/MT and /MD builds crashing, but only when debugger isn't attached: how to debug?

This question already has an answer here: Program only crashes as release build — how to debug? 26 answers One little know difference between running with debugger attached or not is the OS Debug Heap (see also Why does my code run slowly when I have debugger attached?). You can turn the debug heap off by using environment variable _NO_DEBUG_HEAP . You can specify this either in your compu

/ MT和/ MD会造成崩溃,但只有当调试器未连接时:如何调试?

这个问题在这里已经有了答案: 程序只发布崩溃作为发布版本 - 如何调试? 26个答案 有一点与运行调试器有所不同的是操作系统调试堆(另请参阅为什么我的代码在连接调试器时运行缓慢?)。 您可以使用环境变量_NO_DEBUG_HEAP关闭调试堆。 您可以在计算机属性中或在Visual Studio中的“项目设置”中指定它。 一旦关闭调试堆,即使连接了调试器,也应该看到相同的崩溃。 也就是说,要知道内存损坏可能很难调试,因为经常发

Quaternion to Rotation Matrix, incorrect values using Eigen Library

I am trying to rotate an object by 45 degrees using quaternions about Y-Axis. After Specifying the Quaternion i am trying to get the Rotation Matrix. But the values I see are incorrect Eigen::Quaterniond q; q.x() = 0; q.y() = 1; q.z() = 0; q.w() = PI/8; // Half of the rotation angle must be specified, even IDK why Eigen::Matrix3d R = q.normalized().toRotationMatrix(); std::cout << "R

四元数旋转矩阵,使用特征库的值不正确

我正在尝试使用有关Y轴的四元数将对象旋转45度。 指定四元数后,我试图获得旋转矩阵。 但我看到的价值是不正确的 Eigen::Quaterniond q; q.x() = 0; q.y() = 1; q.z() = 0; q.w() = PI/8; // Half of the rotation angle must be specified, even IDK why Eigen::Matrix3d R = q.normalized().toRotationMatrix(); std::cout << "R=" << std::endl << R << std::endl; 输出: R= -0.732 -0

How to find vector for the quaternion from X Y Z rotations

I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent'

如何从XYZ旋转中找到四元数的向量

我正在OpenGL上创建一个非常简单的项目,并且我被困在旋转中。 我试图在所有3个轴上单独旋转一个对象:X,Y和Z.由于围绕一个轴旋转后出现“万向节锁定”问题,我已经过了不眠之夜。 然后我知道四元数会解决我的问题。 我研究过四元数并实现了它,但是我还没有能够将旋转转换为四元数。 例如,如果我想围绕Z轴旋转90度,则只需为我的四元数创建{0,0,1}矢量,然后使用此处的代码围绕该轴旋转90度: http://iphonedevelopment.b

Using Quaternions for OpenGL Rotations

So I'm writing a program where objects move around spacesim-style, in order to learn how to move things smoothly through 3D space. After messing around with Euler angles a bit, it seems they aren't really appropriate for free-form 3D movement in arbitrary directions, so I decided to move on to what seems to be best for the job - quaternions. I intend for the object to rotate around its

使用Quaternion进行OpenGL旋转

因此,我正在编写一个程序,让对象在空间样式中移动,以便学习如何在3D空间中平滑地移动事物。 在将Euler角度搞乱之后,似乎他们不适合在任意方向上进行自由形式的3D运动,所以我决定转向看起来最适合工作的东西 - 四元组。 我打算让对象随时围绕其本地XYZ轴旋转,而不是围绕全局XYZ轴旋转。 我试图使用四元数来实现一个旋转系统,但有些东西不起作用。 当沿着单个轴旋转物体时,如果没有进行先前的旋转,物体沿着给定的轴

How to control power to a USB port of a macbook?

I had a USB LED light and I want to turn it on and off. When I connect the LED to the USB port of the macbook, it turns on, but the IO Registry Explorer cannot detect the LED light. So I would like to directly control the power to the USB port. What is the easiest way to control (turn off/on) the power to a USB port on a mac? I prefer to use C or Objective-C. As @unwind you should study fi

如何控制电源到macbook的USB端口?

我有一个USB LED指示灯,我想打开和关闭它。 当我将LED连接到Macbook的USB端口时,它会亮起,但IO Registry Explorer无法检测到LED指示灯。 所以我想直接控制USB端口的电源。 在Mac上控制(关闭/打开)USB端口电源的最简单方法是什么? 我更喜欢使用C或Objective-C。 作为@unwind,你应该首先研究一下USB,当他写USB时,它是由几个外设共享的总线,所以为了与正确的USB设备通信(在你的情况下,你需要正确识别它)。 该

Linux, how to capture screen, and simulate mouse movements

I need to capture screen (as print screen) in the way so I can access pixel color data, to do some image recognition, after that I will need to generate mouse events on the screen such as left click, drag and drop (moving mouse while button is pressed, and then release it). Once its done, image will be deleted. Note: I need to capture whole screen everything that user can see, and I need to si

Linux,如何捕捉屏幕,并模拟鼠标移动

我需要以某种方式捕获屏幕(如打印屏幕),以便访问像素颜色数据,进行一些图像识别,然后我需要在屏幕上生成鼠标事件,例如左键单击,拖放(移动鼠标同时按下按钮,然后释放它)。 一旦完成,图像将被删除。 注意:我需要捕获整个屏幕,用户可以看到的所有内容,而且我需要模拟程序窗口外的点击(如果它有任何区别) 规格:Linux ubuntu语言:C ++ 性能不是很重要,“打印屏幕”功能每10秒钟执行一次。 该过程的持续时间

How to hook webcam capture?

I'm working on a software that the current version has a custom made device driver of a webcam, and we use this driver with our software, that changes the captures image before displaying it, very similar to YouCam. Basically, when any application that uses the webcam starts, our driver runs a processing in the frame before showing it. The problem is that there is always "2" web

如何挂接摄像头捕获?

我正在研制一款当前版本具有网络摄像头定制设备驱动程序的软件,并且我们将此驱动程序与我们的软件一起使用,它在显示捕获图像之前更改捕获图像,与YouCam非常相似。 基本上,当任何使用网络摄像头的应用程序启动时,我们的驱动程序会在显示它之前在帧中执行处理。 问题是,总是安装“2”摄像头,真正的和我们的自定义驱动程序。 我注意到YouCam可以完成我们需要的功能,即在安装摄像头时将某种方法挂钩,以便在显示之前处理

Tail recursion in C++

Can someone show me a simple tail-recursive function in C++? Why is tail recursion better, if it even is? What other kinds of recursion are there besides tail recursion? A simple tail recursive function: unsigned int f( unsigned int a ) { if ( a == 0 ) { return a; } return f( a - 1 ); // tail recursion } Tail recursion is basically when: there is only a single recursive

C ++中的尾递归

有人能告诉我一个简单的C ++尾递归函数吗? 为什么尾部递归更好,如果它甚至是? 除了尾递归之外还有什么其他类型的递归? 一个简单的尾部递归函数: unsigned int f( unsigned int a ) { if ( a == 0 ) { return a; } return f( a - 1 ); // tail recursion } 尾递归基本上是当: 只有一个递归调用 该调用是函数中的最后一个语句 并不是“更好”,除非一个好的编译器可以移除递归,将其转换为循环

Why do we need virtual functions in C++?

I'm learning C++ and I'm just getting into virtual functions. From what I've read (in the book and online), virtual functions are functions in the base class that you can override in derived classes. But earlier in the book, when learning about basic inheritance, I was able to override base functions in derived classes without using virtual . So what am I missing here? I know t

为什么我们需要C ++中的虚函数?

我正在学习C ++,而我正在进入虚拟功能。 从我读过的(书中和在线中),虚函数是基类中的函数,您可以在派生类中重写。 但在本书的前面,在学习基本继承时,我能够在不使用virtual情况下重写派生类中的基本函数。 那么我在这里错过了什么? 我知道虚拟功能还有更多,它似乎很重要,所以我想清楚它究竟是什么。 我在网上找不到直接的答案。 以下是我如何理解不仅是什么virtual功能,而且为什么它们是必需的: 假设你

Class members memory allocation

My question is mostly theoretical. Suppose we have a class class A{ private: int * a; int b; private: A(){ a = new int[100]; b = 100; } ~A(){ delete [] a; } } As far as I know if we create object of type A dynamically ( A * a = new A() ) the memory for this object will allocate in heap and if I use ( A a ) it will be created on stack (A a) . In the cas

类成员内存分配

我的问题主要是理论上的。 假设我们有一堂课 class A{ private: int * a; int b; private: A(){ a = new int[100]; b = 100; } ~A(){ delete [] a; } } 据我所知,如果我们动态地创建类型A的对象( A * a = new A() ),则此对象的内存将在堆中分配,如果我使用( A a )它将在堆栈(A a) 。 在当对变量栈存储器对象被创建的情况下a上堆和的情况下,当我们在堆内存对象分配对象分配