C/C++ :: Loop Function Freezes GUI

Jan 9, 2015

I'm trying to loop a function in C++/CLI but it freezes my GUI and i can't do anything anymore when this happens. Here is the part of it;

DWORD Conqq = 0x0053A124;
void ConqqFunction(bool fEnable) {
if(fEnable) {
while(1) {
for( ; ; ) {
WriteMemory(Conqq, 1, 0xD2);

[Code] ....

It freezes after i activate this function with checking the checkbox. How can i resolve this? I don't want the GUI to freeze.

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Whenever the code reaches:

matrix[atoi(tmp[1].c_str())][atoi(tmp[2].c_str())] = strtod(tmp[3].c_str(), NULL);

The app just blocks. Could it be due to a lack of RAM (since its inside a massive loop and I'm currently using an old-ass pc with 1GB RAM) or is it bad programming? If I remove that line everything runs smoothly.

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May 28, 2013

Been trying to figure out why my program freezes. I know exactly what line of code is causing it, but I can't figure out WHY it's causing it. It compiles fine, there are no errors returned, and then the game just stalls and I have to ctrl+alt+del to kill it.

Anyway, what I have set up is something like this:

main.cpp
#include "SDL.h"
#include "SDL_gfxPrimitives.h"
#include "SDL_image.h"
#include "SDL_rotozoom.h"

[Code]....

This is the line of code that's freezing the program. Simply put, so that you don't really have to go through it piece by piece, what I have done is:

*each player gets their own drawing surface called PlayScreen
*each player gets an array of 360 drawing surfaces called ShipPic. These are to keep the game from having to render the rotation pics of the ship on the fly.
*Get_Ship clips the requested ship picture out of the ship sprite sheet and puts it in ShipPic[0] for the original angle.
*the original picture is rotated by 1 degree and put into the 360 ShipPic slots.
*when the player rotates their ship, the angle changes, and it calls the ShipPic with the same number as the player's angle and places it on the screen.

All of this works perfectly.

Then, in Player::draw_screen(), I have it set up so that each player looks at all the other players and gets their distance. If they're within range, it takes the other player's picture rotated by the other player's angle and puts it on the current player's PlayScreen. This is where it freezes.

I've checked for NULL pictures, I've checked to be sure the angle is between 0 and 359, nothing makes any difference. I know it's reading the other player's information since I can output all of the player's X & Y coordinates, angles, the width/height of their pictures, etc. on each other's screens. So they're definitely talking.

To test the code, I've changed it from

Apply_Surface(ShipX, ShipY, p[i].ShipPic[(int)p[i].angle], PlayScreen);
to
Apply_Surface(ShipX, ShipY, p[ID].ShipPic[(int)p[ID].angle], PlayScreen);

And it works perfectly, placing the player's OWN picture in for the other players. So the function works. It's just when I try to take another player's picture and place it on the current player's screen that it freezes.

I've tried quite a few different ideas, such as creating a temp drawing surface to blit the other player's picture onto, but again, it freezes as soon as I try using the other player's pictures.

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Code:
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[Code] ....

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Apr 27, 2015

"Write a program to gauge the rate of inflation for the past year. The program asks for the price of an item (such as a hot dog or a 1-carat diamond) both one year ago and today. It estimates the inflation rate as the difference in price divided by the year-ago price. Your program should allow the user to repeat this calculation as often as the user wishes. Define a function to compute the rate of inflation. The inflation rate should be a value of type double giving the rate as a percent, for example 5.3 for 5.3 percent.

Your program must use a function to compute the rate of inflation. A program which does not use a function will be awarded a score of zero, even if all tests pass."

So far I've got the code below. It runs, but it outputs zero for the inflation (no matter how values I enter for the prices) and does not stop running when I enter zero.

#include <cstdio>
#include <iostream>
#include<cmath>

[Code].....

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I need this break in my main function, but I'm not allowed to put it in void since void is not located in a loop. How can I solve this?

Code:
#include <iostream>#include <string>
using namespace std;
void login(string x, string y);
string username;
string password;
string x;
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[Code] ....

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I am writing another program and I cannot find for the life of me how to loop the program back to the start of a function.

Code:
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#include <stdlib.h>
int main(void) {
int choice;
char band1, band2, band3, band4;
printf ("This program calculates the resistor value based on the colours of the wire.
(enter the integer near the command)
");
printf ("What would you like to do?

[Code].....

This is my current iteration of the program. Obviously, I haven't finished writing the case 1 of the first switch, but for the other ones. I thought that return main would cause the program to loop back to the beginning after executing the case, but I see that it is not the case (pun not intended). Anyways, what would I have to insert to cause the program to loop again (other than for case 3)? And another question, why is it that in scanf in the first case, the program only accepts two characters before finishing?

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Jun 10, 2013

I am working on a problem that requires a nest for loop to be converted to a recursive function. I am going to provide just the code instead of the entire program.

Code:

for (R1=1; R1 <+3, R1++){ //for loop
printf (something);
}
// the recursive function
void loopR1 (int R1, int max){
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[Code]...

when calling the recursive function in main i am using the following statement...

loop r1(1,3)

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Code:
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char c;

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");
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[Code] .....

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using namespace std;
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[Code]....

here in above code I want to return value of 'a' by calling function 'Loop'. Is there any way to do this??

for above code output should be:

value of a: 10
value of a: 11
value of a: 12
value of a: 13
value of a: 14
value of a: 15
value of a: 16
value of a: 17
value of a: 18
value of a: 19

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[Code]....

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May 15, 2013

I am writing a program with a function that includes a long loop. I need this function to return a value when each loop is done, to send this value to output, in order to follow the progression. But I don't know how to do it in easy way. The function is like follow:

int goC(){
... // some local value definition
for(int i = 0; i < 1000; i++){
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}
}

Here it only returns one value, i = 0. Clearly it's wrong.

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Sep 26, 2014

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This is my code for the first generation of processes:

int i = 0;
pid_t child;
about("Dad");
printf("Now .. Forking !!

[Code] .....

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I have written the code below that allows the user to input any sided dice and any number of rolls. The program will print out the output in sequence. I need to sum these outputs into one number, but I am having trouble writing a sum function for this.

//This Program Creates the Sum of a Number of Dice Rolls of the Same Size  

#include <stdio.h> 
#include <math.h>
#include <time.h> 
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[Code] ....

The output looks something like this currently:

Please Enter the Number Sided Dice Followed by the number of Rolls... 12 10
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I simplified the code as far as possible to replicate the problem. As you see, I would like a mix of numbers 1,2,3 as the output, however using the vector the only number output is 1. Here is a copy of the output by the way:

base->num() : 1
a->num() : 2
b->num() : 3
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(*it)->num() : 1
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I suspect this is the "slice" problem, because the vector is defined with pointers to the base class so it uses the base class functions? The question is how to get around it? How can I loop through a vector of objects sharing the same base class but calling each by their correct member functions?

Code:
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#include <vector>
class Base {
public:
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[Code] .....

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for (k = 0; k < num_msg; k++) {
if( (c % Messages[k][2] ) == 0 ) {
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%d, act, %d

[Code]....

I am getting an anomalous output. Before all the iterations of for loop could finish, the program enters into the invoke_thread_S() and I can see the remaining iterations of for loop happening after thread S is finished.

What could be the problem here. Can I put a 'sleep' before I enter into invoke_thread_S() function, I tried it with a very small amount (in nano seconds), but that did not solve the problem.

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[Code].....

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//using struct
// reading from file
// using functions

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2.) At least one user-defined function

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Code:

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[Code] ....

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