/* sort signed ints: flip highest bit, sort as unsigned, flip back */ static void radix_sort(int *a, const size_t len) { size_t i; uint *x = (uint*) a; each(i, len) x[i] ^= INT_MIN; rad_sort_u(x, x + len, INT_MIN); each(i, len) x[i] ^= INT_MIN; }
void test() { int len = 16, x[16], i; each(i, len) x[i] = rand() % 512 - 256; each(i, len) printf("%d%c", x[i], i + 1 < len ? ' ' : '\n'); radix_sort(x, len); each(i, len) printf("%d%c", x[i], i + 1 < len ? ' ' : '\n'); }
void radix_sort(int *a, const size_t len) { size_t i; uint *x = (uint*) a; // Flip negative signs so sorting works properly each(i, len) x[i] ^= INT_MIN; // Sort unsigned rad_sort_u(x, x+len, INT_MIN); // Flip negative signs back each(i, len) x[i] ^= INT_MIN; }
int main(void) { int len = 16, x[16], i; size_t len = 16, i; each(i, len) x[i] = rand() % 512 - 256; radix_sort(x, len); each(i, len) printf("%d%c", x[i], i + 1 < len ? ' ' : '\n'); return 0; }
void ScreenManager::ClearAllScreens() { for each (Screen* s in mScreens) s->~Screen(); mScreens.clear(); }
void Revert() { for each (memPatch i in changes) WriteMemRaw(i.location, i.patch, i.patchSize); changes.clear(); return; }
const AABB Mesh::aabb() const { //FIXME: This should totally be cached for speed AABB result; if(!this->submesh_count()) { return result; } float max = std::numeric_limits<float>::max(); float min = std::numeric_limits<float>::min(); result.min = smlt::Vec3(max, max, max); result.max = smlt::Vec3(min, min, min); each([&result](const std::string& name, SubMesh* mesh) { if(mesh->aabb().min.x < result.min.x) result.min.x = mesh->aabb().min.x; if(mesh->aabb().min.y < result.min.y) result.min.y = mesh->aabb().min.y; if(mesh->aabb().min.z < result.min.z) result.min.z = mesh->aabb().min.z; if(mesh->aabb().max.x > result.max.x) result.max.x = mesh->aabb().max.x; if(mesh->aabb().max.y > result.max.y) result.max.y = mesh->aabb().max.y; if(mesh->aabb().max.z > result.max.z) result.max.z = mesh->aabb().max.z; }); return result; }
void Mesh::transform_vertices(const smlt::Mat4& transform, bool include_submeshes) { shared_data->move_to_start(); for(uint32_t i = 0; i < shared_data->count(); ++i) { if(shared_data->specification().has_positions()) { smlt::Vec3 v = shared_data->position_at<Vec3>(i); kmVec3MultiplyMat4(&v, &v, &transform); shared_data->position(v); } if(shared_data->specification().has_normals()) { smlt::Vec3 n; shared_data->normal_at(i, n); kmVec3TransformNormal(&n, &n, &transform); shared_data->normal(n.normalized()); } shared_data->move_next(); } shared_data->done(); if(include_submeshes) { each([transform](const std::string& name, SubMesh* mesh) { if(!mesh->uses_shared_vertices()) { mesh->transform_vertices(transform); } }); } }
int BaseLocationImpl::minerals() const { int count=0; for each (BWAPI::Unit* m in this->staticMinerals) count+=m->getResources(); return count; }
int BaseLocationImpl::gas() const { int count=0; for each (BWAPI::Unit* g in this->geysers) count+=g->getResources(); return count; }
//================================================================================================= void Container::Event(GuiEvent e) { if(e == GuiEvent_WindowResize) { for each(Control* ctrl in ctrls) ctrl->Event(GuiEvent_WindowResize); } }
HdB::AudioSystem::~AudioSystem() { for each (Sound^ s in mLoadedSounds) delete s; mLoadedSounds->Clear(); delete mPrimaryBuffer; delete mSoundDev; }
void track::each(std::function<bool(track& track)> value_cb) { each([&](json::object& value) -> bool { auto v = track(std::move(value)); return value_cb(v); }); }
size_t Path::listDir(PathList &l, bool recurse, unsigned short flags) const { EachFunc func; details::DirLister dl(l); Bind(&dl, &details::DirLister::dirItem, func); l.clear(); each(func, recurse, flags); return l.size(); }
bool PlayState::onExit() { for each(GameObject * go in gameObjects) go->clean(); for each(auto texture in textures) TextureManager::getInstance()->remove(texture); gameObjects.clear(); textures.clear(); return true; }
void PlayState::handleEvents(SDL_Event e) { for each (GameObject * go in gameObjects) go->handleEvents(e); //EXIT if (e.type == SDL_KEYDOWN && e.key.keysym.scancode == SDL_SCANCODE_ESCAPE) { Game::getInstance()->getGameStateMachine()->pushState(new PauseState()); } }
OverlaysEnum::OverlaysEnum(OverlaysContainer *pOverlays) : refCount(0) { // Create a copy of overlays. for each (Overlay *p in *pOverlays) overlays.push_back(p); Rewind(); }
void Board::draw(const Camera& camera) { // Draw the tiles for each (Tile* var in m_Tiles) var->draw(camera); /*for (int i = 0; i < m_Tiles.size(); i++) // if not using C++11 m_Tiles[i]->draw(camera);*/ }
std::ostream& operator<<(std::ostream & in_stream, const CreoAssembledFeatureDefinition &in_CreoAssembledFeatureDefinition) { in_stream << "****************************************************************************" << std::endl; in_stream << "Creo-Assembled-Feature-Definition read from the assembled-model feature tree" << std::endl; in_stream << "Model Name: " << (std::string)in_CreoAssembledFeatureDefinition.modelName << std::endl; in_stream << "Component Instance ID: " << (std::string)in_CreoAssembledFeatureDefinition.componentInstanceID << std::endl; in_stream << "****************************************************************************" << std::endl; if ( in_CreoAssembledFeatureDefinition.constraintSetDefinitions.size() == 0 ) in_stream << "No sets found." << std::endl; for each ( CreoConstraintSetDefinition i in in_CreoAssembledFeatureDefinition.constraintSetDefinitions) in_stream << i; if ( in_CreoAssembledFeatureDefinition.constraintDefinitions.size() == 0 ) in_stream << "No constraints found with valid references." << std::endl; for each ( CreoConstraintDefinition i in in_CreoAssembledFeatureDefinition.constraintDefinitions) in_stream << i; return in_stream; }
int main() { int data[] = {32, 54, 33, 76, 4, 26, 76}; int *ptr = new int[7]; ptr = data; for (int i = 0; i < 7; ++i) cout << each(ptr) << " "; delete ptr; }
bool RelationShip::isRelationType(string relationType){ if(this->hasSizeToConnect()) return false; bool isRType = true; if(relationType == RelationType::One){ for each(Component* component in this->getAllConnections()) isRType &= (component->getName() == RelationType::One); } else{
static int rasmap_eachrme(struct RasMap* rm, int (*each)(void* data, void* key, void* val), void* data) { struct RasMapElement* rme = rm->rme; for(; 0 != rme; rme = rme->rme) { ras_retn_iferr(each(data, rme->key, rme->val)); } return 0; }
int rasmap_each(struct RasMap* rm, rasmap_each_t* each, void* data) { struct RasMapElement* rme; ras_retn_if((0 == rm || 0 == each), -EINVAL); for(rme = rm->nxt; 0 != rme; rme = rme->nxt) { ras_retn_iferr(each(data, rme->key, rme->val)); } return 0; }
void cs_selected_foreach (GCallback cb, gpointer data) { void (*each)(ClutterActor *actor, gpointer data)=(void*)cb; GList *s; for (s = selected; s; s = s->next) { ClutterActor *actor = s->data; if (actor != clutter_actor_get_stage (actor)) each(actor, data); } }
void RemoteNode3DSub::Destroy() { ::Ogre::String ostr_scenenode = StringConvert::CLRToOgre(PREFIX_REMOTENODE_SCENENODE + ID); ::Ogre::String ostr_entity = StringConvert::CLRToOgre(PREFIX_REMOTENODE_ENTITY + ID); // cleanup scenenode if (RootNode->SceneManager->hasSceneNode(ostr_scenenode)) RootNode->SceneManager->destroySceneNode(ostr_scenenode); if (SceneNode != nullptr) { //SceneNode.Dispose(); SceneNode = nullptr; } // cleanup entity if (RootNode->SceneManager->hasEntity(ostr_entity)) RootNode->SceneManager->destroyEntity(ostr_entity); if (Entity != nullptr) { //Entity.Dispose(); Entity = nullptr; } if (ParticleSystems != nullptr) { // cleanup particle systems for(unsigned int i=0; i<ParticleSystems->size(); i++) { ::ParticleUniverse::ParticleSystem* particleSystem = ParticleSystems->at(i); ::ParticleUniverse::ParticleSystemManager* particleMan = ::ParticleUniverse::ParticleSystemManager::getSingletonPtr(); particleMan->destroyParticleSystem(particleSystem, RootNode->SceneManager); } delete ParticleSystems; ParticleSystems = nullptr; } if (SubNodes != nullptr) { for each (RemoteNode3DSub^ subNode in SubNodes) subNode->Destroy(); SubNodes->Clear(); SubNodes = nullptr; } };
void ScreenManager::Draw(float deltaTime) { // clear for each tick mD3DDevice->ClearRenderTargetView( mD3DManager->mRenderTargetView, D3DXCOLOR( 0.0, 0.0, 0.0, 0.0 ) ); // draw every screen (the one in focus will always be placed on top for each (Screen* screen in mScreens) screen->Draw(); // set state and chain //mD3DDevice->RSSetState(mD3DManager->pRS); mD3DManager->mSwapChain->Present(1,0); // no lock on fps }
PluginSettings( #ifdef FAR3 FARAPISETTINGSCONTROL settingsControl, const GUID &guid) { SettingsControl = settingsControl; handle = INVALID_HANDLE_VALUE; FarSettingsCreate settings = {sizeof settings,guid,handle}; if(SettingsControl(INVALID_HANDLE_VALUE,SCTL_CREATE,PSL_ROAMING,&settings)) handle = settings.Handle; #else bool bWrite) { extern TCHAR PluginRootKey[]; DWORD disp; if((bWrite ? RegCreateKeyEx(HKEY_CURRENT_USER, PluginRootKey, 0, 0, 0, KEY_WRITE|KEY_READ, 0, &hKey, &disp) : RegOpenKeyEx(HKEY_CURRENT_USER, PluginRootKey, 0, KEY_READ, &hKey)) !=ERROR_SUCCESS) hKey = 0; #endif } ~PluginSettings() { #ifdef FAR3 SettingsControl(handle,SCTL_FREE,0,0); #else for each(HKEY hk in subKeys) //for(HKEY hk : subKeys) after moving to a newer VC RegCloseKey(hk); subKeys.clear(); if(hKey) RegCloseKey(hKey); hKey = 0; #endif } KEY_TYPE CreateSubKey(PCWSTR Name, KEY_TYPE root = 0) { #ifdef FAR3 FarSettingsValue value = {sizeof value, root, Name}; return (KEY_TYPE)SettingsControl(handle,SCTL_CREATESUBKEY,0,&value); #else if(root == 0) root = hKey; HKEY hk; if(RegCreateKeyW(root, Name, &hk) != ERROR_SUCCESS) return 0; subKeys.push_back(hk); return hk; #endif }
void RetrieveCreoMaterialsNames( const std::vector<std::string> &in_ListOfComponentInstanceIDs, std::map<std::string, isis::CADComponentData> &in_CADComponentData_map, std::map<std::string, std::string> &out_ComponentID_to_MaterialName_map ) throw (isis::application_exception) { bool errorOccrred = false; std::stringstream errorNotFoundMaterials; errorNotFoundMaterials << "Material(s) not set in Creo Model(s):"; ProMaterial material; char stringBuffer[PRO_NAME_SIZE]; std::string materialName; for each ( std::string i in in_ListOfComponentInstanceIDs) { if ( in_CADComponentData_map[i].modelType == PRO_PART ) { try { isis::isis_ProMaterialCurrentGet( in_CADComponentData_map[i].modelHandle, &material ); char stringBuffer[PRO_NAME_SIZE]; // PRO_NAME_SIZE = 32 materialName = ProWstringToString( stringBuffer, material.matl_name ); // A component ID should not occurr more than once if ( out_ComponentID_to_MaterialName_map.find(i) != out_ComponentID_to_MaterialName_map.end() ) { std::stringstream errorString; errorString << "Function: RetrieveCreoMaterialsNames, A ComponentInstanceID (" << in_CADComponentData_map[i].componentID << ") appeared more than once in in_ListOfComponentInstanceIDs" << std::endl << "in_ListOfComponentInstanceIDs: " << std::endl; for each ( std::string j in in_ListOfComponentInstanceIDs ) errorString << "ComponentInstanceID: " << i << "ComponentName: " << in_CADComponentData_map[i].name; throw isis::application_exception(errorString.str().c_str()); } out_ComponentID_to_MaterialName_map[i] = materialName; } catch ( isis::application_exception ex ) { errorOccrred = true; errorNotFoundMaterials << std::endl << " Component Instance ID: " << in_CADComponentData_map[i].componentID << std::endl << " Component Name: " << in_CADComponentData_map[i].name << std::endl << " Component Type: " << ProMdlType_string(in_CADComponentData_map[i].modelType) << std::endl << " Exception: " << ex.what() << std::endl; }
void test3(void) { jv_pool_t *pool; jv_uint_t i; pool=jv_pool_create(4096); each(pool); srand(time(NULL)); for(i=0;i<100;i++) { jv_uint_t j = rand()%100 + 500; jv_lump_t* lump = (jv_lump_t*)jv_pool_alloc(pool,j); printf("apply memory size:%u\n",j); if(lump==NULL) { printf("free is error.\n"); continue; } jv_pool_free(pool,lump); } each(pool); jv_pool_destroy(pool); }
void Mesh::set_diffuse(const smlt::Colour& colour, bool include_submeshes) { shared_data->move_to_start(); for(uint32_t i = 0; i < shared_data->count(); ++i) { shared_data->diffuse(colour); shared_data->move_next(); } shared_data->done(); if(include_submeshes) { each([=](const std::string& name, SubMesh* mesh) { if(!mesh->uses_shared_vertices()) { mesh->set_diffuse(colour); } }); } }