Where is the lock for a std::atomic?

If a data structure has multiple elements in it, the atomic version of it cannot (always) be lock-free. I was told that this is true for larger types because the CPU can not atomically change the data without using some sort of lock. for example: #include <iostream> #include <atomic> struct foo { double a; double b; }; std::atomic<foo> var; int main() { std::c

std :: atomic的锁在哪里?

如果数据结构中包含多个元素,则其原子版本不能(始终)无锁定。 有人告诉我,对于较大的类型,这是真的,因为CPU不能在没有使用某种锁的情况下自动更改数据。 例如: #include <iostream> #include <atomic> struct foo { double a; double b; }; std::atomic<foo> var; int main() { std::cout << var.is_lock_free() << std::endl; std::cout << sizeof(foo) <

Segfault on glDrawArrays when combining OpenGl and QML

I'm trying to write an application which renders a texture via OpenGL into a QML item. After searching online and trying various things, (felt like a lot of guessing, I have a very limited understanding of OpenGl,) I eventually ran the program through Valgrind and discovered an illegal memory access, meaning I'm not initializing everything needed for the OpenGl to draw correctly. I was

合并OpenGl和QML时,在glDrawArrays上的Segfault

我试图编写一个应用程序,通过OpenGL渲染纹理到QML项目中。 在网上搜索并尝试各种各样的东西之后(感觉像猜测很多,我对OpenGl的理解非常有限),我最终通过Valgrind运行该程序并发现非法内存访问,这意味着我没有初始化所需的所有内容OpenGl绘制正确。 我希望有人可以看看我粗略的代码,并告诉我我忘记了哪一步。 我试图关注并结合QT文档中的两个教程,这个教程(http://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-

Add texture to QT OpenGL scene graph

I am trying to render a texture to a simple opengl square. I just want to map the texture directly onto the rectangle. I followed the scene graph example, located here, on how to call opengl functions and display shapes, but i'm lost with trying to add a texture. I checked through multiple docs and they all dealt with using the fixed function pipeline, or subclassing QGLWidget. I would li

将纹理添加到QT OpenGL场景图

我正在尝试将纹理渲染到一个简单的opengl广场。 我只想将纹理直接映射到矩形上。 我跟随场景图例子,在这里,如何调用opengl函数和显示形状,但我迷失在试图添加纹理。 我通过多个文档进行了检查,他们都使用固定函数管道或子类化QGLWidget进行处理。 我想保留这个例子OpenGL ES和利用着色器。 我是OpenGL的新手,所以如果任何人都可以让我理解发生什么,那将是美好的。 您需要在帧缓冲区对象中渲染纹理,然后将其显示在

OpenGL scene under Qt qml application

This should be the best way how to add custom opengl into qml app. http://qt-project.org/doc/qt-5/qtquick-scenegraph-openglunderqml-example.html The problem is, i dont want to paint over the whole window, but just in rectangle that is occupied by my opengl custom qt quick item. I thought i can just call glViewport with appropriate parameters, so opengl will paint just rectangle of my item.

Qt qml应用下的OpenGL场景

这应该是如何将自定义opengl添加到qml应用程序的最佳方式。 http://qt-project.org/doc/qt-5/qtquick-scenegraph-openglunderqml-example.html 问题是,我不想在整个窗口上画,但只是在我的opengl自定义qt快速项目占据的矩形。 我以为我可以用适当的参数调用glViewport,所以opengl只会绘制我的项目的矩形。 其实,这对我不起作用。 QML: import QtQuick 2.2 import QtQuick.Controls 1.1 import ge.components 1.0 A

Strange bugs while rendering with OpenGL under Qml Scene

As a hobby, I am experimenting with OpenGL and write my own silly engine with Qt+OpenGL. Last success was building Entity System Framework which could render scene with shadows (by render-to-texture to RenderBuffer) with attached physics engine (BulletPhysics). After that I updated to Qt 5.2 and was totally expressed by Qml (not trying to use it before). I'm experimented about 2d qml grap

在Qml场景下使用OpenGL进行渲染时出现奇怪的错误

作为一个爱好,我正在尝试OpenGL,并用Qt + OpenGL编写我自己的愚蠢引擎。 最后的成功是构建实体系统框架,该实体系统框架可以通过附加的物理引擎(BulletPhysics)渲染具有阴影的场景(通过渲染到纹理渲染到渲染缓冲区)。 之后,我更新到Qt 5.2,并完全由Qml表示(以前不尝试使用它)。 我尝试了一下2d qml图形,并决定使用qml作为用户界面,但拒绝2d项目并返回到3d。 我创建了新的qml项目,尝试渲染qml下的一些东西,如Q

C++ Keywords not Colored in Emacs

I have been using emacs for a while for mainly python programming, and have started C++ coding with it. When I open a c++ file, it opens without problems with c++-mode. The background and foreground colors are normal for the theme I have with color-theme, but keywords and strings are not colored differently. Below is the code in my .emacs to initialize color-theme. (add-to-list 'load-path "D:

C ++关键字在Emacs中不着色

我一直在使用emacs一段时间主要用于python编程,并且已经开始使用e ++编码。 当我打开一个c ++文件时,它可以在没有使用c ++模式的情况下打开。 背景和前景颜色对于我使用color-theme的主题来说是正常的,但关键字和字符串不会有不同的颜色。 以下是我的.emacs中用于初始化颜色主题的代码。 (add-to-list 'load-path "D:\emacs\color-theme-6.6.0") (require 'color-theme) (color-theme-initialize) (setq color-theme-is-gl

Find path in grid with mostly k moves and maximum score

I am trying to solve the following problem: given an N by M grid of positive integers, find a maximum score you can get by traveling from the top left corner to the bottom right one. A score of a path is the sum of all the values you collect on the said path (staying on the same cell is a possible turn). Also, the length of the path must be mostly L . For example: let's say we have the fol

以大多数k次移动和最高分数查找网格中的路径

我试图解决以下问题:给出N乘M正整数的网格,找到从左上角到右下角的最大分数。 一个路径得分是你在所述路径上收集的所有值的总和(停留在同一个单元格上是可能的转弯)。 另外,路径的长度大多是L 例如:假设我们有以下网格( N = 5 , M = 6 ): 1 1 1 1 1 1 10 10 1 1 1 1 1 10 1 10 10 10 1 10 10 10 1 10 1 1 1 1 1 1 如果L = 10 ,答案应该是83.通过以下路径得到这个结果: 1 10 10 10 10 1

How to implement Prim's algorithm using STL ?

I am trying to implement a data structure which is a combination of both a heap and an unordered map. The heap will hold the graph node , containing the identifier and the cost. I use the min_extract function to get the node to expand next in log(n) time. [ I am implementing the heap using std::vector and std::make_heap , pop_heap etc from algorithm ] The unordered map holds the node , posit

如何使用STL实现Prim的算法?

我试图实现一个堆和无序映射的组合的数据结构。 堆将保存包含标识符和成本的图节点。 我使用min_extract函数在log(n)时间内让节点继续展开。 [我正在使用std :: vector和std :: make_heap,pop_heap等从算法中实现堆] 无序映射保存节点,在矢量映射中的位置。 无序映射用于支持包含和更新节点函数。 但是对于我来说,我需要节点和它在​​矢量中的位置之间的映射,否则我不得不对该节点进行线性搜索。 更令人担忧的是,

C++ STL priority queue

I have a question regarding the implementation of priority_queue container adaptor. Now, I know it internally uses the push_heap, pop_heap functions. This is my question: make_heap turns a vector into a heap in O(n) time by utilizing the heapify algorithm. Is there a similar heapify operation for priority queues in C++ STL? The only possible way of populating a priority_queue that I know of

C ++ STL优先级队列

我有一个关于priority_queue容器适配器的实现的问题。 现在,我知道它在内部使用push_heap,pop_heap函数。 这是我的问题: make_heap通过利用heapify算法将一个向量变成一个O(n)时间的堆。 C ++ STL中的优先级队列是否有类似的heapify操作? 填充我知道的priority_queue的唯一可能方式是通过手动添加元素。 在C ++ STL中是否有一种批处理插入方法,用于priority_queue。 我在C ++参考页面找不到任何东西。 为什么不

Why does std::stack use std::deque by default?

Since the only operations required for a container to be used in a stack are: back() push_back() pop_back() Why is the default container for it a deque instead of a vector? Don't deque reallocations give a buffer of elements before front() so that push_front() is an efficient operation? Aren't these elements wasted since they will never ever be used in the context of a stack?

为什么std :: stack默认使用std :: deque?

由于堆栈中使用的唯一操作是: 背部() 推回() pop_back() 为什么它的默认容器是deque而不是vector? 不要deque reallocations在front()之前给出元素的缓冲区,以便push_front()是一种高效的操作? 这些元素是不是浪费了,因为它们永远不会用在堆栈的上下文中? 如果使用这种方式代替矢量没有任何开销,那么为什么priority_queue矢量不是deque也是默认值? (priority_queue需要front(),push_back()