Keep Lua state in a C++ environment to limit context switches - c++

I'm having fun coding simple OpenGL demos and I recently decided to use Lua with my C++ engine in order to change the rendering dynamically without having to recompile on and on my project. Thus I can tweak more easily the rendering algorithm. But I know that my current rendering update functions are probably far from being efficient.
For the moment, I'm transfering a matrix from C++ to Lua, modifying it in a Lua script and sending it back to my C++ rendering engine. But I'm reloading the Lua script each time I get an update call from the C++ engine, and I'm losing all of the variable context. That means I'm always starting from scratch and my rendering is far from being smooth. I include some code sample below to explain what I'm doing. I am currently learning Lua with C++ embedding, so I know I still don't have the best practices.
update.lua
function transform(m)
amplitude = 1.5
frequency = 500
phase = 0.0
r = {}
for i = 1, #m do
r[i] = {}
for j = 1, #m[i] do
if (i % 2) then
r[i][j] = amplitude * math.sin(m[i][j] + phase)
else
r[i][j] = -amplitude * math.sin(m[i][j] + phase)
end
phase = phase + 0.001
end
end
return r
end
-- called by c++
function update()
m = pull()
r = transform(m)
push(r)
end
matrix.cpp
// pull matrix from lua point of view
static int pull(lua_State * _L)
{
_push(_L, &_m);
return 1;
}
// push matrix from lua point of view
static int push(lua_State * _L)
{
// get number of arguments
int n = lua_gettop(_L);
if(1 == n) {
_pull(_L, 1, &_m);
}
return 1;
}
void matrix::load_file(char * file, char * function)
{
int status;
// load the file containing the script we are going to run
status = luaL_loadfile(_L, file);
switch (status) {
case LUA_OK:
break;
case LUA_ERRFILE:
std::cout << "LUA_ERRFILE: " << lua_error(_L) << std::endl;
break;
case LUA_ERRSYNTAX:
std::cout << "LUA_ERRSYNTAX: " << lua_error(_L) << std::endl;
break;
default:
std::cout << lua_error(_L) << std::endl;
}
lua_getglobal(_L, function);
status = lua_pcall(_L, 1, 1, 0);
if (status != LUA_OK) {
std::cout << "error running file" << lua_error(_L) << std::endl;
}
}
void matrix::update()
{
load_file("lua/update.lua", "update");
}
I'm thinking of passing some arguments when calling the update() function, but I'm wondering if the C++ to Lua then back to C++ approach is correct and efficient. Especially considering the fact that I might transfer and modify huge matrix in Lua. I probably lack some embedded Lua knowledge to keep context while loading a script. Do you have some general advice on how I would improve my code ? I know that my current approach is overly complicated.

A quick fix would be to only load the file if it has been modified since the last frame:
static time_t last_modified = 0;
struct stat sbuf;
stat(file, &sbuf);
if (sbuf.st_mtime > last_modified) {
last_modified = sbuf.st_mtime;
status = luaL_loadfile(_L, file);
// etc
}
// Now call the function
lua_getglobal(_L, function);
status = lua_pcall(_L, 1, 1, 0);

OK, loading the chunk of the update() function into a global variable and having a global parameter table in the Lua script is the way to go. I achieved this using the following guidelines, and I will post the detailed steps below. Basically, loading the script entirely first ensures that all global variables are stored in the C++ context. Then storing the wanted function as an index allows us to run it again, while keeping the global variables in the script evolving on their own.
Step 1
First call luaL_loadfile once at init
Step 2
Run the script once using lua_pcall(_L, 0, 0, 0);
This ensures that the global variables, which are used as parameters in the Lua script are in memory.
Step 3
Store the Lua function. I managed to do it with the following C++ code:
void matrix::store(char * function)
{
lua_newtable(_L); // create table for functions
_idx = luaL_ref(_L, LUA_REGISTRYINDEX); // store said table in pseudo-registry
lua_rawgeti(_L, LUA_REGISTRYINDEX, _idx); // retrieve table for functions
lua_getglobal(_L, function); // retrieve function to store
if (lua_isfunction(_L, -1)) {
_f = luaL_ref(_L, -2); // store a function in the function table
}
else {
lua_pop(_L, 1);
std::cout << "can't find " << function << std::endl;
}
// table is two places up the current stack counter
lua_pop(_L, 1); // we are done with the function table, so pop it
std::cout << "idx: " << _idx << ", function: " << _f << std::endl;
}
Step 4
Call the stored function again when rendering using the following C++ function:
void matrix::run()
{
int status;
if (_f == -1) {
std::cout << "invalid function index " << _f << std::endl;
}
else {
lua_rawgeti(_L, LUA_REGISTRYINDEX, _idx); // retrieve function table
lua_rawgeti(_L, -1, _f); // retrieve function
//use function
status = lua_pcall(_L, 0, 0, 0); // 0 arguments, 0 results
if (status != LUA_OK) {
std::cout << "error running function" << lua_error(_L) << std::endl;
}
//don't forget to pop the function table from the stack
lua_pop(_L, 1);
}
}
Step 5 (optional)
If we set all the Lua parameters in a global table, we can retrieve them dynamically in C++ using the following piece of code:
void matrix::get_params(char * p)
{
lua_getglobal(_L, p);
lua_pushnil(_L);
int i = 0;
while(lua_next(_L,-2))
{
const char * key = lua_tostring(_L,-2);
double value = lua_tonumber(_L,-1);
lua_pop(_L,1);
std::cout << key << " = " << value << std::endl;
_h[i].key.assign(key);
_h[i].value = value;
i++;
}
lua_pop(_L, 1);
}
Where _his a simple dynamic structure defined as such:
typedef struct {
std::string key;
float value;
} hash;
I only use float, so this simple structure is convenient enough for my needs, and allows me to add lots of variables in my Lua script without bothering with a structure definition in C++. This way I can add as many parameters in my Lua table and do the maths when updating.
Step 6
Tweak the Lua script forever ! Et voila:
p = {
amplitude = 1.5,
frequency = 500,
phase = 0.0
}
function transform(m)
r = {}
for i = 1, #m do
r[i] = {}
for j = 1, #m[i] do
if (i % 2) then
r[i][j] = p.amplitude * math.sin(m[i][j] + p.phase)
else
r[i][j] = -p.amplitude * math.sin(m[i][j] + p.phase)
end
p.phase = p.phase + 0.001
end
end
return r
end
-- called by c++
function update()
m = pull()
r = transform(m)
push(r)
end
This solution fits my needs, but seems very complicated and inefficient. But it was a fine hacking session anyway.

Related

C++ call functions internally

I'm working with following code which gives access to low level monitor configuration using Windows APIs
https://github.com/scottaxcell/winddcutil/blob/main/winddcutil/winddcutil.cpp
And I would like to create a new function that increases or decreases the brightness, I was able to do this using Powershell but since the C++ code looks somewhat easy to understand I want to have a crack at it and try my luck and hopefully integrate it with an ambient light sensor later.
The powershell code I have is as follows which works with above executable: (its very crude at this stage)
$cb = [int]([uint32]("0x" + ((C:\Users\Nick\WindowsScripts\winddcutil-main\x64\Release\winddcutil.exe getvcp 0 10) -join "`n").split(" ")[2]))
if ($args[0] -eq "increase") {
if ( $cb -ne 100) {
$nb = "{0:x}" -f ($cb + 10)
C:\Users\Nick\WindowsScripts\winddcutil-main\x64\Release\winddcutil.exe setvcp 0 10 $nb
}
} elseif ($args[0] -eq "decrease") {
if ( $cb -ne 10) {
$nb = "{0:x}" -f ($cb - 10)
C:\Users\Nick\WindowsScripts\winddcutil-main\x64\Release\winddcutil.exe setvcp 0 10 $nb
}
}
It gets current brightness and if argument given is "increase" and if brightness is not already 100 then adds 10, in case of "decrease" it subtracts 10. Values are coveted to and from hex to decimals.
I understand if I want to integrate this inside the C++ code directly I would have something like following:
int increaseBrightness(std::vector<std::string> args) {
size_t did = INT_MAX;
did = std::stoi(args[0]);
//0 is monitor ID and 10 is the feature code for brightness
//currentBrightness = getVcp("0 10")
//calculate new value
//setVcp("0 10 NewValue")
}
Ultimetaly I would like to call the executable like "winddcutil.exe increasebrightness 0" (0 being the display ID)
I can keep digging around on how to do the calculation in C++ but internally calling the functions and passing the arguments so far turned out to be very challenging for me and I would appreciate some help there.
you need to add a needed option here
line 164
std::unordered_map<std::string,std::function<int(std::vector<std::string>)>> commands
{
{ "help", printUsage },
{ "detect", detect},
{ "capabilities", capabilities },
{ "getvcp", getVcp },
{ "setvcp", setVcp},
{"increasebrightness ", increaseBrightness } // update here
};
to get current brightness you can't use getVcp api due to its result will be printed to stdout , it isn't returned via returned value, follow getVcp to get brighness value , use this
DWORD currentValue;
bool success = GetVCPFeatureAndVCPFeatureReply(physicalMonitorHandle, vcpCode, NULL, &currentValue, NULL);
if (!success) {
std::cerr << "Failed to get the vcp code value" << std::endl;
return success;
}
then
define your increaseBrightness like
int increaseBrightness(std::vector<std::string> args) {
size_t did = INT_MAX;
did = std::stoi(args[0]);
DWORD currentBrightness;
bool success = GetVCPFeatureAndVCPFeatureReply(
physicalMonitorHandle, vcpCode, NULL, &currentBrightness, NULL);
if (!success) {
std::cerr << "Failed to get the vcp code value" << std::endl;
return success;
}
//example + 10
auto newValue = did + 10;
success = setVcp({"0", "10", std::to_string(newValue)});
if(success)
{
// your handler
}
// 0 is monitor ID and 10 is the feature code for brightness
// currentBrightness = getVcp("0 10")
// calculate new value
// setVcp("0 10 NewValue")
}
test for passing argument:
https://godbolt.org/z/5n5Gq3d7e
note: make sure your have increaseBrightness's declaration before std::unordered_map<std::string,std::function<int(std::vector<std::string>)>> commands to avoid compiler's complaint

Z3 Optimizer Unsatisfiability with Real Constraints Using C++ API

I'm running into a problem when trying to use the Z3 optimizer to solve graph partitioning problems. Specifically, the code bellow will fail to produce a satisfying model:
namespace z3 {
expr ite(context& con, expr cond, expr then_, expr else_) {
return to_expr(con, Z3_mk_ite(con, cond, then_, else_));;
}
}
bool smtPart(void) {
// Graph setup
vector<int32_t> nodes = {{ 4, 2, 1, 1 }};
vector<tuple<node_pos_t, node_pos_t, int32_t>> edges;
GraphType graph(nodes, edges);
// Z3 setup
z3::context con;
z3::optimize opt(con);
string n_str = "n", sub_p_str = "_p";
// Re-usable constants
z3::expr zero = con.int_val(0);
// Create the sort representing the different partitions.
const char* part_sort_names[2] = { "P0", "P1" };
z3::func_decl_vector part_consts(con), part_preds(con);
z3::sort part_sort =
con.enumeration_sort("PartID",
2,
part_sort_names,
part_consts,
part_preds);
// Create the constants that represent partition choices.
vector<z3::expr> part_vars;
part_vars.reserve(graph.numNodes());
z3::expr p0_acc = zero,
p1_acc = zero;
typename GraphType::NodeData total_weight = typename GraphType::NodeData();
for (const auto& node : graph.nodes()) {
total_weight += node.data;
ostringstream name;
name << n_str << node.id << sub_p_str;
z3::expr nchoice = con.constant(name.str().c_str(), part_sort);
part_vars.push_back(nchoice);
p0_acc = p0_acc + z3::ite(con,
nchoice == part_consts[0](),
con.int_val(node.data),
zero);
p1_acc = p1_acc + z3::ite(con,
nchoice == part_consts[1](),
con.int_val(node.data),
zero);
}
z3::expr imbalance = con.int_const("imbalance");
opt.add(imbalance ==
z3::ite(con,
p0_acc > p1_acc,
p0_acc - p1_acc,
p1_acc - p0_acc));
z3::expr imbalance_limit = con.real_val(total_weight, 100);
opt.add(imbalance <= imbalance_limit);
z3::expr edge_cut = zero;
for(const auto& edge : graph.edges()) {
edge_cut = edge_cut +
z3::ite(con,
(part_vars[edge.node0().pos()] ==
part_vars[edge.node1().pos()]),
zero,
con.int_val(edge.data));
}
opt.minimize(edge_cut);
opt.minimize(imbalance);
z3::check_result opt_result = opt.check();
if (opt_result == z3::check_result::sat) {
auto mod = opt.get_model();
size_t node_id = 0;
for (z3::expr& npv : part_vars) {
cout << "Node " << node_id++ << ": " << mod.eval(npv) << endl;
}
return true;
} else if (opt_result == z3::check_result::unsat) {
cerr << "Constraints are unsatisfiable." << endl;
return false;
} else {
cerr << "Result is unknown." << endl;
return false;
}
}
If I remove the minimize commands and use a solver instead of an optimize it will find a satisfying model with 0 imbalance. I can also get an optimize to find a satisfying model if I either:
Remove the constraint imbalance <= imbalance_limit or
Make the imbalance limit reducible to an integer. In this example the total weight is 8. If the imbalance limit is set to 8/1, 8/2, 8/4, or 8/8 the optimizer will find satisfying models.
I have tried to_real(imbalance) <= imbalance_limit to no avail. I also considered the possibility that Z3 is using the wrong logic (one that doesn't include theories for real numbers) but I haven't found a way to set that using the C/C++ API.
If anyone could tell me why the optimizer fails in the presence of the real valued constraint or could suggest improvements to my encoding it would be much appreciated. Thanks in advance.
Could you reproduce the result by using opt.to_string() to dump the state (just before the check())? This would create a string formatted in SMT-LIB2 with optimization commands. It is then easier to exchange benchmarks. You should see that it reports unsat with the optimization commands and sat if you comment out the optimization commands.
If you are able to produce a bug, then post an issue on GitHub.com/z3prover/z3.git with a repro.
If not, you can use Z3_open_log before you create the z3 context and record a rerunnable log file. It is possible (but not as easy) to dig into unsoundness bugs that way.
It turns out that this was a bug in Z3. I created an Issue on GitHub and they have since responded with a patch. I'm compiling and testing the fix now, but I expect it to work.
Edit: Yup, that patch fixed the issue for the command line tool and the C++ API.

how to pass data from terminal to a program?

i am using a GPS reciever that will print GPS message contiuously in terminal using a C++ program like this
Latitude:13.3 Longitude:80.25
Latitude:13.4 Longitude:80.27
Latitude:13.5 Longitude:80.28
I want to take this data inside my c++ program (QT Application)
Below is my full program code
void QgsGpsPlotPluginGui::on_buttonBox_accepted()
{
QString myPluginsDir = "usr/lib/qgis/plugins";
QgsProviderRegistry::instance(myPluginsDir);
QgsVectorLayer * mypLayer = new QgsVectorLayer("/home/mit/Documents/Dwl/GIS DataBase/india_placename.shp","GPS","ogr");
QgsSingleSymbolRenderer *mypRenderer = new
QgsSingleSymbolRenderer(mypLayer->geometryType());
QList <QgsMapCanvasLayer> myLayerSet;
mypLayer->setRenderer(mypRenderer);
if (mypLayer->isValid())
{
qDebug("Layer is valid");
}
else
{
qDebug("Layer is NOT valid");
}
// Add the Vector Layer to the Layer Registry
QgsMapLayerRegistry::instance()->addMapLayer(mypLayer, TRUE);
// Add the Layer to the Layer Set
myLayerSet.append(QgsMapCanvasLayer(mypLayer, TRUE));
QgsMapCanvas * mypMapCanvas = new QgsMapCanvas(0, 0);
mypMapCanvas->setExtent(mypLayer->extent());
mypMapCanvas->enableAntiAliasing(true);
mypMapCanvas->setCanvasColor(QColor(255, 255, 255));
mypMapCanvas->freeze(false);
QgsFeature * mFeature = new QgsFeature();
QgsGeometry * geom = QgsGeometry::fromPoint(*p);
QGis::GeometryType geometryType=QGis::Point;
QgsRubberBand * mrub = new QgsRubberBand (mypMapCanvas,geometryType);
QgsPoint * p = new QgsPoint();
double latitude =13.3;
double longitude = 80.25;
p->setX(latitude);
p->setY(longitude);
mrub->setToGeometry(geom,mypLayer);
mrub->show()
}
In the above code i have manually entered the value for Latitude and Longitude like this,
double latitude =13.3;
double longitude = 80.25;
p->setX(latitude);
p->setY(longitude);
but i need to get these value from terminal.
Both program are written in c++ but they belong to different framework.
I assume that your library doesn't have an API you can use.
Then one fairly straight forward way to integrate them would be to use pipes.
You can quickly do something like
gps_program | qt_program
And now you get the coordinates via stdin.
The more complex way to set it up is using exec and fork. You create pipe objects, then fork and run using exec the gps_programon one of the branches. This you can do entirely in your code without depending on bash or something like it. You still have to parse the data coming from the pipe the same way.
Just create a pipe:
#include <cstdio>
#include <iostream>
#define WWRITER 0
#if WWRITER
int main() {
while (true) {
std::cout << "Latitude:13.3 Longitude:80.25";
}
return 0;
}
#else
int main() {
FILE* fp = popen("Debug/Writer", "r");
if(fp == 0) perror(0);
else {
const std::size_t LatitudeLength = 9;
const std::size_t LongitudeLength = 10;
char latitude_name[LatitudeLength+1];
char longitude_name[LongitudeLength+1];
double latitude;
double longitude;
while(fscanf(fp, "%9s%lf%10s%lf",
latitude_name,
&latitude,
longitude_name,
&longitude) == 4)
{
std::cout << "Values: " << latitude << ", " << longitude << std::endl;
}
pclose(fp);
}
return 0;
}
#endif
Note: The example runs endlessly.
+1 to Sorin's answer, makes this nice and easy passing stdout to stdin :) but assuming you are running in linux / cigwin?
But if you have access to both program codes then a nicer solution is to use UdpSockets (or maybe Tcp, but Udp is simpler) and pass the data between programs in this way... not sure how big/long-term your solution needs to be but if you want to integrate them in a "long-term" and more maintainable way this would be a better approach.

Boost.thread code presents different behaviour in Ubuntu and in Windows

I have a little simple program to test wether I can visualize a point cloud from a different thread and continue working in the main thread until typing 'q' in the terminal.
In Ubuntu 10.04, the code works, letting me visualize the cloud as new points are added to it in each iteration. However, in Windows 7 this dosn't work (I'm compiling it with QtCreator). The cloud is shown and new points are computed in each turn, but this never exits. When typing 'q', the loop stops but the visualization thread keeps running. The only way to stop execution is to explicitly use CTRL+C.
More things:
If I don't uncomment the addPointCloud line before the !viewer->wasStopped() loop in the Visualize function, the point cloud is never shown. It doesn't matter that later in the loop I explicitly add it. It has to be done before the loop (now that line is commented to demonstrate that behaviour).
I also tried to use boost::mutex instead of *tbb::queuing_mutex*, but again, the program won't exit.
Do you have any idea why the thread is never joining?. Also, constructive critics about my thread usage are always welcomed, I want to keep improving.
Here's the code:
#include <boost/thread/thread.hpp>
#include <iostream>
#include <pcl/point_types.h>
#include <pcl/visualization/pcl_visualizer.h>
#include "tbb/queuing_mutex.h"
typedef pcl::PointXYZ PointType;
typedef pcl::PointCloud<PointType> PointCloudType;
typedef tbb::queuing_mutex MutexType;
//typedef boost::mutex MutexType;
MutexType safe_update;
const unsigned int HEIGHT = 100;
const unsigned int WIDTH = 100;
bool has_to_update(true);
void Visualize(PointCloudType::Ptr cloud) {
pcl::visualization::PCLVisualizer* viewer = new pcl::visualization::PCLVisualizer("Vis in thread",true);
viewer->setBackgroundColor(1.0,0.0,0.0);
// viewer->addPointCloud<PointType>(cloud, "sample cloud");
viewer->addCoordinateSystem(1.0);
viewer->initCameraParameters();
viewer->resetCamera();
while(!viewer->wasStopped()) {
viewer->spinOnce(100);
{
// boost::lock_guard<MutexType> lock(safe_update);
MutexType::scoped_lock lock(safe_update);
if(has_to_update) {
if(!viewer->updatePointCloud<PointType>(cloud, "sample cloud")) {
viewer->addPointCloud<PointType>(cloud, "sample cloud");
viewer->setPointCloudRenderingProperties(pcl::visualization::PCL_VISUALIZER_POINT_SIZE, 1, "sample cloud");
viewer->resetCamera();
}
has_to_update = false;
}
} // end scoped_lock
}
delete viewer;
};
int main(int argc, char** argv) {
PointCloudType::Ptr c(new PointCloudType);
c->height=HEIGHT;
c->width=WIDTH;
const unsigned int size( c->height*c->width);
c->points.resize(size);
for(unsigned int i(0);i<size;++i){
c->points[i].x = 1024 * rand () / (RAND_MAX + 1.0f);
c->points[i].y = 1024 * rand () / (RAND_MAX + 1.0f);
c->points[i].z = 1024 * rand () / (RAND_MAX + 1.0f);
}
std::cout << "Filled cloud height: " << c->height << " ** widht = "
<< c->width << " ** size: " << c->points.size()
<< "\n"
;
boost::thread vis_thread( boost::bind( &Visualize, boost::ref(c) ) );
char exit;
std::vector<PointType> new_points;
new_points.resize(10);
PointType new_point;
while(exit!='q') {
for(unsigned int i(0);i<10;++i) {
new_point.x = 2000 * rand () / (RAND_MAX + 1.0f);
new_point.y = 2000 * rand () / (RAND_MAX + 1.0f);
new_point.z = 2000 * rand () / (RAND_MAX + 1.0f);
std::cout << "New point " << i << " with x = " << new_point.x
<< " ; y = " << new_point.y << " ; z = "
<< new_point.z << "\n"
;
new_points.push_back(new_point);
}
{
// boost::lock_guard<MutexType> lock(safe_update);
MutexType::scoped_lock lock(safe_update);
c->insert( c->points.end(), new_points.begin(), new_points.end() );
has_to_update = true;
} // end scoped_lock
std::cout << "Exit?: ";
std::cin>>exit;
}
vis_thread.join();
return 0;
}
Thanks for your time!.
EDIT: Since I can't use a debugger due to Windows not recognizing the executable format(?) I've put some qDebug() lines over the Visualize function (also, instead of directly calling viewer->wasStopped() now I'm using a volatile intermediate var, stopped):
void Visualize(PointCloudType::Ptr cloud) {
pcl::visualization::PCLVisualizer* viewer = new pcl::visualization::PCLVisualizer("Vis in thread",true);
viewer->setBackgroundColor(1.0,0.0,0.0);
viewer->addPointCloud<PointType>(cloud, "sample cloud");
viewer->addCoordinateSystem(1.0);
viewer->initCameraParameters();
viewer->resetCamera();
volatile bool stopped( false );
int iterations( -1 );
while(!stopped) {
++iterations;
qDebug() << "Before spinOnce - it: << iteration << "\n";
viewer->spinOnce(100);
{
// boost::lock_guard<MutexType> lock(safe_update);
MutexType::scoped_lock lock(safe_update);
if(has_to_update) {
if(!viewer->updatePointCloud<PointType>(cloud, "sample cloud")) {
viewer->addPointCloud<PointType>(cloud, "sample cloud");
viewer->setPointCloudRenderingProperties(pcl::visualization::PCL_VISUALIZER_POINT_SIZE, 1, "sample cloud");
viewer->resetCamera();
}
has_to_update = false;
}
} // end scoped_lock
stopped = viewer->wasStopped();
qDebug() << "Before a new loop - it:" << iteration << "\n";
}
delete viewer;
};
Well, Before spinOnce is only displayed once, with iteration=0. The Before a new loop line is never printed.
On the other hand, the main thread keeps calculating and printing those points to the standard output until 'q' is inputted.
It seems that the visualization thread frozens in the viewer->spinOnce(100) call. If instead of spinOnce(100) I use the other visualization method, spin(), nothing changes.
Maybe there's a data race in my code, but for much I keep checking it, I can't find the race myself.
NOTE: According to the PCL library doc, spinOnce(int time) calls the interactor and updates the screen once, whereas spin() calls the interactor and runs an internal loop.
EDIT #2: Today I tried to execute the code again in Ubuntu and resulted in a deadlock with the PCL visualizer. I added some volatile keywords and a new loop check. Now it seems it goes well (at least it worked as expected, no wrong turns...). Here's the new version:
Global vars:
volatile bool has_to_update(true); // as suggested by #daramarak
volatile bool quit(false); // new while loop control var
Visualize method:
void Visualize(PointCloudType::Ptr cloud) {
pcl::visualization::PCLVisualizer* viewer = new pcl::visualization::PCLVisualizer("Vis in thread",true);
viewer->setBackgroundColor(1.0,0.0,0.0);
viewer->addPointCloud<PointType>(cloud, "sample cloud");
viewer->addCoordinateSystem(1.0);
viewer->initCameraParameters();
viewer->resetCamera();
while(!viewer->wasStopped() && !quit ) {
viewer->spinOnce(100);
{
MutexType::scoped_lock lock(safe_update);
if(has_to_update) {
if(!viewer->updatePointCloud<PointType>(cloud, "sample cloud")) {
viewer->addPointCloud<PointType>(cloud, "sample cloud");
viewer->setPointCloudRenderingProperties(pcl::visualization::PCL_VISUALIZER_POINT_SIZE, 1, "sample cloud");
viewer->resetCamera();
}
has_to_update = false;
}
} // end scoped_lock
}
delete viewer;
};
Main function:
// everything the same until...
std::cin>>exit;
quit = (exit=='q');
// no more changes
I dont' like, however, the new control loop var hack. Isn't there a better way to know when to exit?. Right now, I can't realize any other way...
I believe that the wasStopped() function is a const member function thereby not changing the state of the object, so there might be an optimization in play here (It might cache the wasStopped() value as the compiler assumes the answer won't change. I suggest you try to wrap the viewer in another object with a function bool wasStopped() volatile, that might prevent such optimizations.

libclang get primitive value

How can I get the value of a primitive literal using libclang?
For example, if I have a CXCursor of cursor kind CXCursor_IntegerLiteral, how can I extract the literal value.
UPDATE:
I've run into so many problems using libclang. I highly recommend avoiding it entirely and instead use the C++ interface clang provides. The C++ interface is highly useable and very well documented: http://clang.llvm.org/doxygen/annotated.html
The only purpose I see of libclang now is to generate the ASTUnit object for you as with the following code (it's not exactly easy otherwise):
ASTUnit * astUnit;
{
index = clang_createIndex(0, 0);
tu = clang_parseTranslationUnit(
index, 0,
clangArgs, nClangArgs,
0, 0, CXTranslationUnit_None
);
astUnit = static_cast<ASTUnit *>(tu->TUData);
}
Now you might say that libclang is stable and the C++ interface isn't. That hardly matters, as the time you spend figuring out the AST with libclang and creating kludges with it wastes so much of your time anyway. I'd just as soon spend a few hours fixing up code that does not compile after a version upgrade (if even needed).
Instead of reparsing the original, you already have all the information you need inside the translation unit :
if (kind == CXCursor_IntegerLiteral)
{
CXSourceRange range = clang_getCursorExtent(cursor);
CXToken *tokens = 0;
unsigned int nTokens = 0;
clang_tokenize(tu, range, &tokens, &nTokens);
for (unsigned int i = 0; i < nTokens; i++)
{
CXString spelling = clang_getTokenSpelling(tu, tokens[i]);
printf("token = %s\n", clang_getCString(spelling));
clang_disposeString(spelling);
}
clang_disposeTokens(tu, tokens, nTokens);
}
You will see that the first token is the integer itself, the next one is not relevant (eg. it's ; for int i = 42;.
If you have access to a CXCursor, you can make use of the clang_Cursor_Evaluate function, for example:
CXChildVisitResult var_decl_visitor(
CXCursor cursor, CXCursor parent, CXClientData data) {
auto kind = clang_getCursorKind(cursor);
switch (kind) {
case CXCursor_IntegerLiteral: {
auto res = clang_Cursor_Evaluate(cursor);
auto value = clang_EvalResult_getAsInt(res);
clang_EvalResult_dispose(res);
std::cout << "IntegerLiteral " << value << std::endl;
break;
}
default:
break;
}
return CXChildVisit_Recurse;
}
Outputs:
IntegerLiteral 42
I found a way to do this by referring to the original files:
std::string getCursorText (CXCursor cur) {
CXSourceRange range = clang_getCursorExtent(cur);
CXSourceLocation begin = clang_getRangeStart(range);
CXSourceLocation end = clang_getRangeEnd(range);
CXFile cxFile;
unsigned int beginOff;
unsigned int endOff;
clang_getExpansionLocation(begin, &cxFile, 0, 0, &beginOff);
clang_getExpansionLocation(end, 0, 0, 0, &endOff);
ClangString filename = clang_getFileName(cxFile);
unsigned int textSize = endOff - beginOff;
FILE * file = fopen(filename.c_str(), "r");
if (file == 0) {
exit(ExitCode::CANT_OPEN_FILE);
}
fseek(file, beginOff, SEEK_SET);
char buff[4096];
char * pBuff = buff;
if (textSize + 1 > sizeof(buff)) {
pBuff = new char[textSize + 1];
}
pBuff[textSize] = '\0';
fread(pBuff, 1, textSize, file);
std::string res(pBuff);
if (pBuff != buff) {
delete [] pBuff;
}
fclose(file);
return res;
}
You can actually use a combination of libclang and the C++ interface.
The libclang CXCursor type contains a data field which contains references to the underlying AST nodes.
I was able to successfully access the IntegerLiteral value by casting data[1] to the IntegerLiteral type.
I'm implementing this in Nim so I will provide Nim code, but you can likely do the same in C++.
let literal = cast[clang.IntegerLiteral](cursor.data[1])
echo literal.getValue().getLimitedValue()
The IntegerLiteral type is wrapped like so:
type
APIntObj* {.importcpp: "llvm::APInt", header: "llvm/ADT/APInt.h".} = object
# https://github.com/llvm-mirror/llvm/blob/master/include/llvm/ADT/APInt.h
APInt* = ptr APIntObj
IntegerLiteralObj* {.importcpp: "clang::IntegerLiteral", header: "clang/AST/Expr.h".} = object
IntegerLiteral* = ptr IntegerLiteralObj
proc getValue*(i: IntegerLiteral): APIntObj {.importcpp: "#.getValue()".}
# This is implemented by the superclass: https://clang.llvm.org/doxygen/classclang_1_1APIntStorage.html
proc getLimitedValue*(a: APInt | APIntObj): culonglong {.importcpp: "#.getLimitedValue()".}
Hope this helps someone :)