qnode | cute node ) - C + Lua + Actor Model
kandi X-RAY | qnode Summary
kandi X-RAY | qnode Summary
qnode(cute node) - C + Lua + Actor Model = Erlang-like system
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QUESTION
ANSWER
Answered 2021-Nov-28 at 17:35In main
there is a variable q
declared which is a pointer to a struct. The variable q
is used as the function argument which means the function receives a pointer to the struct. The function can dereference the pointer and modify the struct. The variable q
is technically passed by value because its value is a pointer and that's what the function receives. But you have to remember that q
points to a struct that could be modified by the function.
Because this situation causes some confusion some people have tried to introduce new terminology like "pass by sharing" or "object sharing" to distinguish it from passing primitive values like an `int' by value.
If you had passed a pointer to a pointer then the function could have modified the variable q
declared in main
and changed it so it points to a completely different struct. That would be (technically) pass by reference because you are passing a reference to the variable.
QUESTION
I was implementing a custom camera controller for Qt3DRender::QCamera
and I faced a rather strange behavior of the Qt3DInput::QMouseHandler
. Depending on the environment it was created it either responds to mouse events or not. There are two cases: create both the device and the handler in the MainWindow
object or create them inside my camera controller class (it only works in the first case).
First case:
...ANSWER
Answered 2021-Sep-13 at 08:55Looks like you just connected to different signals.
In first case you are using &Qt3DInput::QMouseHandler::positionChanged
which will be sended quite often. In second one - &Qt3DInput::QMouseHandler::pressAndHold
which will be sended when a mouse button is pressed and held down.
After fix both logging functions are called.
QUESTION
The first function, linkAndMove
, is used for basic linking together and moving point process.
The Union
function is used for finding all numbers in linked lists la
and lb
(without repeats)
My test example: la {1,3}
lb{3,5}
But in the last when la
point to NULL, and lb
point to 5.
After first function linkAndMove
, the list la
changed to {1,3,5}
Why did la
's end node change from NULL to lb
's now node 5?
before first function
after first function
ANSWER
Answered 2021-Sep-12 at 12:19I found the reason.
Because in function linkAndMove
, the pointer finNode
is connected to the list la
's node. In preivous codes, using node's next
to connect pNode
, so changed the la
's end node from NULL to that node.
The solution I found is create new node for list lc
, that cannot infect the orignal data list la
. Codes here.
QUESTION
I get this error in valgrind
...ANSWER
Answered 2021-May-27 at 21:21When you run pop() as seen in your full program, the only pointer to the qNode previously pointed to by heap->arr[0] is passed back in the return value from pop().
QUESTION
I'm facing an issue when I compile my project. I'm trying to put in a queue a struct which I've decalred in a header file like this:
Appointment functions header file ("signupFunctions.h" is where I've my "Patient" declaration):
...ANSWER
Answered 2021-Apr-28 at 12:00In appointmentFunctions.h you include queueFunctions.h
So when queueFunctions.h is read the type Appointment
is unknown.
It doesn't help you that queueFunctions.h also includes appointmentFunctions.h because at that time appointmentFunctions_H__ is already defined, i.e. the file content will not be read.
If file X.h depends on something from file Y.h and at the same time Y.h depends on something from file X.h you have a design error that must be fixed.
As far as I can see the dependency is only pointer to struct so you can get rid of the dependency by forward declaring the struct.
In queueFunctions.h do these changes:
QUESTION
I want to display the shortest path if exists from the given starting point represented as S
to endpoint E
. I have a matrix with value 0
indicating no path and 1
indicating a valid path to visit. I can visit row-wise and column-wise but not diagonal way. Now using BFS I can get the shortest path value as an integer using the below code:
ANSWER
Answered 2020-Oct-03 at 15:11You could have a field called prev in your class QNode to track the previous node it visited and when you finished the search, you can track your path by following the prev link.
The code would be :
QUESTION
Could someone please explain me how the enqueue
method works?
I am wondering how the front gets updated when rear is re-assigned?
...
ANSWER
Answered 2020-Sep-16 at 12:28First, the method creates a new node with the given key, then it checks if the rear is empty (which actually means that the queue is empty). If the queue is empty, it sets the new node with the key as the rear and the front since it's the only node in the list. If the list isn't empty, it links the node to the rear (this.rear.next==temp
) and updates it as the new rear.
As for your question about the front, it doesn't need to be updated when you use enqueue. Enqueue adds a node to the end of the list and updates it as the rear. Dequeue removes a node from the front and updates the new front (the one after the original front).
QUESTION
I try to use camera's viewVector to make plane face to camera, but it will turn Clockwise or Counterclockwise when Camera rotate to left or right.
Can I make the plane always face to camera without turning Clockwise or Counterclockwise?
I think camera->upVector()
can help me maybe, but I don't how to use.
My code :
...ANSWER
Answered 2020-Jul-29 at 10:29There is already a C++ translation this QML code that I tried to translate (using geometry shader):
https://github.com/ismailsunni/qt3d-custom-shader
My own translation can be found here. It works now after solving the issues mentioned in this question.
Solution without geometry shaderI got a different version running based on this bug report. You can find my implementation on GitHub. The billboards don't change their size when the camera moves, i.e. become smaller and larger on screen like every other object, but I hope you can work with that.
On the master branch the images also move for some reason as can be seen in this image:
The no_instanced_rendering
branch doesn't use instanced rendering and displays everything correctly.
Edit I'm sorry I'm not using your example but I don't have time anymore to adjust it. Check out the patch related to the bug report I mentioned. The person implemented a material with this effect, you should be able to extract it and make it run.
QUESTION
The OpenGL version seems to be 4.3 at least according to the following code
...ANSWER
Answered 2020-Jul-28 at 13:49GitHub users wonder-sk and ismailsunni solved this issue for me by pointing to an error in the code:
QUESTION
I tried to add the svg image which contains opacity=0 area into QTextureMaterial on QPlaneMesh, but it shows that the Plane's background is always in gray.
I want that the plane can cantain my image and penetrate to other object in opacity=0 area.
The svg file like https://image.flaticon.com/icons/svg/3154/3154348.svg .
code:
...ANSWER
Answered 2020-Jul-17 at 09:11QTextureMaterial
doesn't support transparency in the textures.
Check out my answer to this question to see how to implement transparency in textures yourself. There is not out-of-the-box solution in Qt3D.
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