I want to output a whole formatted console line (80 characters) in C++.
It should look like this:
Some things on the left side some other on the right side
The data contains two iterator functions that return std::string and fixed texts. Something like this:
std::cout << (*some_iterator)->getID() << " some text:" << LOTSOFSPACES << (*some_other_iterator)->getName() << " some more text.";
Outcome should always be 80 characters.
I tried messing around with std::setw and std::setfill, std::left and std::right, using a stringstream and calculating the spaces I have to create. But nothing really works and most ideas just destroyed the output completely.
Any ideas? Unfortunately I am not allowed to use external libraries.
If you can tell for sure both parts are always less than 40 characters (or they can be split in two columns in any other way), you could do it like this:
std::string firstPart = (*some_iterator)->getID() + " some text:";
std::string secondPart = (*some_other_iterator)->getName() + " some more text.";
std::cout << std::setw(40) << std::left << firstPart
<< std::setw(40) << std::right << secondPart;
See it online
More versatile solution would be to simply calculate the spacing between strings and insert it manually. This doesn't require having columns of known length:
std::string firstPart = (*some_iterator)->getID() + " some text:";
std::string secondPart = (*some_other_iterator)->getName() + " some more text.";
std::size_t spacingSize = 80 - firstPart.length() - secondPart.length();
//Add some code to check if spacingSize is not negative!
std::cout << firstPart << std::string(spacingSize, ' ') << secondPart;
See it online
You can try to set the coursor at the position.
First you have to add library:
#include <windows.h>
Now you can use function:
COORD c;
c.X = x_coordinate;
c.Y = y_coordinate;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), c);
I am using Qt, and I have an unsigned char *bytePointer and want to print out a number-value of the current byte. Below is my code, which is meant to give the int-value and the hex-value of the continuous bytes that I receive from a machine attached to the computer:
int byteHex=0;
byteHex = (int)*bytePointer;
qDebug << "\n int: " //this is the main issue here.
<< *bytePointer;
std::cout << " (hex: "
<< std::hex
<< byteHex
<< ")\n";
}
This gives perfect results, and I get actual numbers, however this code is going into an API and I don't want to use Qt-only functions, such as qDebug. So when I try this:
int byteHex=0;
byteHex = (int)*bytePointer;
std::cout << "\n int: " //I changed qDebug to std::cout
<< *bytePointer;
std::cout << " (hex: "
<< std::hex
<< byteHex
<< ")\n";
}
The output does give the hex-values perfectly, however the int-values return symbols (like ☺, └, §, to list a few).
My question is: How do I get std::cout to give the same output as qDebug?
EDIT: for some reason the symbols only occur with a certain Qt setting. I have no idea why it happened but it's fixed now.
As others pointed out in comment, you change the outputting to hex, but you do not actually set it back here:
std::cout << " (hex: "
<< std::hex
<< byteHex
<< ")\n";
You will need to apply this afterwards:
std::cout << std::dec;
Standard output streams will output any character type as a character, not a numeric value. To output the numeric value, convert to a non-character integer type:
std::cout << int(*bytePointer);
I am having problems with getting this table to line up correctly, this is a cout statement from my table. My problem is how can I format different things in one line without it messing up the next entry in the line. For example, when I use setprecision(2) for my goldweight, the goldvalue gets messed up and gives me a weird number like 5656e+02
cout << " Value Analysis" <<endl;
cout << "Gold: " << setw(6) << "" <<goldweight<< " Oz # "<<costgold<<"
("<<setw(1)<< ""<<carats<<" Carats) $"<<goldvalue<<endl;
Yes, setw(), setprecision(), etc will mess up stuff.
What you can do is to use temporary std::ostringstream.
#include <sstream>
...
std::ostringstream oss_goldweight ;
std::ostringstream oss_goldvalue ;
std::ostringstream oss_goldcarats ;
oss_goldweight << setw(6) << goldweight ;
oss_goldvalue << setprecision(2) << goldvalue ;
oss_goldcarats << setw(1) << carats ;
and then use oss_goldxyz variables instead of raw values.
you need to reset it for the next input, like if you already set a precision, then you set it back (unset)
std::cout.unsetf ( std::ios::floatfield );
I generate a set of data files. As the files are supposed to be readable, they text files (opposed to binary files).
To output information to my files, I used very comfortable std::ofstream object.
In the beginning, when the data to be exported was smaller, the time needed to write to the files was not noticeable. However, as the information to be exported has accumulated, it takes now around 5 minutes to generate them.
As I started being bothered by waiting, my question is obvious: Is there any faster alternative to std::ofstream, please? In case there is faster alternative, will it be worth of rewritting my application? In other words, could the time saved be +50%? Thank you.
Update:
I was asked to show you my code that generates the above files, so here you are - the most time consuming loop:
ofstream fout;
fout.open(strngCollectiveSourceFileName,ios::out);
fout << "#include \"StdAfx.h\"" << endl;
fout << "#include \"Debug.h\"" << endl;
fout << "#include \"glm.hpp\"" << endl;
fout << "#include \"" << strngCollectiveHeaderFileName.substr( strngCollectiveHeaderFileName.rfind(TEXT("\\")) + 1) << "\"" << endl << endl;
fout << "using namespace glm;" << endl << endl << endl;
for (unsigned int nSprite = 0; nSprite < vpTilesetSprites.size(); nSprite++ )
{
for(unsigned int nFrameSet = 0; nFrameSet < vpTilesetSprites[nSprite]->vpFrameSets.size(); nFrameSet++)
{
// display index definition
fout << "// Index Definition: " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetLongDescription() << "\n";
string strngIndexSignature = strngIndexDefinitionSignature;
strngIndexSignature.replace(strngIndexSignature.find(TEXT("#aIndexArrayName#")), strlen(TEXT("#aIndexArrayName#")), TEXT("a") + vpTilesetSprites[nSprite]->GetObjectName() + vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFrameSetName() + TEXT("IndexData") );
strngIndexSignature.replace(strngIndexSignature.find(TEXT("#ClassName#")), strlen(TEXT("#ClassName#")), strngCollectiveArrayClassName );
fout << strngIndexSignature << "[4] = {0, 1, 2, 3};\t\t" << "// " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << ": Index Definition\n\n";
// display vertex definition
fout << "// Vertex Definition: " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetLongDescription() << "\n";
string strngVertexSignature = strngVertexDefinitionSignature;
strngVertexSignature.replace(strngVertexSignature.find(TEXT("#aVertexArrayName#")), strlen(TEXT("#aVertexArrayName#")), TEXT("a") + vpTilesetSprites[nSprite]->GetObjectName() + vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFrameSetName() + TEXT("VertexData") );
strngVertexSignature.replace(strngVertexSignature.find(TEXT("#ClassName#")), strlen(TEXT("#ClassName#")), strngCollectiveArrayClassName );
fout << strngVertexSignature << "[" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFramesCount() << "] =\n";
fout << "{\n";
for (int nFrameNo = 0; nFrameNo < vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFramesCount(); nFrameNo++)
{
fout << "\t" << "{{ vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[0].vTextureUV.fv << "f) }, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 1: vec4(x, y, z, w), vec2(u, v) \n";
fout << "\t" << " { vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[1].vTextureUV.fv << "f) }, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 2: vec4(x, y, z, w), vec2(u, v) \n";
fout << "\t" << " { vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[2].vTextureUV.fv << "f) }, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 3: vec4(x, y, z, w), vec2(u, v) \n";
fout << "\t" << " { vec4(" << fixed << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fx << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fy << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fz << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vPosition.fw << "f), vec2(" << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vTextureUV.fu << "f, " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->vpFrames[nFrameNo]->aVertices[3].vTextureUV.fv << "f) }}, // " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetShortDescription() << " vertex 4: vec4(x, y, z, w), vec2(u, v) \n\n";
}
fout << "};\n\n\n\n";
}
}
fout.close();
If you don't want to use C file I/O then you can give a try to; FastFormat. Look at the comparison for more info.
How are vpTilesetSprites and vpTilesetSprites[nSprite] stored? Are they implemented with lists or arrays? There is a lot of indexed access to them, and if they are list-like structures, you'll spend a lot of extra time following needless pointers. Ed S.'s comment is right: giving the long indexed temporary variables and linebreaks could make it easier to read, and maybe faster, too:
fout << "// Index Definition: " << vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetLongDescription() << "\n";
string strngIndexSignature = strngIndexDefinitionSignature;
strngIndexSignature.replace(strngIndexSignature.find(TEXT("#aIndexArrayName#")), strlen(TEXT("#aIndexArrayName#")), TEXT("a") + vpTilesetSprites[nSprite]->GetObjectName() + vpTilesetSprites[nSprite]->vpFrameSets[nFrameSet]->GetFrameSetName() + TEXT("IndexData") );
strngIndexSignature.replace(strngIndexSignature.find(TEXT("#ClassName#")), strlen(TEXT("#ClassName#")), strngCollectiveArrayClassName );
vs
string idxsig = strngIndexDefinitionSignature;
sprite sp = vpTilesetSprites[nSprite];
frameset fs = sp->vpFrameSets[nFrameSet];
fout << "// Index Definition: " << fs->GetLongDescription() << "\n";
idxsig.replace(idxsig.find(TEXT("#aIndexArrayName#")), strlen(TEXT("#aIndexArrayName#")),
TEXT("a") + sp->GetObjectName() + fs->getFrameSetName() + TEXT("IndexData"));
idxsig.replace(idxsig.find(TEXT("#ClassName#")), strlen(TEXT("#ClassName#")),
strngCollectiveArrayClassName);
But, the much bigger problem is how you're using strings as templates; you're looking for a given text string (and computing the length of your needle string every single time you need it!) over and over again.
Consider this: You're performing the find and replace operations nSprite * nFrameSet times. Each time through, this loop:
makes a copy of strngIndexDefinitionSignature
creates four temporary string objects when concatenating static and dynamic strings
compute strlen(TEXT("#ClassName#"))
compute strlen(TEXT("#aIndexArrayName#"))
find start point of both
replace both texts with new texts
And that's just the first four lines of your loop.
Can you replace your strngIndexDefinitionSignature with a format string? I assume it currently looks like this:
"flubber #aIndexArrayName# { blubber } #ClassName# blorp"
If you re-write it like this:
"flubber a %s%sIndexData { blubber } %s blorp"
Then your two find and replace lines can be replaced with:
sprintf(out, index_def_sig, sp->GetObjectName(), fs->getFrameSetName(),
strngCollectiveArrayClassName);
This would remove two find() operations, two replace() operations, creating and destroying four temporary string objects, a string duplicate that was promptly over-written with two replace() calls, and two strlen() operations that return the same result every time (but aren't actually needed anyway).
You can then output your string with << as usual. Or, you can change sprintf(3) to fprintf(3), and avoid even the temporary C string.
Assuming you do it in large enough chunks, calling write() directly might be faster; that said, it's more likely that your biggest bottleneck doesn't have anything directly to do with std::ofstream. The most obvious thing is to make sure you aren't using std::endl (because flushing the stream frequently will kill performance). Beyond that, I would suggest profiling your app to see where it's actually spending the time.
The performance of ostream is probably not your actual issue; I suggest using a profiler to determine where your real bottlenecks are. If ostream turns out to be your actual problem, you can drop down to <cstdio> and use fprintf(FILE*, const char*, ...) for formatted output to a file handle.
The best answer will depend on what sort of text you are generating, and how you are generating it. C++ streams can be slow, but that mostly is because they can also do a lot more for you, such as locale-dependent formatting, and so on.
You may find speed ups with streams by bypassing some of the formatting (eg. ostream::write), or by writing characters directly to a streambuf instead (streambuf::sputn). Sometimes increasing the buffer size on the relevant streambuf helps (via streambuf::pubsetbuf).
If this isn't good enough, you might want to try C-style stdio files, eg fopen, fprintf, etc. It takes a little while to get used to the way the text is formatted if you're not used to that method but the performance is usually pretty good.
For the absolute top performance you usually have to go to OS-specific routines. Sometimes the direct low-level file routines are significantly better than the C stdio, but sometimes not - for example, I've seen some people say WriteFile on Win32 is the fastest method on Windows, whereas some Google hits report it as being slower than stdio. Another approach might be a memory-mapped file, eg. mmap + msync - this essentially uses your system memory as the disk and writes the actual data to disk in large blocks, which is likely to be near optimal. However you run the risk of losing all the data if you incur a crash half way for some reason, which may or may not be a problem for you.
Hi below is my function:
string Employee::get_print(void) {
string out_string;
stringstream ss;
ss << e_id << " " << type << endl;
out_string = ss.str();
return out_string;
}
e_id and type are int and they contain values from the class Employee. But when I pass them into the stringstream they just clear the string when I try to out put it. But if I don't have a int in the ss << "Some text" << endl; this output fine. What am I doing wrong =S
//Edit
Ok;
This is the calling code:
tmp = cur->get_print();
Where tmp is a string and cur is an Employee Object.
This code...
stringstream out;
out << "Test " << e_id << " " << e_type;
return out.str();
Retruns "Test " and nothing else. If I take out "Test " << my returned string is ""
I'm using GCC 4.2 on Mac OS/X 10.6.2 if that makes any difference.
I too am unable to reproduce this error. As has been mentioned, don't include the endl, as this actually appends a \n and is supposed to flush the write buffer. For this use, it is completely unnecessary and may actually lead to undesirable results...However, the code in your edit/update works just fine for me.
int main(int argc, char* argv[])
{
int e_id = 5;
int e_type = 123456;
stringstream out;
out << "Test " << e_id << " " << e_type;
cout << out.str();
return 0;
}
Produces:
Test 5 123456
My suggestions would be to double check that e_id and e_type are really just native int.
For further testing, you may want to force a cast on the values to see if it helps as such:
out << "Test " << (int)e_id << " " << (int)e_type;
Since I'm unable to reproduce this error, I'm afraid I'm unable to help any further. But best of luck to you!
Ok I have no idea what is going on with stringstream I've tried using it in other parts of my code and it doesn't work with integers. Therefore, I have reverted to using the sprintf C function:
string Employee::get_print(void) {
char out[50];
sprintf(out, "%d %d", e_id, e_type);
string output = out;
return output;
}
This returns the string which is needed.
I have moved into Netbeans and I don't have this problem. So it is an issue with Xcode.
I think the endl is not needed. You only need to write endl if you want to write a newline on a file on on std::cout.
Since you write endl, your stringstream will contain a string with 2 lines of which the second is empty. This probably confuses you. Remove the endl to get only one line.
I've got exactly the same problem - GCC and stringstream returning nothing.
As I found out, the trick is that you have to put some text data before anything else into the stringstream.
This code...
stringstream ss(stringstream::out);
ss << 3.14159;
cout << "'" << ss.str() << "'" << endl;
gets you this result:
''
But if we put a single "" inside the stringstream first...
stringstream ss(stringstream::out);
ss << "" << 3.14159;
cout << "'" << ss.str() << "'" << endl;
the result is as expected:
'3.14159'