Saving Files from MFC Dialog - serialization

buds. I'm trying to save a "block layout". This consists of saving the data of each block, each being a pointer to the CBlock class. So I need to store their properties within a file, so the player can load its layout and play with it. The problem is that I don't know what's the best way to save that data into a text file. I will be needing at least the BLOCKTYPE (This being an enum I can use to construct the objects from) and the X and Y positions of the Block.
I tried saving my block vector with a for but that didn't work at all. So far I have no idea of how I can save and load as well.
This is how I'm trying to save my files currently, but it doesn't work.
void CCreateWindow::OnBnClickedButtonSave(){
// TODO: Add your control notification handler code here
if (m_blockLayout.size() > 0)
{
CString m_filter = TEXT("Super Breakout Maker Files (*.sbm)|*.sbm|All Files (*.*)|*.*||");
CFile m_saveFile;
CFileDialog m_fileDlg(FALSE, TEXT(".sbm"), TEXT("mylayout"), OFN_OVERWRITEPROMPT, m_filter, NULL, 0, TRUE);
//CFileDialog m_fileDlg(FALSE, TEXT(".sbm"), TEXT("mylayout"), 0, m_filter);
if (m_fileDlg.DoModal() == IDOK)
{
m_saveFile.Open(m_fileDlg.GetFileName(), CFile::modeCreate | CFile::modeWrite);
CArchive m_saveArchive(&m_saveFile, CArchive::store);
for (int i = 0; i > m_blockLayout.size(); i++)
{
m_saveArchive << m_blockLayout[i]->GetBlockType() << m_blockLayout[i]->GetXPosition() << m_blockLayout[i]->GetYPosition();
}
m_saveArchive.Close();
MessageBox(TEXT("Your layout was successfully saved!"), TEXT("Notification"), MB_ICONINFORMATION);
}
else
{
return;
}
m_saveFile.Close();
}
else
{
MessageBox(TEXT("You can't save an empty layout."), TEXT("Warning"), MB_ICONWARNING);
}}

Related

STM32 Crash on Flash Sector Erase

I'm trying to write 4 uint32's of data into the flash memory of my STM32F767ZI so I've looked at some examples and in the reference manual but still I cannot do it. My goal is to write 4 uint32's into the flash and read them back and compare with the original data, and light different leds depending on the success of the comparison.
My code is as follows:
void flash_write(uint32_t offset, uint32_t *data, uint32_t size) {
FLASH_EraseInitTypeDef EraseInitStruct = {0};
uint32_t SectorError = 0;
HAL_FLASH_Unlock();
EraseInitStruct.TypeErase = FLASH_TYPEERASE_SECTORS;
EraseInitStruct.VoltageRange = FLASH_VOLTAGE_RANGE_3;
EraseInitStruct.Sector = FLASH_SECTOR_11;
EraseInitStruct.NbSectors = 1;
//EraseInitStruct.Banks = FLASH_BANK_1; // or FLASH_BANK_2 or FLASH_BANK_BOTH
st = HAL_FLASHEx_Erase(&EraseInitStruct, &SectorError);
if (st == HAL_OK) {
for (int i = 0; i < size; i += 4) {
st = HAL_FLASH_Program(FLASH_TYPEPROGRAM_WORD, FLASH_USER_START_ADDR + offset + i, *(data + i)); //This is what's giving me trouble
if (st != HAL_OK) {
// handle the error
break;
}
}
}else {
// handle the error
}
HAL_FLASH_Lock();
}
void flash_read(uint32_t offset, uint32_t *data, uint32_t size) {
for (int i = 0; i < size; i += 4) {
*(data + i) = *(__IO uint32_t*)(FLASH_USER_START_ADDR + offset + i);
}
}
int main(void) {
uint32_t data[] = {'a', 'b', 'c', 'd'};
uint32_t read_data[] = {0, 0, 0, 0};
HAL_Init();
SystemClock_Config();
MX_GPIO_Init();
flash_write(0, data, sizeof(data));
flash_read(0, read_data, sizeof(read_data));
if (compareArrays(data,read_data,4))
{
HAL_GPIO_WritePin(GPIOB, GPIO_PIN_7,SET);
}
else
{
HAL_GPIO_WritePin(GPIOB, GPIO_PIN_14,SET);
}
return 0;
}
The problem is that before writing data I must erase a sector, and when I do it with the HAL_FLASHEx_Erase(&EraseInitStruct, &SectorError), function, the program always crashes, and sometimes even corrupts my codespace forcing me to update firmware.
I've selected the sector farthest from the code space but still it crashes when i try to erase it.
I've read in the reference manual that
Any attempt to read the Flash memory while it is being written or erased, causes the bus to
stall. Read operations are processed correctly once the program operation has completed.
This means that code or data fetches cannot be performed while a write/erase operation is
ongoing.
which I believe means the code should ideally be run from RAM while we operate on the flash, but I've seen other people online not have this issue so I'm wondering if that's the only problem I have. With that in mind I wanted to confirm if this is my only issue, or if I'm doing something wrong?
In your loop, you are adding multiples of 4 to i, but then you are adding i to data. When you add to a pointer it is automatically multiplied by the size of the pointed type, so you are adding multiples of 16 bytes and reading past the end of your input buffer.
Also, make sure you initialize all members of EraseInitStruct. Uncomment that line and set the correct value!

Null pointer Exception at the end of draw processing3

I get a Null Pointer Exception, and the trace tells me it is inside a function that I have. This function runs every frame and does some calculations and stuff. Anyway, the problem is that when I go to debug, stepping through each line, the function runs fine, and the error only comes up at the end of the draw loop.
This error only recently came up, and the changes I made don't have much to do with the function in question so...
The function mentioned in the trace detects if the object touches something, and acts on it.
Also, the trace gives a line number that does not exist, I'm guessing that's because of the Processing compiling.
I am using Processing 4 if that matters.
Here's the trace:
java.lang.NullPointerException
at ants$Ant.sense(ants.java:190)
at ants$Ant.go(ants.java:220)
at ants.draw(ants.java:44)
at processing.core.PApplet.handleDraw(PApplet.java:2201)
at processing.awt.PSurfaceAWT$10.callDraw(PSurfaceAWT.java:1422)
at processing.core.PSurfaceNone$AnimationThread.run(PSurfaceNone.java:354)
Thanks!
Edit:
More info: This is an ant simulator, and it crashes at food pickup. This used to work and broke while adding (seemingly) unrelated stuff. It crashes at food pickup, which is managed by the sense() function. The Food class only has a position and a render function.
Here is some code:
void sense() { // The problematic function
if (!detectFood && !carryFood) {
float closest = viewRadius;
Food selected = null;
for (Food fd : foods){
float foodDist = position.dist(fd.position);
if(foodDist <= viewRadius) {
if(foodDist < closest) {
selected = fd;
closest = foodDist;
}
}
}
if (selected != null){
detectFood = true;
foodFocused = selected;
}
} else {
if(position.dist(foodFocused.position) < 2*r) {
takeFood();
detectFood = false;
}
}
}
void draw() { // draw loop
background(51);
for (Food food : foods) {
food.render();
}
for (Ant ant : ants) {
ant.go();
}
for (int i=0; i < trails.size(); i++) {
Trail trail = trails.get(i);
if (trail.strenght <= 0)
trails.remove(trail);
else
trail.go();
}
}
The problem is not the trail, as it still crashes without it,

Turning a C++ Application into VR [duplicate]

This question already has an answer here:
How to prepare my game for VR? [closed]
(1 answer)
Closed 3 years ago.
I have a working c++ application using openGL and Cuda, and want to convert it to a VR application. I searched the internet and it seems that the standard way to develop VR apps is to use a game engine (unity or unreal). Is there any other possible ways to avoid using one of these, and just convert my already existing application into VR?
The usual approach is, that at the start of render of a frame, you're polling the VR API for each eye's projection and "camera" translation matrix, then use that, to render into textures using an FBO, and at the end pass the IDs of those textures back to the API. With OpenVR:
Initialize the FBO
vr::EVRInitError err_hmd = vr::VRInitError_None;
m_hmd = vr::VR_Init(&err_hmd, vr::VRApplication_Scene);
if( err_hmd != vr::VRInitError_None ){
m_hmd = nullptr;
}
if( m_hmd ){
m_hmd->GetRecommendedRenderTargetSize(&m_hmd_width, &m_hmd_height);
mat44_from_hmd44(m_prj_l, m_hmd->GetProjectionMatrix(vr::Eye_Left, 0.01f, 10.f) );
mat44_from_hmd44(m_prj_r, m_hmd->GetProjectionMatrix(vr::Eye_Right, 0.01f, 10.f) );
mat44_from_hmd34(m_eye_l, m_hmd->GetEyeToHeadTransform(vr::Eye_Left) );
mat44_from_hmd34(m_eye_r, m_hmd->GetEyeToHeadTransform(vr::Eye_Right) );
if( !vr::VRCompositor() ){
vr::VR_Shutdown();
m_hmd = nullptr;
}
m_timer_vr = startTimer(1000/50);
} else {
}
if( m_hmd_width && m_hmd_height ){
qDebug() << "resize to" << m_hmd_width << m_hmd_height;
eye_target_textures.create(m_hmd_width, m_hmd_height);
}
Update the HMD pose:
vr::VREvent_t vrev;
while( m_hmd->PollNextEvent(&vrev, sizeof(vrev)) );
// Process SteamVR action state
// UpdateActionState is called each frame to update the state of the actions themselves. The application
// controls which action sets are active with the provided array of VRActiveActionSet_t structs.
vr::VRActiveActionSet_t actionSet = { 0 };
vr::VRInput()->UpdateActionState( &actionSet, sizeof(actionSet), 1 );
vr::TrackedDevicePose_t tdp[ vr::k_unMaxTrackedDeviceCount ];
vr::VRCompositor()->WaitGetPoses(tdp, vr::k_unMaxTrackedDeviceCount, NULL, 0);
mat4x4_translate(m_pose, 0, 0, -1);
for( int i = 0; i < vr::k_unMaxTrackedDeviceCount; ++i ){
if( !tdp[i].bPoseIsValid ){ continue; }
switch( m_hmd->GetTrackedDeviceClass(i) ){
case vr::TrackedDeviceClass_HMD:
mat44_from_hmd34(m_pose, tdp[i].mDeviceToAbsoluteTracking );
break;
}
}
Then when rendering you use m_pose and the m_eye… matrices.

Saving randomly generated passwords to a text file in order to display them later

I'm currently in a traineeship and I currently have to softwares I'm working on. The most important was requested yesterday and I'm stucked on the failure of its main feature: saving passwords.
The application is developped in C++\CLR using Visual Studio 2013 (Couldn't install MFC libraries somehow, installation kept failing and crashing even after multiple reboots.) and aims to generate a password from a seed provided by the user. The generated password will be save onto a .txt file. If the seed has already been used then the previously generated password will show up.
Unfortunately I can't save the password and seed to the file, though I can write the seed if I don't get to the end of the document. I went for the "if line is empty then write this to the document" but it doesn't work and I can't find out why. However I can read the passwords without any problem.
Here's the interresting part of the source:
int seed;
char genRandom() {
static const char letters[] =
"0123456789"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"abcdefghijklmnopqrstuvwxyz";
int stringLength = sizeof(letters) - 1;
return letters[rand() % stringLength];
}
System::Void OK_Click(System::Object^ sender, System::EventArgs^ e) {
fstream passwords;
if (!(passwords.is_open())) {
passwords.open("passwords.txt", ios::in | ios::out);
}
string gen = msclr::interop::marshal_as<std::string>(GENERATOR->Text), line, genf = gen;
bool empty_line_found = false;
while (empty_line_found == false) {
getline(passwords, line);
if (gen == line) {
getline(passwords, line);
PASSWORD->Text = msclr::interop::marshal_as<System::String^>(line);
break;
}
if (line.empty()) {
for (unsigned int i = 0; i < gen.length(); i++) {
seed += gen[i];
}
srand(seed);
string pass;
for (int i = 0; i < 10; ++i) {
pass += genRandom();
}
passwords << pass << endl << gen << "";
PASSWORD->Text = msclr::interop::marshal_as<System::String^>(pass);
empty_line_found = true;
}
}
}
I've also tried replacing ios::in by ios::app and it doesn't work. And yes I have included fstream, iostream, etc.
Thanks in advance!
[EDIT]
Just solved this problem. Thanks Rook for putting me on the right way. It feels like a silly way to do it, but I've closed the file and re-openned it using ios::app to write at the end of it. I also solved a stupid mistake resulting in writing the password before the seed and not inserting a final line so the main loop can still work. Here's the code in case someone ends up with the same problem:
int seed;
char genRandom() {
static const char letters[] =
"0123456789"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"abcdefghijklmnopqrstuvwxyz";
int stringLength = sizeof(letters) - 1;
return letters[rand() % stringLength];
}
System::Void OK_Click(System::Object^ sender, System::EventArgs^ e) {
fstream passwords;
if (!(passwords.is_open())) {
passwords.open("passwords.txt", ios::in | ios::out);
}
string gen = msclr::interop::marshal_as<std::string>(GENERATOR->Text), line, genf = gen;
bool empty_line_found = false;
while (empty_line_found == false) {
getline(passwords, line);
if (gen == line) {
getline(passwords, line);
PASSWORD->Text = msclr::interop::marshal_as<System::String^>(line);
break;
}
if (line.empty()) {
passwords.close();
passwords.open("passwords.txt", ios::app);
for (unsigned int i = 0; i < gen.length(); i++) {
seed += gen[i];
}
srand(seed);
string pass;
for (int i = 0; i < 10; ++i) {
pass += genRandom();
}
passwords << gen << endl << pass << endl << "";
PASSWORD->Text = msclr::interop::marshal_as<System::String^>(pass);
empty_line_found = true;
}
}
passwords.close();
}
So, here's an interesting thing:
passwords << pass << endl << gen << "";
You're not ending that with a newline. This means the very end of your file could be missing a newline too. This has an interesting effect when you do this on the final line:
getline(passwords, line);
getline will read until it sees a line ending, or an EOF. If there's no newline, it'll hit that EOF and then set the EOF bit on the stream. That means the next time you try to do this:
passwords << pass << endl << gen << "";
the stream will refuse to write anything, because it is in an eof state. There are various things you can do here, but the simplest would be to do passwords.clear() to remove any error flags like eof. I'd be very cautious about accidentally clearing genuine error flags though; read the docs for fstream carefully.
I also reiterate my comment about C++/CLR being a glue language, and not a great language for general purpose development, which would be best done using C++ or a .net language, such as C#. If you're absolutely wedded to C++/CLR for some reason, you may as well make use of the extensive .net library so you don't have to pointlessly martial managed types back and forth. See System::IO::FileStream for example.

How to run two loops at the same time?

I have been developing a very simple text game using Objective C and Xcode. It is almost done but I am having a problem, the scanf method stops the loop and asks for user input while I need the computer to be running the rest of the loop, the solution I came up with was running two while loops at the same time, one being the logic loop and another being a loop for user input.
I have been doing my research and it looks like using threads are the way to go, I just have not found a tutorial that will break it down for a n00b in Objective C (I am decent in java, I just have never worked with threads). If anybody could explain them or link me to a very broken down tutorial that would be great. Or if anybody has another idea I am open to anything else.
Necessary Code (The scanf I am having a problem with has asterisks on the line):
while(running != 0)
{
if(gameState == 1)
{
if(timeToGenerateNum == true)
{
while(randNumber < 10000000)
{
randNumber = arc4random() % 100000000;
}
NSLog(#"%i", randNumber);
timeToGenerateNum = false;
}
else
{
while(time <= 2500)
{
NSLog(#"Testing");
time++;
******************scanf("%i", &userNum);************************
if(userNum == randNumber)
{
score += time;
time = 0;
timeToGenerateNum = true;
}
}
NSLog(#"Game Over! Your score was %i!", score);
running = 0;
}
}
else if(gameState == 2)
{
NSLog(#"To play, simply type in the number that appears on the screen.");
NSLog(#"But be careful, you only have a short amount of time before GAME OVER!");
NSLog(#"The quicker you type in the number the more score you get!");
NSLog(#"Are you ready to start, if so type '1' and press enter!");
scanf("%i", &gameState);
}
}
You're going to have to learn a bit about BSD (Unix, Linux) input/output to pull this off: replace your call to scanf with a non-blocking function you write to acquire input from the user's keyboard.
This function should immediately return whatever the user typed, or immediately return with a zero character count if she didn't type anything.
Read up on the select(2) system call, and keep in mind that keyboard input (standard input) is the first file descriptor, file descriptor zero.