Tuesday, February 2, 2010

comp.lang.c++ - 25 new messages in 14 topics - digest

comp.lang.c++
http://groups.google.com/group/comp.lang.c++?hl=en

comp.lang.c++@googlegroups.com

Today's topics:

* const char* to hex char - 2 messages, 2 authors
http://groups.google.com/group/comp.lang.c++/t/6e7413eddf65ca3a?hl=en
* C++ Workshop Announcement from the NYLUG and NYLXS Mailing Lists - 2
messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/5899d52668535101?hl=en
* /▇\... /▇\... 2010 Cheap wholesale True Relig Jean, Laguna Beach Jean, G-
star Jean, Armani Jean ect at www.rijing-trade.com <Paypal Payment> - 1
messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/4ce0c428d4a4e587?hl=en
* ♠♤♠♤♠♤all kinds of brand shoes, t-shirt , handbags for sale by paypal - 2
messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/a2d35d81a8ba4c86?hl=en
* multiset unique elements counting - 2 messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/1da69b779019d7c4?hl=en
* Manipulation of Symbolic Expressions of Physical (SI) Units Library - 4
messages, 2 authors
http://groups.google.com/group/comp.lang.c++/t/4b76776ef7db75a4?hl=en
* Although - 1 messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/f5f9a3fe32673ffb?hl=en
* ordered unordered_map - 5 messages, 3 authors
http://groups.google.com/group/comp.lang.c++/t/3743266d80703cfb?hl=en
* Xerces-C++ 3.1.0 released - 1 messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/a355514735e3d9fa?hl=en
* Initialize std::vector<T>::iterator with arbitrary element? - 1 messages, 1
author
http://groups.google.com/group/comp.lang.c++/t/8c764c4dcde8b09e?hl=en
* Interesting observation (predicate with std::sort) - 1 messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/66887f988a85b73f?hl=en
* ╰☆╮╰☆╮╰☆╮ 2010 HOT Sale AAA True Leather brand handbags: Chanel handbag,
Gucci handbag, LV handbag ect at www.rijing-trade.com <paypal payment> - 1
messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/679c318c3e3caaed?hl=en
* Seeking typical C++ source code. Help please! - 1 messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/772085c9212fa2e7?hl=en
* Incomplete types and std::vector - 1 messages, 1 author
http://groups.google.com/group/comp.lang.c++/t/b0741c38fc15b5f7?hl=en

==============================================================================
TOPIC: const char* to hex char
http://groups.google.com/group/comp.lang.c++/t/6e7413eddf65ca3a?hl=en
==============================================================================

== 1 of 2 ==
Date: Mon, Feb 1 2010 9:42 pm
From: Jerry Coffin


In article <904e9ffb-95dd-4324-b789-cf0fd0e1b5f8
@d27g2000yqn.googlegroups.com>, phil.auriemma@gmail.com says...
>
> Hey guys,
>
> Say I have a const char* that equals "10". How would I go about
> turning that into '\x10'? I've tried itoa and ssprintf or something,
> and have been at it for an entire day but I can't figure it out.

This will convert the string to an unsigned long, assuming the input
is in hexadecimal:

unsigned long value = strtoul("10", NULL, 16);

Printing that value back out in hexadecimal with a leading '0x' looks
something like:

std::cout << std::hex << std::showbase << value << "\n";

--
Later,
Jerry.


== 2 of 2 ==
Date: Tues, Feb 2 2010 7:36 am
From: Philliam Auriemma


On Feb 1, 9:42 pm, Jerry Coffin <jerryvcof...@yahoo.com> wrote:
> In article <904e9ffb-95dd-4324-b789-cf0fd0e1b5f8
> @d27g2000yqn.googlegroups.com>, phil.aurie...@gmail.com says...
>
>
>
> > Hey guys,
>
> > Say I have a const char* that equals "10". How would I go about
> > turning that into '\x10'? I've tried itoa and ssprintf or something,
> > and have been at it for an entire day but I can't figure it out.
>
> This will convert the string to an unsigned long, assuming the input
> is in hexadecimal:
>
> unsigned long value = strtoul("10", NULL, 16);
>
> Printing that value back out in hexadecimal with a leading '0x' looks
> something like:
>
> std::cout << std::hex << std::showbase << value << "\n";
>
> --
>     Later,
>     Jerry.

WOW THANK YOU, this is a life saver. Perfect.

==============================================================================
TOPIC: C++ Workshop Announcement from the NYLUG and NYLXS Mailing Lists
http://groups.google.com/group/comp.lang.c++/t/5899d52668535101?hl=en
==============================================================================

== 1 of 2 ==
Date: Tues, Feb 2 2010 12:31 am
From: Ruben Safir

In organizing the concepts of C++ which are being introduced we can view
each of them separately, but studying them it is essential to keep in
mind that they are designed to function together in the construction of
programs which are easier to debug, which allow for cleaner overall
syntax, and which encourage creation of reusable code.

We shall explore:

Data Types (build in and user created)

Pointers and References (and their subtle deference)

Manual Memory Allocation and the 'new' and delete keywords

Class Declaration

Class Definition

Private data

Public data

Object instantiation and access, Class typedef

Class Constructors

Class Destructor

Function or Method Overloading

Operator Overloading

External extension of definitions

Copy Constructors

at the end we'll try to actually make the example class, which is an
extended array.


1) Data Types: DATA DATA DATA, everything is DATA

As we know, C and C++ have built in data type which each variable and
object the language needs to be defined as. Both C and C++ are typed
language.

We have char, int, double, float, pointer, and so on, a complete list
of which is available around the net. A pointer stores an address of
another C++ object. Different hardware and software platforms also
have different sizes that it allocates for these data types, creating an
inconsistency which, as an aside, the Free Software community has tried
to address with the creation of the glib library, part of the GTK project.

What is less apparent is that with regard to a computer, everything is
data. We have the data that we create and manipulated with instructions,
but the instructions themselves are a form data which we can package
up and save for later use, and feed to the CPU at will. When the CPU
runs out instructions the resulting actions are further instructions
that can be packaged and saved as data. In a word, everything is data,
and how we package that data is what separates one programming language
from the next.

This concept is covered extensively in NYLXS "Introduction Programming
with Perl" class and since this is an advanced topic, we won't get
much further into this. But we will review the basics of data types and
then look at the new feature that C++ gives which C didn't have in such
a generous way, the ability to easily create new data types easily and
in a reusable fashion.

An integer in the C family on the 32 bit Intel clone architecture is
defined as a marked space in memory of 32 bits in size to represent both
positive and negitive numbers. On the new 64 bit architecture that many
of you might have, I don't know if this still holds true since the word
size of a those machines is 64 bits or 8 bytes.

when you use the declaration

int a = 3456;

The computer your program sets aside 32 bits, 4 bytes, of space in ram and
puts the binary representation of that value in that space. The leftmost
bit is usually the signed bit determining whether the number represented
within is either positive or negative. A signed integer can therefor
have a maximum value of 2,147,483,647 positive or negative. beyond that
you must use a long int, which on 32 bit architecture actually won't
help you, or to use external libraries with other data types defined.

By default, C allows certain syntax with a data type. It will
automatically translate it, for example, into a char that will print
its representation for functions such as printf or in C++ the cout object:

printf ("%d\n", myint);
cout << myint;

It can be combined with operators it can be used with the assignment
operator to fill or initialize its space with data.

int myans,myx = 6,myy =12;

It can be combined with arithmetic operators and have results assigned
accordingly.

myans = myy + myx;

Two of them can be compared.

while (myy < myx){
... ...
}

They can be auto incremented

myy++; ++myy;

and so on....

One data type is actually a serial arraignment of data, that is an array.

int myarray[100];

This defines an array of 100 elements indexed from zero to ninety-nine.

myy = myarray[4];

assigns the fifth element of our array to our integer variable myy.
One thing you can not do with an array data type is use an assignment
operator on the entire array object.

myarray[] = myarray2[]; //THIS IS AN ERROR

C++ allows up to define our own data types that have all the properties
of the built in ones. It uses the class mechanize, operator overloading,
and the "new" keyword to accomplish this.


2) Pointers and References – Where did I PUT THAT!

When we create data for our program, we ask the program to insert memory
into RAM and to retrieve or assign the data from that memory location
for use. Internally the program keeps track of the symbols and the
memory locations. In fact is you run the program "nm" on a C or C++
binary it will tell you all the symbols that it has in that binary.

ruben@www2:~/cplus> nm file3|less

0804a210 A __bss_start
08048a84 t call_gmon_start
0804a29c b completed.1
0804a0bc d __CTOR_END__
0804a0b4 d __CTOR_LIST__
U __cxa_atexit@@GLIBC_2.1.3
0804a204 D __data_start
0804a204 W data_start
08048ed0 t __do_global_ctors_aux
08048ab0 t __do_global_dtors_aux
0804a208 D __dso_handle
......


But we can also create memory locations that are assignable, and store
a representation of that memory location directly into a variable that
only stores the memory location as data, not the data itself. In c
and C++ this is called pointers and we can use the following syntax to
create them.

int *pt = &myint;

This declares the pointer to an int variable called pt which stores the
address for myint. The syntax int * in a declaration (and ONLY in a
declaration) says make a pointer to an int. The & syntax in front of a
variable myint says don't return the value of the variable, but return
the address of the data stored in the variable itself.

There are functions that return only pointer data. Those functions make
it possible to access memory without the declaration of variables at all.
There are also declarations that can be made in C and C++ which can
create variables without variable names either.

int (*pt)[10];

This declares a pointer (pt) to an array of 10 integers.

char (*p)[10][100]

This is a pointer which addresses an array of 10 pointers (implied)
to arrays of 100 chars each. Commonly this is know as a point to an
array of 10 strings. The symbolic variable name for an array often
gets automatically cast as a point type.

Most string functions in C return a char pointer for example

char * strtok(char *s1, const char *s2);

This would return an address of a char, which in theory would represent
an array of chars. In use it would look like this


char * spt; char wd1[100] = 'hello world', wd2[100] = ' ';

spt = strtok(wd1,wd2); printf("%s\n", spt);

Manual Memory Allocation and the 'new' and delete keywords

C++ makes it very convent to create dynamically allocated memory which
is accessed by pointers. We might call these anonymous pointers because
they do not point to any variables, just defined memory. We do this
with the key word "new".

int *pt = new int(124);

This creates a new int pointer called pt and assigns to the memory
pointed to by pt with the integer value 124.

delete pt;

deletes the anonymous pointer pt.

int *pt = new int[100];

This declaration creates a new int pointer to an array of 100 integers,
with no data assigned yet to that block of memory.

delete [] pt;

deletes the entire array pointed to by pt and then undefines pt.

Ruben
--
http://www.mrbrklyn.com - Interesting Stuff
http://www.nylxs.com - Leadership Development in Free Software


== 2 of 2 ==
Date: Tues, Feb 2 2010 8:07 am
From: Ruben Safir

e discussed that everything in our computer is data. Lets expand
on this concept and create some sample programs that demonstrate this
concept and flesh out the data types in more detail as they specifically
relate to C++ programming. C++ inherits much of its core datatypes from
C. And this has been a general problem for C++ texts because it seems
that the authors of most of these books simply don't want to take the
necessary time discuss the data types as inherited from C, and just flub
it, with the assumption that the reader is familiar with the C language
specifications. I'd like to correct that, and give a more uniform and
coherent look at the C++ datatypes, which in reality, is completely
necessary for understand all the more advanced feature of C++ and object
design.

In C++ there are three categories of datatypes. There is the built in
datatypes and their built in aggregates. There is standard C++ extended
Class based datatypes. And then there are user defined or created
datatypes.

A) Built in Datatypes and their aggregates
B) Standard Library C++ datatypes
C) User Created Data types.

Previously I discussed that when it comes to a computer, and any
programming language, everything is data. The code you write is data,
the information your program retrieves and manipulates as a target is
data, and the addressing of the storage locations of your data is data.
In order to think about this in a simplified way, we often view a
computer as a process manipulation system. This mathematically and
theoretically involves set theory and Turing Machine principles, which I
am not going to cover, but try to remember that when dealing with your
computer, and when programming your computer, that is system exists in
the real world. It is easy to forget this, but strangely enough,
computers aren't just good at virtual reality, but actually work in
reality...period. It is a machine. And as such it has inherent
properties, many of which we take for granted in the real world, although
scientists and engineers don't take it for granted, but when we interact
with our digital systems, we forget, and then we suffer from poor coding
habits and computers that perplex us.

As a real world machine, computers deal with processes. And these
processes we try to control and shape to our needs. All processes, and
this isn't negotiable, but a matter of fact, have three basic elements.
They have input. They have output, and they have side affects. In the
physical world, for example, all processes result in an increase in
heat. The input is usually some kind of fuel. And the side affect is
pretty much what we find useful. A simple machine like a gasoline
powered
automobile takes in gas, air and electricity, outputs burnt fuel, gases
like Carbon Dioxide, and HEAT, and the side affect is controlled
movement.

Computers and coding is a little more complex, but the principles remain
intact. Your data, in the form of code, is sent into the CPU, along
with other inputs and data, the CPU processes that information and
returns its "state" and all the pretty pictures, sounds, printed
materials, whatever your hardware allows, is the side affect.

Now that is very internal to your system, but another useful process to
examine and to be aware of when working with your computer is process of
how information flows through your computer, and involves the end user.
On a standard computer model, the real world of process control is built
into your digital computer. Information (data) enters your computer
from the STANDARD INPUT DEVICE (your keyboard), does some work and
displays results on your STANDARD OUTPUT DEVICE. And the side affects
can be varied. But this is an artificial construction, otherwise the
computer would be useless, because the interaction of your computer with
the real physical world would would be incomprehensible by the stupid
humans that are using it. So while for your CPU, creating recognizable
images on the screen is really a side affect, from an information theory
perspective, and from a practical programming perspective, it is the
output. And most of your job as a programmer is to bridge that gap
between your CPU, who's output is a return of "state" information, to
get all of your programs side affects working so that the information
processing generates correct and usable information responses for the
humans communicating with it.

Now if I haven't yet confused you (and go back and reread this if I
did), data must be understood by your computer and by you. The data
that goes into your program must be understood by your computer and the
data that is outputted must be understood by you. And the side affects
of this process have to be correct as well. In fact, more often than
not, the side affects is everything because the only information your
program might be returning to you is, "OK - I'm finished - awaiting more
instructions". We'll return to these principles over and over again.

In order to help bridge the human digital divide, so to speak, your
computer handles data, and in modern machines, that data is based on the
8 bit Byte. The simplest computer that individuals come in contact with
is the simple light switch. It does everything your computer does. You
have a simple switch with a bulb attached to it. Your turn the switch
on (standard input). Your switch allows electricity to flow to the build
and creates light and heat (side affect), and the switch records its
"state", which is ON...otherwise it wouldn't be very useful. And as
long as the system is working, it retains its state until you give it
more information (turn it off in this case). Now in this system, you
have one bit of information that can be processed. The light is either
ON or OFF. There is nothing else you can do. But if we have 2 switches
connected to a light bulb, we can engineer a system with up to 4 states.
Off, On Dim, On Brighter, On Brightest, each one representing a
different "state". With eight switches, you can represent 256
states...and THAT is exactly what your digital computer does. Your
hardware and program determines what each of those 256 states can mean.

If you need more that 256 states to implement a side affect, lets say we
have a byte in our hardware that makes out standard output device a
color. 256 colors is nice. The billions of colors that the human eye can
distinguish is nicer. But then we need to string together multiple bytes
to implement that screen. Perhaps, two or even 4 bytes. The same holds
true for numbers. If we are using one byte, that will only allow us to
describe 256 numbers, and in this case, to allow for positive and
negative numbers, one of the bits in our byte usually identifies the
number as positive or negative. -127 to 127. That is called a signed
one byte integer. And unsigned integer can't represent negative
numbers, (one bit in the byte is not used to describe negative or
positive state) and it can represent 0-255.

Now that isn't good enough for banking, science, and most other
applications, although it is fine if we are making a card game or a dice
game, so integers are most often represents by at least 2 bytes, and
often 4 or more. And the ability to do with has to be available to the
hardware and written into the language libraries.

So what data types does C++ give us by default? Well, not colors, we
would have to create that. It gives us the following default data
types, which I'll try to explain.

char - Characters. A representation of standard characters as a single
byte, which is more than adequate for Latin based languages like
English. A data input that is a character is stored in a single byte
which C++ will automatically translate into characters, like A-Za-z and
others as defined in ASCI.

http://www.asciitable.com/

As computers got larger, the ASCII set was extended to into 2 bytes
(ASCII extended) but in C++ a char is a SINGLE BYTE.

int - A one word Integer. Storage is hardware dependent, most normally
in something called a " word" which on the standard 32 bit hardware and
operating systems is 4 bytes (hence 32 bits). Machines are increasingly
64 bite word based hardware and the operating systems are catching up I
would assume that those systems have 8 bytes ints.

Before going forward, it is worth stating that there is a standard for
the C programming language called the ANSI C standard. You have to buy
the standard if you want it and in it has rules for how to define the
limits of datatypes like integers, and these are stored in your C
programming environment in a file called limit.h.which on my system is
located at :

/usr/include/limit.h

Integer sizes aren't nearly as well defined as I would like. The
standard is a typical compromise of different cooperate and academic
interests. In the KN King text, on page 111, the following limits are
outlined on 32 but systems

Integer data types can be defined as extended types with different sizes
as follows:

short int: -32,768 - 32768
unsigned short int: 0 - 65535
int -2,147,483.648 - 2,147,483,648
unsigned int 0 - 4,294,967,295
long int -2,147,483.648 - 2,147,483,648
unsigned long int 0 - 4,294,967,295

These numbers are byte sizes (65535 is the largest number representable
in 4 bytes).


If you have a 64 bit system, see your limits.h file for the definition
on your box.

You can drop the word "int" for longs and shorts.

long int x;
syntactically is the same as
long x;

Although we haven't yet discussed any syntax.

Computers has a special chip to work with factional numbers in decimal
notation (not an easy piece of engineering IMO). C++ has built in data
types to cope with them which have the following minimal and maximum
representations on 32 bit systems:

float 1.17 x 10^-39 - 3.40x10^38 and 6 digit precision
double 2.22 x10^-308 - 1.19x10^308 and 15 digit precision
long double very hardware specific

As I understand it, the numbers are actually stored in scientific
notation which explains a precision of 10^308 is only expressed in 15
accurate digits. These are engineering definition as defined by an
electronics standard called IEEE standard 754...more information than we
usually need. But if you need know what you limits are exactly, see the
float.h file that on my system is located at:

/usr/include/c++/4.4/tr1/float.h
and
/usr/lib/gcc/i586-suse-linux/4.4/include/float.h

There are also manual pages on your Linux system
man float.h

C++ adds one additional data type calls a Boolean type to store true or
false. In C (and in C++), processes that need to test for a true or
false view 0 as false and anything else as true. But there are issues
with that. int's are 4 bytes and signed, chars can actually be singed
and unsigned as well....so C++ adds

bool true or false

which is really like some kind of enum operator (which hasn't been
introduced).


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== 1 of 1 ==
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==============================================================================
TOPIC: multiset unique elements counting
http://groups.google.com/group/comp.lang.c++/t/1da69b779019d7c4?hl=en
==============================================================================

== 1 of 2 ==
Date: Tues, Feb 2 2010 1:41 am
From: dushkin


Hi all.

Is it possible to know (without iterating ofcourse) how many unique
keys are in a multiset?
I know that a set has unique values, but I would prefer using
multiset in my solution if I have the unique keys counting solution.

Example:

Given a multiset with values: {1,1,2,4,5,4,3,1} - The unique counting
will give me 5 for {1,2,3,4,5} keys.

Thanks!


== 2 of 2 ==
Date: Tues, Feb 2 2010 2:19 am
From: dushkin


A indirect solution may be adding the multiset items to a set and then
get the set size..
But I wonder if there is a direct way of getting the unique items
number.

==============================================================================
TOPIC: Manipulation of Symbolic Expressions of Physical (SI) Units Library
http://groups.google.com/group/comp.lang.c++/t/4b76776ef7db75a4?hl=en
==============================================================================

== 1 of 4 ==
Date: Tues, Feb 2 2010 3:07 am
From: Nordlöw


I'm looking for a library for runtime manipulation of symbolic
expression of physical (SI) units.

I have already found the project udunits-2 at
http://www.unidata.ucar.edu/software/udunits/udunits-2/udunits2.html
which seems to fit my needs perfectly.

Does anybody know of any C++ wrapper for udunits-2 or any other such
kind of library?

It is kind of problemetic to google/search for these libraries because
the term "unit" is more often interpreted as unit-test library.

Thank in advance,
Nordlöw


== 2 of 4 ==
Date: Tues, Feb 2 2010 3:22 am
From: Gert-Jan de Vos


On Feb 2, 12:07 pm, Nordlöw <per.nord...@gmail.com> wrote:
> I'm looking for a library for runtime manipulation of symbolic
> expression of physical (SI) units.
>
> I have already found the project udunits-2 athttp://www.unidata.ucar.edu/software/udunits/udunits-2/udunits2.html
> which seems to fit my needs perfectly.
>
> Does anybody know of any C++ wrapper for udunits-2 or any other such
> kind of library?

Did you try Boost.Units?


== 3 of 4 ==
Date: Tues, Feb 2 2010 6:59 am
From: Nordlöw


On Feb 2, 12:22 pm, Gert-Jan de Vos <gert-
jan.de....@onsneteindhoven.nl> wrote:
> On Feb 2, 12:07 pm, Nordlöw <per.nord...@gmail.com> wrote:
>
> > I'm looking for a library for runtime manipulation of symbolic
> > expression of physical (SI) units.
>
> > I have already found the project udunits-2 athttp://www.unidata.ucar.edu/software/udunits/udunits-2/udunits2.html
> > which seems to fit my needs perfectly.
>
> > Does anybody know of any C++ wrapper for udunits-2 or any other such
> > kind of library?
>
> Did you try Boost.Units?

I already knew about this library but isn't this compile-time only?
Could we use Boost.Units to implement a run-time representation of
dimension aswell like udunits does?

/Per


== 4 of 4 ==
Date: Tues, Feb 2 2010 7:27 am
From: Gert-Jan de Vos


On Feb 2, 3:59 pm, Nordlöw <per.nord...@gmail.com> wrote:
> On Feb 2, 12:22 pm, Gert-Jan de Vos <gert-
>
> jan.de....@onsneteindhoven.nl> wrote:
> > On Feb 2, 12:07 pm, Nordlöw <per.nord...@gmail.com> wrote:
>
> > > I'm looking for a library for runtime manipulation of symbolic
> > > expression of physical (SI) units.
>
> > > I have already found the project udunits-2 athttp://www.unidata.ucar.edu/software/udunits/udunits-2/udunits2.html
> > > which seems to fit my needs perfectly.
>
> > > Does anybody know of any C++ wrapper for udunits-2 or any other such
> > > kind of library?
>
> > Did you try Boost.Units?
>
> I already knew about this library but isn't this compile-time only?
> Could we use Boost.Units to implement a run-time representation of
> dimension aswell like udunits does?

You are right, boost.units is compile time only AFAIK.

==============================================================================
TOPIC: Although
http://groups.google.com/group/comp.lang.c++/t/f5f9a3fe32673ffb?hl=en
==============================================================================

== 1 of 1 ==
Date: Tues, Feb 2 2010 3:11 am
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==============================================================================
TOPIC: ordered unordered_map
http://groups.google.com/group/comp.lang.c++/t/3743266d80703cfb?hl=en
==============================================================================

== 1 of 5 ==
Date: Tues, Feb 2 2010 3:31 am
From: Ralf Goertz


Hi,

I recently found out that using unordered_map<unsigned, Foo> instead of
map<unsigned, Foo> speeds up my program substantially (it contains
several hundreds of thousands elements). However, I really would like to
be able to iterate over those elements in an ordered way at the end of
the program. Is there a way to do that? If m would be that unordered map
what about m.rehash(n) where n=m.size()? According to Pete Pecker's book
that would "resize the container so that it has at least n buckets…".
And aren't the keys for integral types hashed by putting them into
residue classes mod bucket size? If so, m would be ordered, right?

Ralf


== 2 of 5 ==
Date: Tues, Feb 2 2010 3:52 am
From: Ralf Goertz


Hi,

I recently found out that using unordered_map<unsigned, Foo> instead of
map<unsigned, Foo> speeds up my program substantially (it contains
several hundreds of thousands elements). However, I really would like to
be able to iterate over those elements in an ordered way at the end of
the program. Is there a way to do that? If m would be that unordered map
what about m.rehash(n) where n=m.size()? According to Pete Pecker's book
that would "resize the container so that it has at least n buckets…".
And aren't the keys for integral types hashed by putting them into
residue classes mod bucket count? If so, m would be ordered, right?

Ralf


== 3 of 5 ==
Date: Tues, Feb 2 2010 4:44 am
From: Pete Becker


Ralf Goertz wrote:
> Hi,
>
> I recently found out that using unordered_map<unsigned, Foo> instead of
> map<unsigned, Foo> speeds up my program substantially (it contains
> several hundreds of thousands elements). However, I really would like to
> be able to iterate over those elements in an ordered way at the end of
> the program. Is there a way to do that? If m would be that unordered map
> what about m.rehash(n) where n=m.size()? According to Pete Pecker's book
> that would "resize the container so that it has at least n buckets…".
> And aren't the keys for integral types hashed by putting them into
> residue classes mod bucket size? If so, m would be ordered, right?
>

No, that almost certainly wouldn't work. The problem is the hash values:
if two elements hash to the same value they end up in the same bucket,
regardless of how many buckets there are. And even if they hash to
different values, they can end up in the same bucket, because the hash
container has to adjust hash values to align with the number of buckets
(typically by taking the remainder modulo the number of buckets). You
might be able to do this with a custom hash function that returned a
value equal to the desired bucket, but that seems abusive.

If you're willing to reorganize the container, how about going a small
step further and replacing it at that point with an ordered container?

--
Pete
Roundhouse Consulting, Ltd. (www.versatilecoding.com) Author of
"The Standard C++ Library Extensions: a Tutorial and Reference"
(www.petebecker.com/tr1book)


== 4 of 5 ==
Date: Tues, Feb 2 2010 5:30 am
From: Ralf Goertz


Pete Becker wrote:

> Ralf Goertz wrote:
>> Hi,
>>
>> I recently found out that using unordered_map<unsigned, Foo> instead of
>> map<unsigned, Foo> speeds up my program substantially (it contains
>> several hundreds of thousands elements). However, I really would like to
>> be able to iterate over those elements in an ordered way at the end of
>> the program. Is there a way to do that? If m would be that unordered map
>> what about m.rehash(n) where n=m.size()? According to Pete Pecker's book
>> that would "resize the container so that it has at least n buckets…".
>> And aren't the keys for integral types hashed by putting them into
>> residue classes mod bucket size? If so, m would be ordered, right?
>>
>
> No, that almost certainly wouldn't work. The problem is the hash values:
> if two elements hash to the same value they end up in the same bucket,
> regardless of how many buckets there are. And even if they hash to
> different values, they can end up in the same bucket, because the hash
> container has to adjust hash values to align with the number of buckets
> (typically by taking the remainder modulo the number of buckets). You
> might be able to do this with a custom hash function that returned a
> value equal to the desired bucket, but that seems abusive.

So if it would be guaranteed that m contains exactly n keys in the range
[0,n) then rehashing could do the trick? Of course, in that case I could
use a vector in the first place.

> If you're willing to reorganize the container, how about going a small
> step further and replacing it at that point with an ordered container?

It seems I will have to do that then, thanks.


== 5 of 5 ==
Date: Tues, Feb 2 2010 8:07 am
From: Juha Nieminen


Ralf Goertz wrote:
> I recently found out that using unordered_map<unsigned, Foo> instead of
> map<unsigned, Foo> speeds up my program substantially (it contains
> several hundreds of thousands elements). However, I really would like to
> be able to iterate over those elements in an ordered way at the end of
> the program.

If you need them ordered, you have to sort them. To do that you need
to transfer them to some other data container such as std::vector and
then sort that. (That can be done with two lines of code.)

Of course if doing that is also too slow, then I suppose there's
nothing that can be done about it, at least not trivially.

--- news://freenews.netfront.net/ - complaints: news@netfront.net ---

==============================================================================
TOPIC: Xerces-C++ 3.1.0 released
http://groups.google.com/group/comp.lang.c++/t/a355514735e3d9fa?hl=en
==============================================================================

== 1 of 1 ==
Date: Tues, Feb 2 2010 4:39 am
From: Boris Kolpackov


Hi,

I am pleased to announce the release of Apache Xerces-C++ 3.1.0.
Xerces-C++ is an open-source, validating XML parser written in a
portable subset of C++. It provides DOM (level 1, 2, and 3), SAX,
and SAX2 APIs and supports validation of XML documents against DTD
and XML Schema.

This version includes a number of new features, performance improvements
and a large number of bug fixes, especially in the XML Schema spec
conformance area, including:

* Support for handling multiple XML Schema import declarations with
the same target namespace.

* Support for configuration of the parser buffer low water mark.

* DOMLSParser::parseWithContext implementation.

* Improved XML Schema performance and reduced memory footprint when
validating with large maxOccurs values. If available, the SSE2
instructions are used to further speedup this case.

* Improved scalability of the XML Schema identity checking (key,
keyref, and unique).

* More robust external library detection (libcurl and ICU).

* Compilation of the ICU message loader resources no longer depends
on the ICU implementation details.

For a more detailed list of changes see the official announcement:

http://marc.info/?l=xerces-c-dev&m=126502748921483&w=2

For more information on some of the new features see this blog post:

http://www.codesynthesis.com/~boris/blog/2010/02/02/xerces-cxx-3-1-0-released

This release has been tested on all major platforms and comes with
precompiled libraries (total 16) for various CPU architectures,
operating systems, and C++ compilers. For most platforms 32-bit and
64-bit variants are provided.

More information on Xerces-C++, including documentation and build
instructions, is available from the project's website:

http://xerces.apache.org/xerces-c/

The source code archives and precompiled binaries are available from
the download page:

http://xerces.apache.org/xerces-c/download.cgi

Boris

--
Boris Kolpackov, Code Synthesis http://codesynthesis.com/~boris/blog
Open-source
XML data binding for C++ http://codesynthesis.com/products/xsd
XML data binding for embedded systems http://codesynthesis.com/products/xsde
Command line interface to C++ compiler http://codesynthesis.com/projects/cli

==============================================================================
TOPIC: Initialize std::vector<T>::iterator with arbitrary element?
http://groups.google.com/group/comp.lang.c++/t/8c764c4dcde8b09e?hl=en
==============================================================================

== 1 of 1 ==
Date: Tues, Feb 2 2010 8:01 am
From: Juha Nieminen


Rune Allnor wrote:
> One naive idea - which even compiles - is
>
> i = v.begin() + n;

Why is it naive? That's the standard way of doing it (and not only
with std::vector iterators, but with any data container with random
access iterators).

--- news://freenews.netfront.net/ - complaints: news@netfront.net ---

==============================================================================
TOPIC: Interesting observation (predicate with std::sort)
http://groups.google.com/group/comp.lang.c++/t/66887f988a85b73f?hl=en
==============================================================================

== 1 of 1 ==
Date: Tues, Feb 2 2010 9:58 am
From: Victor Bazarov


Hello,

You might find this interesting/useful...

Using a temporary object as a class predicate with 'std::sort' turned
out to be faster than using a function pointer. Check it out:
------------------------------------------------------------------ >8
#include <iostream>
#include <ostream>
#include <time.h>
#include <algorithm>

struct S
{
int i;
double d;
S(int i_ = 0, double d_ = 0) : i(i_), d(d_) {}
};

bool compareFunc(S const &s1, S const &s2)
{
return s1.i < s2.i || (s1.i == s2.i && s1.d < s2.d);
}

struct compareFunctor
{
bool operator()(S const &s1, S const &s2) const
{
return s1.i < s2.i || (s1.i == s2.i && s1.d < s2.d);
}
};

int main()
{
const int MANY = 50000000;
S *sArr = new S[MANY];

clock_t c0 = clock();
std::sort(sArr, sArr + MANY, compareFunc);
clock_t c1 = clock();
std::sort(sArr, sArr + MANY, compareFunctor());
clock_t c2 = clock();

std::cout << "std::sort with a function as a predicate "
<< c1 - c0 << std::endl;
std::cout << "std::sort with a functor for a predicate "
<< c2 - c1 << std::endl;

std::cout << "Once more...";

clock_t c10 = clock();
std::sort(sArr, sArr + MANY, compareFunctor());
clock_t c11 = clock();
std::sort(sArr, sArr + MANY, compareFunc);
clock_t c12 = clock();

std::cout << std::endl;
std::cout << "std::sort with a function as a predicate "
<< c12 - c11 << std::endl;
std::cout << "std::sort with a functor for a predicate "
<< c11 - c10 << std::endl;

delete[] sArr;
}
------------------------------------------------------------------ >8
Results (on my machine):

std::sort with a function as a predicate 375
std::sort with a functor for a predicate 264
Once more...
std::sort with a function as a predicate 375
std::sort with a functor for a predicate 261

My guess is that the compiler I used (VC9) manages to inline the functor
code (a member function operator()) better than it can a stand-alone
function when they are used as the predicate of 'std::sort'.

I am sure I'm not the first one to find this, I just hadn't run across
that behaviour until a few days ago.

Do criticize it, of course.

V
--
Please remove capital 'A's when replying by e-mail
I do not respond to top-posted replies, please don't ask

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http://groups.google.com/group/comp.lang.c++/t/679c318c3e3caaed?hl=en
==============================================================================

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==============================================================================
TOPIC: Seeking typical C++ source code. Help please!
http://groups.google.com/group/comp.lang.c++/t/772085c9212fa2e7?hl=en
==============================================================================

== 1 of 1 ==
Date: Tues, Feb 2 2010 10:52 am
From: Alan Mackenzie


Hi, clc++,

Would somebody please recommend some hopefully not too big C++ FOSS
project which contains source which makes liberal use of C++'s features,
in particular templates (ideally both using them and defining them).

I could do with this since I maintain Emacs C++ mode and need a realistic
test file, although I'm hardly a C++ hacker.

Many thanks!

--
Alan Mackenzie (Nuremberg, Germany).


==============================================================================
TOPIC: Incomplete types and std::vector
http://groups.google.com/group/comp.lang.c++/t/b0741c38fc15b5f7?hl=en
==============================================================================

== 1 of 1 ==
Date: Tues, Feb 2 2010 10:54 am
From: Stephen Howe


Hi

is this legal?

// Start Header File TEST.h
#include <vector>

class CTest
{
public:
CTest();
~CTest();

private:
struct Incomplete;
std::vector<Incomplete> Vec_;

private:
CTest(const CTest &);
CTest &operator = (const CTest &);
};
// End Header File TEST.h

I wasnt sure of the position of incomplete types with standard containers.
VS2005 does not seem to mind but that is not a benchmark.

Thanks

Stephen Howe


==============================================================================

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