing this post unless I tackled that little issue, and for once I can add that the solution is quite nice as well.
Vector3<double> position; // Notice it is unsigned! SVertex vertex; /* Need to draw it, so I store position in vertex */ vertex.pos.Set(position.array, 3); // Works, no errors and no warnings vertex.pos = Vector4f(position.array, 3); // Works fine as well
So what did I change?
Well, I used mutliple template (one for the class and for the function/constructor). This looks something like this:
template <typename T> struct Vector4
{
/* ... */
template <typename R>
explicit inline Vector4<T>(const R* values, const unsigned int elements/*=4*/);
template <typename R>
inline Vector4<T>& Set(const R* values, const unsigned int elements/*=4*/);
/* ... */
};
// Implementation
template <typename T> template <typename R>
Vector4<T>::Vector4(const R* values, unsigned int elements)
: x(elements > 0 ? (T)values[0] : 0), y(elements > 1 ? (T)values[1] : 0)
, z(elements > 2 ? (T)values[2] : 0), w(elements > 3 ? (T)values[3] : 0)
{
}
template <typename T> template <typename R>
Vector4<T>& Vector4<T>::Set(const R* values, const unsigned int elements)
{
x = (elements > 0 ? (T)values[0] : 0);
y = (elements > 1 ? (T)values[1] : 0);
z = (elements > 2 ? (T)values[2] : 0);
w = (elements > 3 ? (T)values[3] : 0);
return *this;
}
If you take a look at the code I think it is quite clear except that you might have some questions.
-
Q: Why do you use [cci_cpp]explicit[/cci_cpp] with the constructor?A: Because that prevents the implicit use of constructors. If I would allow it a [cci_cpp]Vector4u[/cci_cpp] could be implicit assigned to [cci_cpp]Vector3f[/cci_cpp], although it would be missing an argument. However I think that when you are converting, you should be somewhat aware of it, especially when it can be expensive.
-
Q: Why have you commented out the default value for [cci_cpp]elements[/cci_cpp]?A: Because you don't know how many elements there are in [cci_cpp]values[/cci_cpp] might be (there is a method to find out).
-
Q: So why don't you find out automatically and what is with those conditionals in the constructor?A: Those two are related. By telling it explicitly there is a real good chance that the compiler removes the conditionals, so the [cci_cpp] ( check ? true-value : false-value) [/cci_cpp] check will be removed.
Combo hit!! in code
I have always wondered how hard it would be to write a combo system. Not that hard I guess. And after a bit of morning programming I already got it working.
The only reason it took longer than anticipated was because of muscle memory. One of the features I wanted to test was the delay. For example you want to do the "asdf" combo, but you are for some reason not fast enough, than the combo should not start. Simulating this is easy, just begin the combo and stop somewhere for a second and then complete the combo. So "asd", pause and then "f".
However when I tried that for some reason the combo was sometimes completed. Only after adding the debug messages I noticed that I often automatically did complete the combo. The problem was muscle memory.
Anyway below is the code and if anyone wants to extend it (wrong next key, combo breakers, roman cancel, and follow-up combos) feel free to do so and let me know.
/*******************************************************************************
* The MIT License
*
* Licensed under the MIT license:
* http://www.opensource.org/licenses/mit-license.php
*
* Copyright (c) 2010 Wouter Lindenhof (http://limegarden.net)
*
* Demonstration of a simple ComboHit system
*******************************************************************************/
#include <Windows.h>
#include <iostream>
#include <vector>
#pragma comment(lib, "Winmm.lib")
#define DEBUGLOG 1 // Set to 0 to turn debug messages off
class KeyHit
{
public:
UINT m_Key;
UINT m_Delay;
UINT m_Waiting;
public:
KeyHit(UINT key, UINT delay) : m_Key(key), m_Delay(delay), m_Waiting(0) { }
};
class HitCombo
{
UINT m_SequenceIndex;
std::vector<KeyHit> m_Keys;
public:
HitCombo() : m_SequenceIndex(0) { }
void Cancel();
void Update(DWORD ms);
operator bool();
HitCombo& operator << (const KeyHit& hit);
};
int main(int argc, const char* argv[])
{
std::cout << "-----------------------------------------------" << std::endl;
std::cout << "This is a combo key tester: " << std::endl;
std::cout << "Press \"ASDF\" quickly to do a combo hit" << std::endl;
std::cout << "Press \"Wouter\" quickly to write my name" << std::endl;
std::cout << "Press SHIFT and then escape to quit" << std::endl;
std::cout << "-----------------------------------------------" << std::endl;
HitCombo QuitApplication, ComboHit, WouterCombo;
QuitApplication << KeyHit(VK_SHIFT, 250) << KeyHit(VK_ESCAPE, 250);
ComboHit << KeyHit('A', 250) << KeyHit('S', 250) << KeyHit('D', 250)
<< KeyHit('F', 250);
WouterCombo << KeyHit('W', 250) << KeyHit('O', 250) << KeyHit('U', 250)
<< KeyHit('T', 250) << KeyHit('E', 250) << KeyHit('R', 250);
DWORD lastTime = timeGetTime();
DWORD curTime = lastTime;
DWORD difference = 0;
while(true)
{
curTime = timeGetTime();
difference = curTime - lastTime;
lastTime = curTime;
if(ComboHit)
{
std::cout << "You did a combo hit!!" << std::endl;
WouterCombo.Cancel();
QuitApplication.Cancel();
}
if(WouterCombo)
{
std::cout << "You wrote 'Wouter', good for you!" << std::endl;
ComboHit.Cancel();
QuitApplication.Cancel();
}
if(QuitApplication)
{
std::cout << "You quit the application!" << std::endl;
ComboHit.Cancel();
WouterCombo.Cancel();
break;
}
ComboHit.Update(difference);
QuitApplication.Update(difference);
WouterCombo.Update(difference);
}
return 0;
}
void HitCombo::Cancel() {
m_SequenceIndex = 0;
}
// Implementation
HitCombo& HitCombo::operator <<(const KeyHit &hit) {
m_Keys.push_back(hit);
return *this;
}
HitCombo::operator bool() {
return m_SequenceIndex == m_Keys.size();
}
void HitCombo::Update(DWORD ms)
{
if(m_SequenceIndex < m_Keys.size())
{
KeyHit& hit = m_Keys[m_SequenceIndex];
hit.m_Waiting += ms;
if(GetAsyncKeyState(hit.m_Key) != 0)
{
if(hit.m_Waiting < hit.m_Delay)
{
hit.m_Waiting = 0;
m_SequenceIndex++;
#if DEBUGLOG = 1
std::cout << "you pressed key " << (char)hit.m_Key << std::endl;
#endif
}else
{
#if DEBUGLOG = 1
std::cout << "Delay too long" << std::endl;
#endif
hit.m_Waiting = 0;
m_SequenceIndex = 0;
}
if(m_SequenceIndex == 0)
{
hit.m_Waiting = 0;
}
}else if(m_SequenceIndex==0)
{
hit.m_Waiting = 0;
}else
{
if(hit.m_Waiting > hit.m_Delay)
{
m_SequenceIndex = 0;
hit.m_Waiting = 0;
#if DEBUGLOG
std::cout << "Delay too long" << std::endl;
#endif
}
}
}else
{
m_SequenceIndex = 0;
KeyHit& hit = m_Keys[m_SequenceIndex];
hit.m_Waiting = 0;
}
}
Smart pointers: A dumb idea?
A while ago I wrote a smart pointer for Nova and I have been wondering on whether or not I should use it. And if I did choose to use it to what degree.
Smart pointers are useful, I use the boost variant often enough, but like everything you shouldn’t fully depend on it. Pointers are in many cases good enough. The only thing why smart pointers are so useful is that you don’t have to worry about the lifetime of the object (when the object is destroyed).
In many cases the only time you worry about is when data needs to be shared, for example a texture, as you don’t want to load the same data twice. But another simple technique is the IUnknown interface which creates an object that will delete itself when it has been released as many times as it was created. You still don’t have to worry about the lifetime of the object, you only have to remind you to call release when you no longer need an object. If nothing requires that object the call to release will cause it to delete itself.
Here is the basic code:
[cc_cpp]
/* IBaseObject.h */
class IBaseObject{
private:
unsigned int m_ReferenceCounter;
protected:
IBaseObject();
public:
virtual ~IBaseObject() = 0;
unsigned int AddRef();
unsigned int Release();
};
/* IBaseObject.cpp */
#include "IBaseObject.h"
IBaseObject::IBaseObject() : m_ReferenceCounter(1)
{
}
IBaseObject::~IBaseObject() {}
unsigned int IBaseObject::AddRef(){
return ++m_ReferenceCounter;
}
unsigned int IBaseObject::Release() {
--m_ReferenceCounter;
if(m_ReferenceCounter == 0)
{
delete this;
}
return m_ReferenceCounter;
}
[/cc_cpp]
After some thought on the issue I have decided that IUnknown is far superior to a smart pointer. The majority of the smart pointers I have encountered and written work on the same basic principle. Each smart pointer has a pointer to the object and also a pointer to an integer in which you store the amount of copies. That means that if you look at the code it will look something like this:
[cc_cpp]
template
class smart_ptr
{
T* m_Data;
unsigned int* m_Copies;
};
[/cc_cpp]
When you think about how smart_ptr really works, you will think how stupid the idea is. For every copy of the object you will have two extra pointers, assuming 32 bit system, that would be 8 bytes extra for every copy.
The second issue is a bit more hidden but if you have this function:
[cc_cpp]
class CObject; // Just an object
void accidental_copy(smart_ptr
[/cc_cpp]
You will be making an copy of the object, which means that you will have an extra construct and destruct function to take in account. Which means that a smart pointer not only increases the amount of memory needed, but also reduces the speed. With a pointer you won't have the above problems.
There is however one huge advantage that a smart pointer has but IUnknown doesn't: Smart pointers can work with virtually any type while to use IUnknown the object needs to be derived from it. However since I'm writing the code for Nova I can just make sure that all objects derive from IUnknown.
To add an conclusion, I have decided to before using smart pointers I should first try and see if there is another solution.
Nova – Alpha 1
I have given Nova, my graphics engine, a milestone named “Alpha 1”. This means that the engine will need to fulfill certain conditions at a certain time.
The good news is that I might release it to the public for free (including source) if I find the quality good enough.
I have been using Nova for quite sometime now for my graduation project and except for a few small issues (the math part is not to my liking) I have absolute no issues with it. This is rare since I tend to over criticize my work (I once argued with my teacher after getting the highest possible score because I felt the need to point out the mistakes I made).
If your expecting a fully fledged engine with scene graphs, model loaders and million of other features I think I will have to disappoint you. Nova was intended to be an engine that was in the first place easy to use and in the second place was flexible. At the current state it is a perfect engine for rapid prototyping and highly specialized low level work. But that might change with later iterations. After all this is only the first release (an alpha to boot).
Anyway I will post more information about the possible release over time. The milestone for now has been set on 1 may of 2010.
“Ordered Programming” Technique
When it comes to programming there many, many techniques. One of the techniques I tried is ordered programming. The idea behind it is that quality is assured and nothing can be forgotten. While I was rewriting Brick I decided to use this technique. What it basically does is that you write a “TODO” in the code, for example: “Load configuration file”. And when you run the application in debug mode, it will break when it arrives at that point.
As you can see this has one huge disadvantage and that is that in order to run the entire program all the “TODO” have to be resolved. There is also one huge advantage which is that after you have done something, you will change “TODO” in to “DONE”. The next time you go trough your application, you will notice that the code has now been documented. This is a huge advantage when you write large pieces of code, which you will rarely though in the near future.
However the disadvantage, having to program in the order that the program runs might be too big in some cases. For example some features will be added later as they are not needed now. For example you have written a OBJ loader that handles triangles, but not quads, in this case you might not want to write the quad loading code just yet as you have to focus on the rendering part. For that reason I have decided to add levels, the lower the level the higher the priority. You can think of it in terms as first todo, second todo, etc. If you reach a stage in your development, where you have done all first todo’s, you just increase the number and see where it breaks then.
Here is an example of how it looks when you are writing todo’s.
[cc_cpp]
#include "OrderProgramming.hpp"
int main(int argc, const char** argv)
{
ORDER_PROG_TODO("Setup Memory Checkpoint", 0);
ORDER_PROG_TODO("Initialize graphics engine", 0);
ORDER_PROG_TODO("Run the game", 0);
ORDER_PROG_TODO("Shutdown the graphics engine", 0);
ORDER_PROG_TODO("Check if there are memory leaks", 0);
}
[/cc_cpp]
And here how it looks at a later stage
[cc_cpp]
#include
#include "OrderProgramming.hpp"
class IGraphics;
IGraphics* InitGraphicsEngine();
void GameFunction(IGraphics* graphics);
int main(int argc, const char** argv)
{
_CrtMemState memstate;
_CrtMemCheckpoint(&memstate);
ORDER_PROG_DONE("Setup Memory Checkpoint", 0);
IGraphics* myGraphics = InitGraphicsEngine();
ORDER_PROG_DONE("Initialize graphics engine", 0);
GameFunction(myGraphics);
ORDER_PROG_DONE("Run the game", 0);
if(myGraphics)
delete myGraphics;
ORDER_PROG_DONE("Shutdown the graphics engine", 0);
_CrtMemDumpAllObjectsSince(&memstate);
ORDER_PROG_DONE("Check if there are memory leaks", 0);
}
[/cc_cpp]
And here is the header you will need to include:
[cc_cpp]
// OrderProgramming.hpp
// Generic functions can be defined before inclusion
// - ORDER_PROG_DEBUGBREAK: Breaks the process if possible
// - ORDER_PROG_ASSERT: Tries to assert a function
// - ORDER_PROG_OUTPUT: Debug output function
#ifndef __ORDER_PROGRAMMING_HPP__
#define __ORDER_PROGRAMMING_HPP__
#define ORDER_PROG_STRINGIFY(x) #x
#define ORDER_PROG_TOSTRING(x) ORDER_PROG_STRINGIFY(x)
#define ORDER_PROG_FILE __FILE__
#define ORDER_PROG_LINE ORDER_PROG_TOSTRING(__LINE__)
#define ORDER_PROG_HERE ORDER_PROG_FILE"("ORDER_PROG_LINE") : "
#ifndef ORDER_PROG_DUMMY
# define ORDER_PROG_DUMMY() {(void)0;}
#endif
// Lower than this level will cause the order to be taken in account
#ifndef ORDER_PROG_LEVEL
# define ORDER_PROG_LEVEL 1
#endif
#ifndef ORDER_PROG_DEBUGBREAK
# if defined(_WIN32)
# include
# define ORDER_PROG_DEBUGBREAK __debugbreak();
// # elif (???)
# else
# define ORDER_PROG_DEBUGBREAK {__asm{int 3};}
# endif
#endif
// Platform independent (most of the time)
#ifndef ORDER_PROG_ASSERT
# include
# define ORDER_PROG_ASSERT(expression) assert(expression);
#endif
// Platform dependent
#ifndef ORDER_PROG_OUTPUT
# if defined(_WIN32)
# include
# define ORDER_PROG_OUTPUT(output) OutputDebugStringA((output));
//# elif (???)
//# define ORDER_PROG_OUTPUT(output) ::std::clog << (output);
# else
# define ORDER_PROG_OUTPUT(output) ORDER_PROG_DUMMY()
# endif
#endif
#ifdef ORDER_PROG_NOBLOCK
# define ORDER_PROG_BLOCK(reason) ORDER_PROG_DUMMY();
#else
# define ORDER_PROG_BLOCK(reason) ORDER_PROG_ASSERT(0 && (reason))
#endif
#define ORDER_PROG_TODO(reason, level) { if((level) < ORDER_PROG_LEVEL){ ORDER_PROG_DEBUGBREAK; ORDER_PROG_BLOCK(reason) } }
#define ORDER_PROG_TODO0(reason) ORDER_PROG_TODO(reason, 0);
#define ORDER_PROG_DONE(reason, level) { if( (level) < ORDER_PROG_LEVEL) { static bool _once=true; if(_once) { ORDER_PROG_OUTPUT(ORDER_PROG_HERE); ORDER_PROG_OUTPUT(reason); ORDER_PROG_OUTPUT("\n"); _once = false; } } }
#define ORDER_PROG_DONE0(reason) ORDER_PROG_DONE(reason, 0)
#endif // __ORDER_PROGRAMMING_HPP__
[/cc_cpp]
Marketing and fuzzy distribution
I have mentioned fuzzy logic and random distribution before but I think that it is also being applied in some marketing strategies.
A supermarket chain in our country is giving away collectibles in the form of images of football players (soccer for the Americans). For every, Oh… I don’t know, € 5 , you spend you will get 5 random pictures.
At lunch my mother, who collects them, was going over a list of friends seeing if they have a picture she doesn’t have or the other way around and she noted that certain images nobody seems to have.
If you think about it from a marketing perspective it makes a lot sense why she doesn’t have certain images. The marketing strategy is all about making you willing to pay a certain amount or attract customers because you want those pictures. Once you have them, the marketing strategy will no longer have affect on you. It is in interest of the marketing company to try and keep you as long as possible under the effect of the marketing strategy.
One way of doing it by doing an imbalanced distribution: Certain pictures will not be distributed in certain locations. That way the customer under the effect of marketing will keep buying. Of course this won’t hold in the long run, so what you do is slowly slide the distribution.
Sliding random distribution:
A distribution whose content is randomized will only distribute a small subset which moves over the entire distribution so that in the end the entire content was equally distributed, however if a moment in time was used only a small subset would have been available.
If you have trouble understanding think of it as traveling from the north pole to the south pole visiting every restaurant you can find. At every stop you will select one random soup on the menu. Each place has different flavors and as you go more and more south you will encounter different flavors. However because your are “sliding” you will often encounter the same soup.
Anyway if that wasn’t clear here is it in code:
[cc_cpp]
#include
#include
#include
#define MAX_AMOUNT 100
#define SLIDER_SIZE 5
/* Uncomment the next line to see the values in random order */
#define USE_RANDOM_ORDER
class SlidingDistribution{
int m_Values[MAX_AMOUNT];
int m_SliderBegin;
int m_SubPos;
public:
SlidingDistribution() : m_SliderBegin(0), m_SubPos(0) {
for(int i =0; i < MAX_AMOUNT; ++i)
{
m_Values[i] = i;
}
#ifdef USE_RANDOM_ORDER
std::random_shuffle(m_Values, m_Values + MAX_AMOUNT);
#endif
}
int GetRandomNumber(){
m_SubPos += 1;
if(m_SubPos % SLIDER_SIZE == 0)
{
m_SliderBegin = (m_SliderBegin + 1) % MAX_AMOUNT;
m_SubPos = 0;
}
return m_Values[(m_SliderBegin + (m_SubPos % SLIDER_SIZE))%MAX_AMOUNT];
}
};
int main(int argc, const char** argv)
{
SlidingDistribution distribution;
int amounts = 0;
do{
int alignCounter = 0;
while(amounts)
{
std::cout << std::setfill(' ') << std::setw(3) << distribution.GetRandomNumber();
alignCounter++;
if(alignCounter >= 14)
{
std::cout << "\n";
alignCounter = 0;
}else
{
std::cout << " ";
}
amounts--;
}
std::cout << "\n" << "How many values do you wish to see? (type 0 to quit)\nLoops: ";
std::cin >> amounts;
} while(amounts);
return 0;
}
[/cc_cpp]
Wavefront Obj Mesh Loader
UPDATED 2010-09-26 09:08: No longer relying upon char arrays
UPDATED 2010-03-02 11:07: There was a minor bug in the code which caused to tokens recognition to file. You won't encounter it in an obj file, but I fixed it for the good order.
I can remember the first time I wrote my Obj Mesh loader. It took hours. Today I needed also an obj mesh loader and this time it took mere minutes (under 15 minutes at least), so I have decided to share it. Keep in mind you should most likely separate it in header and source files.
/**
* The MIT License
*
* Copyright (c) 2010 Wouter Lindenhof (http://limegarden.net)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <string>
#include <vector>
#include <sstream>
#include <fstream>
#define TOKEN_VERTEX_POS "v"
#define TOKEN_VERTEX_NOR "vn"
#define TOKEN_VERTEX_TEX "vt"
#define TOKEN_FACE "f"
struct Vector2f{
float x, y;
};
struct Vector3f{
float x, y, z;
};
struct ObjMeshVertex{
Vector3f pos;
Vector2f texcoord;
Vector3f normal;
};
/* This is a triangle, that we can render */
struct ObjMeshFace{
ObjMeshVertex vertices[3];
};
/* This contains a list of triangles */
struct ObjMesh{
std::vector<ObjMeshFace> faces;
};
/* Internal structure */
struct _ObjMeshFaceIndex{
int pos_index[3];
int tex_index[3];
int nor_index[3];
};
/* Call this function to load a model, only loads triangulated meshes */
ObjMesh LoadObjMesh(std::string filename){
ObjMesh myMesh;
std::vector<Vector3f> positions;
std::vector<Vector2f> texcoords;
std::vector<Vector3f> normals;
std::vector<_ObjMeshFaceIndex> faces;
/**
* Load file, parse it
* Lines beginning with:
* '#' are comments can be ignored
* 'v' are vertices positions (3 floats that can be positive or negative)
* 'vt' are vertices texcoords (2 floats that can be positive or negative)
* 'vn' are vertices normals (3 floats that can be positive or negative)
* 'f' are faces, 3 values that contain 3 values which are separated by / and <space>
*/
std::ifstream filestream;
filestream.open(filename.c_str());
std::string line_stream; // No longer depending on char arrays thanks to: Dale Weiler
while(std::getline(filestream, line_stream)){
std::stringstream str_stream(line_stream);
std::string type_str;
str_stream >> type_str;
if(type_str == TOKEN_VERTEX_POS){
Vector3f pos;
str_stream >> pos.x >> pos.y >> pos.z;
positions.push_back(pos);
}else if(type_str == TOKEN_VERTEX_TEX){
Vector2f tex;
str_stream >> tex.x >> tex.y;
texcoords.push_back(tex);
}else if(type_str == TOKEN_VERTEX_NOR){
Vector3f nor;
str_stream >> nor.x >> nor.y >> nor.z;
normals.push_back(nor);
}else if(type_str == TOKEN_FACE){
_ObjMeshFaceIndex face_index;
char interupt;
for(int i = 0; i < 3; ++i){
str_stream >> face_index.pos_index[i] >> interupt
>> face_index.tex_index[i] >> interupt
>> face_index.nor_index[i];
}
faces.push_back(face_index);
}
}
// Explicit closing of the file
filestream.close();
for(size_t i = 0; i < faces.size(); ++i){
ObjMeshFace face;
for(size_t j = 0; j < 3; ++j){
face.vertices[j].pos = positions[faces[i].pos_index[j] - 1];
face.vertices[j].texcoord = texcoords[faces[i].tex_index[j] - 1];
face.vertices[j].normal = normals[faces[i].nor_index[j] - 1];
}
myMesh.faces.push_back(face);
}
return myMesh;
}