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Full Discussion: Multi-threading
Top Forums Programming Multi-threading Post 302505312 by Corona688 on Wednesday 16th of March 2011 04:35:11 PM
Old 03-16-2011
Checking this in more detail, but for starters you shouldn't be using cin/cout/cerr in threads. You shouldn't be mixing printf() and cout even without threads, they compete for the same resources. cout/printf also buffer for one thing, which creates more potential race conditions unless you mutex it. fprintf(stderr, ...) would be better if you must, since it's unbuffered and less likely to interrupt each other in the middle of a line. write()-ing to STDERR_FILENO would be best.

---------- Post updated at 02:35 PM ---------- Previous update was at 02:27 PM ----------

You're missing some brackets from here I think:

Code:
     for(int i = 0; i < neighbours_size; i++)
     {
           temp = nodes[index].edges[i];
           fprintf(stderr, "temp =  %d", temp);
               if(nodes[temp].msg_received == false)
               fprintf(stderr, "--> %d\n",  nodes[temp].msg_received);

                       fprintf(stderr, "returning false..\n");
                  return false;
     }

Without a code block, the if-statement only applies to the first statement below it. Meaning, no matter what the result of the if-statement is, it will always return false on the very first loop. If I infer the meaning of your code correctly, what you wanted was this:
Code:
     for(int i = 0; i < neighbours_size; i++)
     {
           temp = nodes[index].edges[i];
           fprintf(stderr, "temp =  %d", temp);
               if(nodes[temp].msg_received == false)
               {
                       fprintf(stderr, "--> %d\n",  nodes[temp].msg_received);
                       fprintf(stderr, "returning false..\n");
                       return false;
               }
     }

This User Gave Thanks to Corona688 For This Post:
 

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SDL_PixelFormat(3)						 SDL API Reference						SDL_PixelFormat(3)

NAME
SDL_PixelFormat - Stores surface format information STRUCTURE DEFINITION
typedef struct SDL_PixelFormat { SDL_Palette *palette; Uint8 BitsPerPixel; Uint8 BytesPerPixel; Uint8 Rloss, Gloss, Bloss, Aloss; Uint8 Rshift, Gshift, Bshift, Ashift; Uint32 Rmask, Gmask, Bmask, Amask; Uint32 colorkey; Uint8 alpha; } SDL_PixelFormat; STRUCTURE DATA
palette Pointer to the palette, or NULL if the BitsPerPixel>8 BitsPerPixel The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32. BytesPerPixel The number of bytes used to represent each pixel in a surface. Usually one to four. [RGBA]mask Binary mask used to retrieve individual color values [RGBA]loss Precision loss of each color component (2^[RGBA]loss) [RGBA]shift Binary left shift of each color component in the pixel value colorkey Pixel value of transparent pixels alpha Overall surface alpha value DESCRIPTION
A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a SDL_Surface. Every surface stores a SDL_PixelFor- mat in the format field. If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential. 8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 BitsPerPixel and 1 BytesPerPixel. Since BytesPer- Pixel is 1, all pixels are represented by a Uint8 which contains an index into palette->colors. So, to determine the color of a pixel in a 8-bit surface: we read the color index from surface->pixels and we use that index to read the SDL_Color structure from surface->for- mat->palette->colors. Like so: SDL_Surface *surface; SDL_PixelFormat *fmt; SDL_Color *color; Uint8 index; . . /* Create surface */ . . fmt=surface->format; /* Check the bitdepth of the surface */ if(fmt->BitsPerPixel!=8){ fprintf(stderr, "Not an 8-bit surface. "); return(-1); } /* Lock the surface */ SDL_LockSurface(surface); /* Get the topleft pixel */ index=*(Uint8 *)surface->pixels; color=fmt->palette->colors[index]; /* Unlock the surface */ SDL_UnlockSurface(surface); printf("Pixel Color-> Red: %d, Green: %d, Blue: %d. Index: %d ", color->r, color->g, color->b, index); . . Pixel formats above 8-bit are an entirely different experience. They are considered to be "TrueColor" formats and the color information is stored in the pixels themselves, not in a palette. The mask, shift and loss fields tell us how the color information is encoded. The mask fields allow us to isolate each color component, the shift fields tell us the number of bits to the right of each component in the pixel value and the loss fields tell us the number of bits lost from each component when packing 8-bit color component in a pixel. /* Extracting color components from a 32-bit color value */ SDL_PixelFormat *fmt; SDL_Surface *surface; Uint32 temp, pixel; Uint8 red, green, blue, alpha; . . . fmt=surface->format; SDL_LockSurface(surface); pixel=*((Uint32*)surface->pixels); SDL_UnlockSurface(surface); /* Get Red component */ temp=pixel&fmt->Rmask; /* Isolate red component */ temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */ red=(Uint8)temp; /* Get Green component */ temp=pixel&fmt->Gmask; /* Isolate green component */ temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */ green=(Uint8)temp; /* Get Blue component */ temp=pixel&fmt->Bmask; /* Isolate blue component */ temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */ blue=(Uint8)temp; /* Get Alpha component */ temp=pixel&fmt->Amask; /* Isolate alpha component */ temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */ temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */ alpha=(Uint8)temp; printf("Pixel Color -> R: %d, G: %d, B: %d, A: %d ", red, green, blue, alpha); . . . SEE ALSO
SDL_Surface, SDL_MapRGB SDL
Tue 11 Sep 2001, 23:01 SDL_PixelFormat(3)
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