/* HardwareConcurrency() - How much parallelism does the hardware have? * * Due to a very painful bug in Visual C++, we use a wrapper function for * what should be a simple library call. */ static unsigned int HardwareConcurrency(void) { static unsigned int ThreadCount; if(ThreadCount == 0) { try { // compiler thinks next line can't throw exception (true, except for bug) ThreadCount = std::thread::hardware_concurrency(); // have to convince compiler an exception could be thrown... unique_ptr<char[]> Dummy(new char[1]); } catch (...) { fprintf(stderr, "Can't happen: hardware_concurrency() threw an exception.\n" "Are you running under Windows/AppVerifier with HighVersionLie checked?\n" "If so, you may want to do something like:\n" " appverif -disable HighVersionLie -for blacc.exe\n" ); throw; } // note that 0 is essentially "don't know" if(ThreadCount == 0) ThreadCount = 1; } return ThreadCount; }
ListNode *deleteDuplicates(ListNode *head) { ListNode Dummy(-1);Dummy.next=head; ListNode* p=head,*pre=&Dummy; //if(p==nullptr) return nullptr; bool hasduplicate=0; while(p) { if(p->next==nullptr) { if(hasduplicate) pre->next=p->next; break; } if(p->val==p->next->val) { hasduplicate=1; p=p->next; } else { if(!hasduplicate) pre=p,p=p->next; else hasduplicate=0,pre->next=p->next,p=p->next; } } return Dummy.next; }
TEST(MaybeTest, MoveAssign) { Maybe<Dummy> val; { Maybe<Dummy> val2 = Dummy(); val = std::move(val2); } }
ListNode* mergeTwoLists(ListNode* l1, ListNode* l2) { if (l1 == NULL) return l2; if (l2 == NULL) return l1; // Create a Dummy Node where is the beginning of the new list ListNode Dummy(0); ListNode* New_L = &Dummy; // Letting New List's next point to the one we want from L1 or L2 // This will loop until either L1 or L2 reach NULL for (; l1 != NULL && l2 != NULL ; New_L = New_L->next) { if ( l1->val < l2->val ) { New_L -> next = l1; l1 = l1->next; } else { New_L -> next = l2; l2 = l2->next; } } New_L -> next = (l1 == NULL) ? l2:l1; return Dummy.next; }
QVector <double> KoDummyColorProfile::getEstimatedTRC() const { QVector<double> Dummy(3); Dummy.fill(2.2); return Dummy; }
/** * moved the fix for #917 here - check a house's ability to handle base plan before it actually tries to generate a base plan, not at game start * (we have no idea what houses at game start are supposed to be able to do base planning, so mission maps f**k up) */ bool HouseExt::ExtData::CheckBasePlanSanity() { auto House = this->AttachedToObject; // this shouldn't happen, but you never know if(House->ControlledByHuman() || House->IsNeutral()) { return true; } const char *errorMsg = "AI House of country [%s] cannot build any object in %s. The AI ain't smart enough for that.\n"; bool AllIsWell(true); // if you don't have a base unit buildable, how did you get to base planning? // only through crates or map actions, so have to validate base unit in other situations auto pArray = &RulesClass::Instance->BaseUnit; bool canBuild = false; for(int i = 0; i < pArray->Count; ++i) { auto Item = pArray->GetItem(i); if(House->CanExpectToBuild(Item)) { canBuild = true; break; } } if(!canBuild) { AllIsWell = false; Debug::DevLog(Debug::Error, errorMsg, House->Type->ID, "BaseUnit"); } auto CheckList = [House, errorMsg, &AllIsWell] (DynamicVectorClass<BuildingTypeClass *> *const List, char * const ListName) -> void { if(!House->FirstBuildableFromArray(List)) { AllIsWell = false; Debug::DevLog(Debug::Error, errorMsg, House->Type->ID, ListName); } }; // commented out lists that do not cause a crash, according to testers // CheckList(&RulesClass::Instance->Shipyard, "Shipyard"); CheckList(&RulesClass::Instance->BuildPower, "BuildPower"); CheckList(&RulesClass::Instance->BuildRefinery, "BuildRefinery"); CheckList(&RulesClass::Instance->BuildWeapons, "BuildWeapons"); // CheckList(&RulesClass::Instance->BuildConst, "BuildConst"); // CheckList(&RulesClass::Instance->BuildBarracks, "BuildBarracks"); // CheckList(&RulesClass::Instance->BuildTech, "BuildTech"); // CheckList(&RulesClass::Instance->BuildRadar, "BuildRadar"); // CheckList(&RulesClass::Instance->ConcreteWalls, "ConcreteWalls"); // CheckList(&RulesClass::Instance->BuildDummy, "BuildDummy"); // CheckList(&RulesClass::Instance->BuildNavalYard, "BuildNavalYard"); auto pCountryData = HouseTypeExt::ExtMap.Find(House->Type); auto Powerplants = pCountryData->GetPowerplants(); DynamicVectorClass<BuildingTypeClass*> Dummy(Powerplants.size(), const_cast<BuildingTypeClass**>(Powerplants.begin())); CheckList(&Dummy, "Powerplants"); // auto pSide = SideClass::Array->GetItem(curHouse->Type->SideIndex); // auto pSideData = SideExt::ExtMap.Find(pSide); // CheckList(&pSideData->BaseDefenses, "Base Defenses"); return AllIsWell; }
bool cBlockArea::SaveToSchematicFile(const AString & a_FileName) { cFastNBTWriter Writer("Schematic"); Writer.AddShort("Width", m_SizeX); Writer.AddShort("Height", m_SizeY); Writer.AddShort("Length", m_SizeZ); Writer.AddString("Materials", "Alpha"); if (HasBlockTypes()) { Writer.AddByteArray("Blocks", (const char *)m_BlockTypes, GetBlockCount()); } else { AString Dummy(GetBlockCount(), 0); Writer.AddByteArray("Blocks", Dummy.data(), Dummy.size()); } if (HasBlockMetas()) { Writer.AddByteArray("Data", (const char *)m_BlockMetas, GetBlockCount()); } else { AString Dummy(GetBlockCount(), 0); Writer.AddByteArray("Data", Dummy.data(), Dummy.size()); } // TODO: Save entities and block entities Writer.BeginList("Entities", TAG_Compound); Writer.EndList(); Writer.BeginList("TileEntities", TAG_Compound); Writer.EndList(); Writer.Finish(); // Save to file cGZipFile File; if (!File.Open(a_FileName, cGZipFile::fmWrite)) { LOG("Cannot open file \"%s\" for writing.", a_FileName.c_str()); return false; } if (!File.Write(Writer.GetResult())) { LOG("Cannot write data to file \"%s\".", a_FileName.c_str()); return false; } return true; }
void Dynamixel::uDelay(uint32 uTime) { uint32 cnt, max; static uint32 tmp = 0; for( max=0; max < uTime; max++) { for( cnt=0; cnt < 10 ; cnt++ ) { tmp +=Dummy(cnt); } } //tmpdly = tmp; }
void uDelay(u32 uTime) { u32 cnt, max; static u32 tmp = 0; for( max=0; max < uTime; max++) { for( cnt=0; cnt < 10 ; cnt++ ) { tmp +=Dummy(cnt); } } tmpdly = tmp; }
AString cSchematicFileSerializer::SaveToSchematicNBT(const cBlockArea & a_BlockArea) { cFastNBTWriter Writer("Schematic"); Writer.AddShort("Width", static_cast<Int16>(a_BlockArea.m_Size.x)); Writer.AddShort("Height", static_cast<Int16>(a_BlockArea.m_Size.y)); Writer.AddShort("Length", static_cast<Int16>(a_BlockArea.m_Size.z)); Writer.AddString("Materials", "Alpha"); if (a_BlockArea.HasBlockTypes()) { Writer.AddByteArray("Blocks", reinterpret_cast<const char *>(a_BlockArea.GetBlockTypes()), a_BlockArea.GetBlockCount()); } else { AString Dummy(a_BlockArea.GetBlockCount(), 0); Writer.AddByteArray("Blocks", Dummy.data(), Dummy.size()); } if (a_BlockArea.HasBlockMetas()) { Writer.AddByteArray("Data", reinterpret_cast<const char *>(a_BlockArea.GetBlockMetas()), a_BlockArea.GetBlockCount()); } else { AString Dummy(a_BlockArea.GetBlockCount(), 0); Writer.AddByteArray("Data", Dummy.data(), Dummy.size()); } Writer.AddInt("WEOffsetX", a_BlockArea.m_WEOffset.x); Writer.AddInt("WEOffsetY", a_BlockArea.m_WEOffset.y); Writer.AddInt("WEOffsetZ", a_BlockArea.m_WEOffset.z); // TODO: Save entities and block entities Writer.BeginList("Entities", TAG_Compound); Writer.EndList(); Writer.BeginList("TileEntities", TAG_Compound); Writer.EndList(); Writer.Finish(); return Writer.GetResult(); }
void Dynamixel::nDelay(uint32 nTime) { uint32 cnt, max; cnt=0; static uint32 tmp = 0; for( max=0; max < nTime; max++) { //for( cnt=0; cnt < 10 ; cnt++ ) //{ tmp +=Dummy(cnt); //} } //tmpdly = tmp; }
ListNode* reverseBetween(ListNode* head, int m, int n) { if (m == n) return head; n -= m; ListNode Dummy(0); Dummy.next = head; ListNode* ptr = &Dummy; while (--m) ptr = ptr->next; ListNode* reversePtr = ptr->next; while (n--) { ListNode * tmp = reversePtr->next; reversePtr->next = tmp->next; tmp->next = ptr->next; ptr->next = tmp; } return Dummy.next; }
//*********************************************************************** int CParser::GetNextToken() // return next token in the script //*********************************************************************** { if (!m_lpScript) return I_EOF; int i; int wWordLen, wLen; pCParseToken pToken; LPSTR pWord; if (wWordLen = GetNextWord()) { pWord = m_lpScript; // the word it just located m_lpScript += wWordLen; // just after this word for (i=0; (pToken = &TokenList[i]) && pToken->GetID(); i++) { LPSTR lpToken = pToken->GetToken(); wLen = pToken->GetTokenLen(); if ((wWordLen == wLen) && (_fstrnicmp(lpToken, pWord, wLen) == 0)) { BOOL bResult = TRUE; for (int q=0; bResult && q<pToken->GetParams(); q++) bResult = GetNextNum(&m_Params[q]); if (!bResult) RecordError(pToken, ERR_INSUF); return bResult ? pToken->GetID() : NULL; // found one. } } // cannot find that command char command[100]; command[0] = 0; lstrcpyn(command, pWord, wWordLen+1); CParseToken Dummy((LPSTR)command, 0, 0); RecordError(&Dummy, ERR_UNKNOWN); return NULL; } // no more words in the script return I_EOF; }
namespace PrototypeIDVariant { enum Warrior_ID {Infantryman_ID, Archer_ID, Horseman_ID }; class Warrior; // forward declaration typedef std::map< Warrior_ID, Warrior* > Registry; Registry& getRegistry() { static Registry instance; return instance; } class Dummy{}; class Warrior { public: virtual Warrior* clone() = 0; virtual string info() = 0; virtual ~Warrior() {} static Warrior* createWarrior( Warrior_ID id ) { Registry& r = getRegistry(); if( r.find(id) != r.end() ) return r[id]->clone(); return 0; } protected: static void addProtopype( Warrior_ID id, Warrior* prototype) { Registry& r = getRegistry(); r[id] = prototype; } static void removePrototype( Warrior_ID id ) { Registry& r = getRegistry(); r.erase( r.find( id ) ); } }; class Infantryman : public Warrior { public: Warrior* clone() { return new Infantryman( * this ); } string info() { return "Infantryman"; } private: Infantryman( Dummy ) { Warrior::addProtopype( Infantryman_ID, this ); } Infantryman() {} static Infantryman prototype; }; class Archer : public Warrior { public: Warrior* clone() { return new Archer( * this ); } string info() { return "Archer"; } private: Archer( Dummy ) { Warrior::addProtopype( Archer_ID, this ); } Archer() {} static Archer prototype; }; class Horseman : public Warrior { public: Warrior* clone() { return new Horseman( * this ); } string info() { return "Horseman"; } private: Horseman( Dummy ) { Warrior::addProtopype( Horseman_ID, this ); } Horseman() {} static Horseman prototype; }; Infantryman Infantryman::prototype = Infantryman( Dummy() ); Archer Archer::prototype = Archer( Dummy() ); Horseman Horseman::prototype = Horseman( Dummy() ); void aPrototype() { std::vector< Warrior* > v; v.push_back( Warrior::createWarrior( Infantryman_ID ) ); v.push_back( Warrior::createWarrior( Archer_ID ) ); v.push_back( Warrior::createWarrior( Horseman_ID ) ); for( size_t i = 0; i < v.size(); ++i ) cout << v[i]->info() << endl; } }
void init(){ bool cOut = pa("-c"), dOut = pa("-d"); if(cOut){ colorOut.init(pa("-c")); } if(dOut){ depthOut.init(pa("-d")); } if(cOut || dOut){ prevGUI << (cOut ? Image().handle("color") : Dummy()) << (dOut ? Image().handle("depth") : Dummy()) << Create(); } gui << Draw3D().handle("draw") << ( VBox().minSize(10,2) << FSlider(-10,10,0).out("x").label("translate x") << FSlider(-10,10,0).out("y").label("translate y") << FSlider(1.5,10,0).out("z").label("translate z") << FSlider(-4,4,0).out("rx").label("rotate x") << FSlider(-4,4,0).out("ry").label("rotate y") << FSlider(-4,4,0).out("rz").label("rotate z") << ((cOut||dOut) ? (const GUIComponent&)Button("show","hide").label("preview").handle("preview") : (const GUIComponent&)Dummy() ) << Button("reset view").handle("resetView") ) << Show(); if(cOut || dOut){ gui["preview"].registerCallback(utils::function(&prevGUI,&GUI::switchVisibility)); if(dOut){ ImageHandle d = prevGUI["depth"]; d->setRangeMode(ICLWidget::rmAuto); } } Camera defaultCam(Vec(4.73553,-3.74203,8.06666,1), Vec(-0.498035,0.458701,-0.735904,1), Vec(0.787984,-0.116955,-0.604486,1)); scene.addCamera( !pa("-cam").as<bool>() ? defaultCam : Camera(*pa("-cam"))); initDepthCam = scene.getCamera(0); if(pa("-ccam")){ scene.addCamera(*pa("-ccam")); Mat D=scene.getCamera(0).getCSTransformationMatrix(); Mat C=scene.getCamera(1).getCSTransformationMatrix(); relTM = new Mat( C * D.inv() ); } SceneObject* ground = SceneObject::cuboid(0,0,0,200,200,3); ground->setColor(Primitive::quad,GeomColor(100,100,100,255)); scene.addObject(ground); if(pa("-object")){ scene.addObject( (obj = new SceneObject(*pa("-object"))) ); }else{ scene.addObject( (obj = SceneObject::cube(0,0,3, 3) ) ); } obj->setColor(Primitive::quad, GeomColor(0,100,255,255)); obj->setColor(Primitive::triangle, GeomColor(0,100,255,255)); obj->setColor(Primitive::polygon, GeomColor(0,100,255,255)); obj->setVisible(Primitive::line | Primitive::vertex, false); gui["draw"].link(scene.getGLCallback(0)); gui["draw"].install(scene.getMouseHandler(0)); scene.setDrawCamerasEnabled(false); scene.addCamera(scene.getCamera(0)); }
int main() { EifList<int> TestList (True), TestList2 (True); EifIterator TestIt, *TestItptr; int d[] = {1, 2, 3, 1, 4, 5, 6, 7, 8, 8, 9, 10, -1}, i; for (i = 0; d [i] != -1; i++) { cout << "\n" << d[i]; TestList.Add (d[i]); } cout << "\n\nList Test\n"; cout << "Should be 10\t" << TestList.Count() << "\n"; TestList.Remove (11); cout << "Should be 10\t" << TestList.Count() << "\n"; TestList.Remove (9); cout << "Should be 9\t" << TestList.Count() << "\n"; TestList.Search (9); cout <<"Should be 0\t" << TestList.Found() << "\n"; TestList.Search (6); cout <<"Should be 1:\t" << TestList.Found() << "\n"; cout << "Should be 6:\t" << TestList.FoundItem() << "\n"; IC (0, TestList); TestItptr = new EifIterator (TestList); IC (1, TestList); EifIterator TestIt2 = *TestItptr; IC (2, TestList); TestIt2 = TestIt; IC (1, TestList); DummyIt (1, *TestItptr, TestList); delete TestItptr; TestItptr = NULL; IC (0, TestList); Dummy (TestList); IC (0, TestList); TestIt = TestList.Iterator(); IC (1, TestList); while (!TestIt.Finished()) { cout <<'\n' << TestList.Item (TestIt); TestIt.Forth(); } IC (0, TestList); TestIt = TestList2.Iterator(); IC (0, TestList2); TestList2.Add (1); TestIt.First(); IC (1, TestList2); TestIt.Forth(); IC (0, TestList2); return 0; }
void bimanual_ds::Update() { if (Command==Com_Stop){ dt_=0; } else if (Command==Com_Break) { dt_=Break_*dt_; } Frame_transform_U_T_C(); U_l_=K_l_*(S_VO_C_L_-S_R_L_); U_r_=K_r_*(S_VO_C_R_-S_R_R_); if (P_O_.Norm2()!=0) { DGamma_=0.1*(1-Gamma_)/P_O_.Norm2(); } Vector Dummy(6);Dummy.Zero(); Dummy(3)=S_O_(3);Dummy(4)=S_O_(4);Dummy(5)=S_O_(5); // Eq. 9a DS_VO_=(A_1_*(S_VO_-S_O_*Gamma_)+DS_O_*Gamma_+S_O_*DGamma_+U_l_+U_r_)/3; // DS_VO_=(A_1_*(S_VO_-S_O_*Gamma_)+DS_O_*Gamma_+S_O_*DGamma_+Dummy*DGamma_); // cout<<DS_VO_(0)<<" "<<DS_VO_(1)<<" "<<DS_VO_(2)<<" "<<DS_VO_(3)<<" "<<DS_VO_(4)<<" "<<DS_VO_(5)<<endl; if (Command==Com_Safe) { O_U_VO_=O_U_O_*Gamma_O_+O_U_VO_*(1-Gamma_O_); } S_VO_ = S_VO_ + DS_VO_*dt_; /* Pos_Debug.position.x=U_l_(0); Pos_Debug.position.y=U_l_(1); Pos_Debug.position.z=U_l_(2); Pos_Debug.orientation.x=U_l_(3); Pos_Debug.orientation.y=U_l_(4); Pos_Debug.orientation.z=U_l_(5); pub_Debug.publish(Pos_Debug);*/ // O_U_VO_=O_U_VO_+DO_VO_*dt_; /* DO_VO_.Print("DO_VO_");*/ U_O_VO_Matrix_=ConvertQuatsToMats(O_U_VO_); C_O_U_Matrix_=U_O_C_Matrix_.Inverse(); C_O_VO_Matrix_=U_O_VO_Matrix_*C_O_U_Matrix_; DS_R_L_=DS_VO_+K_l_*(S_R_L_-S_VO_C_L_); S_R_L_=S_R_L_+DS_R_L_*dt_; DS_R_R_=DS_VO_+K_r_*(S_R_R_-S_VO_C_R_); S_R_R_=S_R_R_+DS_R_R_*dt_; Gamma_=Gamma_+DGamma_*dt_*0.2; if (Gamma_>0.99) Gamma_=1; // if ((P_R_U_L_(2)<0.1)||(P_R_U_R_(2)<0.2)) // { // if (Command!=Com_Stop) // { // FLag_of_command=0; // } // Command=Com_Stop; // if (FLag_of_command==0) // { // cout<<"The robot is immediately stopped"<<endl; // FLag_of_command=1; // } // } Frame_transform_C_T_U(); // cout<<"Norm2() "<<(P_O_-P_VO_).Norm2()+(P_R_L_-P_O_C_L_).Norm2()+(P_R_R_-P_O_C_R_).Norm2()<<endl; // if ((((P_O_-P_VO_).Norm2()+(P_R_L_-P_O_C_L_).Norm2()+(P_R_R_-P_O_C_R_).Norm2()<0.01))||P_VO_(0)>0.3) // if ((((P_O_-P_VO_).Norm2()+(P_R_L_-P_O_C_L_).Norm2()+(P_R_R_-P_O_C_R_).Norm2()<0.001))) // { /* if (Command!=Com_Break) { FLag_of_command=0; } Command=Com_Break; if (FLag_of_command==0) { cout<<"The robot's speed is reduced"<<endl; FLag_of_command=1; }*/ // } // Gamma_O_=1.0; if (P_U_O_(0)>-0.5) { Gamma_O_=1.0; State_Orie=Per_Follow; } //Print_states(); }
TEST(MaybeTest, Lifecycle) { Maybe<Dummy> val = make_nothing<Dummy>(); Maybe<Dummy> val2 = make_value(Dummy()); }