"array out of range"on using iMAonArray - arrays

I'd like to ask a bit help: I want to integrate a rule to my EA but I cannot make an array properly.. The rule would be "if the SMA of RSI on higher TF is above/under blabla..."
so here is my code:
double MA;
double RSIBuf[];
double MaBuf[];
ArrayResize(RSIBuf,0);
int counted_bars=IndicatorCounted();
int limit = Bars-counted_bars-1;
for(int i=limit; i>=0; i--)
{
RSIBuf[i] = (iRSI(NULL,higherTF,RSIPeriod,0,i));
MaBuf[i] = iMAOnArray(RSIBuf,higherTF,RSI_SMA,0,0,i);
}
MA = MaBuf[0];
...
direction Trend=NEUTRAL;
if(MA>RSI_Up ) Trend=UP;
the MT4 says its an error on RSIBuf[] Line
Where I made wrong? thanks for helping..
wicha

You were saying it is an EA, but you're using an indicator code.
In an Indicator, you would want to declare buffers as buffers:
IndicatorBuffers(2); //Allocate memory for buffers
double RSIBuf[]; //indicator buffers
double MaBuf[];
// Bind the array and allocated memory to an actual double-array dynamic buffer
SetIndexBuffer(0, RSIBuf);
SetIndexBuffer(1, MaBuf);
int counted_bars=IndicatorCounted();
int limit = Bars-counted_bars-1;
for(int i=limit; i>=0; i--)
{
RSIBuf[i] = iRSI(NULL,higherTF,RSIPeriod,0,i);
MaBuf[i] = iMAOnArray(RSIBuf,higherTF,RSI_SMA,0,0,i);
}
MA = MaBuf[0];
If it was in an EA, you would have to allocate enough memory in advance, like this:
int maxBars = TerminalInfoInteger(TERMINAL_MAXBARS);
double RSIBuf[maxBars];
double MaBuf[maxBar];
And then you carry on as usual.

Related

Element of structure pointer points to another address in C

I have a structure in C for a motor control application, the structure have the element for a PID. I created 2 variables with that structure and 2 pointers pointing to those variable. My application is on a microcontroller so I have an other register that is quite important for the PID to work, that is the encoder count.
So I would like to have my pointers pointing to their respective PID variable but I would like to have the element "Encoder" pointing to the encoder register of the microcontroller. So that when I access the pointer I can get the encoder position directly.
typedef struct{
int Error;
int DeadBand;
int SetPoint;
int Encoder;
.
.
.
double Integral;
double Derivative;
double Kp;
double Ki;
double Kd;
float Position;
bool Done;
}Upid;
Upid PID1, PID2, *pPID1, *pPID2;
pPID1 = &PID1;
pPID2 = &PID2;
pPID1->Encoder = &POS1CNTL;
pPID2->Encoder = &POS2CNTL;
I didn't try the code above because I 100% it will not work like I want. Dereferencing the element Encoder and assigning the address of the encoder position register will just put the address number in the Encoder element. It is only there to show a little what I want to accomplish. But I don't know how to do that.
After I want to be able to call functions without the need to include the Encoder count in the function itself.
Now I do something like this:
void MovePosition(Upid* PID, int Acceleration, int MaxVelocity, int StartPosition, int EndPosition)
{
PID->Acceleration = Acceleration;
PID->MaxVelocity = MaxVelocity;
PID->Position = PID->StartPos = StartPosition;
PID->EndPos = EndPosition;
PID->DeceleratonStarted = false;
PID->VelocityMode = false;
PID->Step = 0;
PID->Done = false;
}
When I call this function, I always put the current encoder count (the value of the encoder count register of the microcontroller) in the StartPosition.
I would like to do something like this:
void MovePosition(Upid* PID, int Acceleration, int MaxVelocity, int EndPosition)
{
PID->Acceleration = Acceleration;
PID->MaxVelocity = MaxVelocity;
PID->Position = PID->StartPos = PID->Encoder;
PID->EndPos = EndPosition;
PID->DeceleratonStarted = false;
PID->VelocityMode = false;
PID->Step = 0;
PID->Done = false;
}
Where everything points to the PID1 or PID2 variable but the element Encoder points to the microcontroller's Encoder count register.
How would I be able to do something like this?
Thank you.
Edit:
I use a microchip microcontroller with the XC16 compiler.
I use POS1CNTL like a normal variable:
I can read it like: A = POS1CNTL;
Or I can write a value to it like: POS1CNTL = 30;
POS1CNTL is defined a follow:
#define POS1CNTL POS1CNTL
extern volatile uint16_t POS1CNTL attribute((sfr));

OpenCV Object Detection Memory Issue

The code I wrote below is objection detection using size-invariant template matching. This technique was detailed in the following site: https://www.google.com/url?hl=en&q=http://www.pyimagesearch.com/2015/01/26/multi-scale-template-matching-using-python-opencv/&source=gmail&ust=1489552541603000&usg=AFQjCNHSfgL_RTy-o5SMyCmWELFbsfOOTw
The function works fine. However, when I am running too many iterations in the while loop, OpenCV Error: Insufficient Memory will occur.
I can't seem to figure out why I'm running into this error as I'm releasing the the matrix data that I'm creating in cvCreateMat in every iteration. The memory error occurs after running the loop several times and in the function cvMatchTemplate. Am I missing another source of error? I am writing this code in C on the LCDK.
Function:
double minVal = 0.0;
double maxVal = 0.0 ;
CvPoint minLoc;
CvPoint maxLoc;
double ratio = 1.0;
CvMat* mask2 = NULL;
//for containing the maximum values
CvMat* resized_source;
CvMat* result; //result stored for every shapes
while (1){
// All templates are sized around the same
if(width_curr <= template->cols || height_curr <= template->rows)
break;
resized_source = cvCreateMat(height_curr,width_curr,CV_8UC1);
cvResize(source_close_edge_dist_8,resized_source,CV_INTER_LINEAR);
result = cvCreateMat((resized_source->rows)-(template->rows)+1, (resized_source->cols)-(template->cols)+1, CV_32FC1);
cvMatchTemplate(resized_source, template, result, CV_TM_CCOEFF);
//Detecting several objects
cvMinMaxLoc(result, &minVal, &maxVal, &minLoc, &maxLoc, mask2);
*(max_all+*size) = maxVal;
(max_all_point+*size)->x = maxLoc.x;
(max_all_point+*size)->y = maxLoc.y;
*(max_all_ratio+*size) = sqrt(ratio);
*size = *size + 1;
// move on to next resizing
ratio -= 0.04;
width_curr = sqrt(ratio)*width;
height_curr = sqrt(ratio)*height;
minVal = 0.0;
maxVal =0.0 ;
cvReleaseData(resized_source);
cvReleaseMat(&resized_source);
cvReleaseData(result);
cvReleaseMat(&result);
}

Access violation when trying to populate an array of struct

Original code comment specifying the core question:
The error I am getting is while iterating through the while loop,
memory out of range or something... resizing to 300 ... Access
violation writing location that's the exact Fraze...
I'm trying to implement a faster .Net List<T> equivalent in C.
I'm using blittable data types in C#.
In the code below I've moved a function body to the main function just for testing after I have failed to understand where am I wrong.
The problem seems to be that inside the while loop UntArr does not increment.
What am I doing wrong?
typedef struct {
int Id;
char *StrVal;
}Unit; // a data unit as element of an array
unsigned int startTimer(unsigned int start);
unsigned int stopTimer(unsigned int start);
int main(){
Unit *UntArr= {NULL};
//Unit test[30000];
//decelerations comes first..
char *dummyStringDataObject;
int adummyNum,requestedMasterArrLength,requestedStringSize,MasterDataArrObjectMemorySize,elmsz;
int TestsTotalRounds, TestRoundsCounter,ccountr;
unsigned int start, stop, mar;
//Data Settings (manually for now)
requestedMasterArrLength=300;
requestedStringSize = 15;
//timings
start=0;stop=0;
//data sizes varies (x86/x64) compilation according to fastest results
MasterDataArrObjectMemorySize = sizeof(UntArr);
elmsz= sizeof(UntArr[0]);
TestRoundsCounter=-1;
start = startTimer(start);
while(++TestRoundsCounter<requestedMasterArrLength){
int count;
count=-1;
//allocate memory for the "Master Arr"
UntArr = (Unit *)malloc(sizeof(Unit)*requestedMasterArrLength);
dummyStringDataObject = (char*)malloc(sizeof(char)*requestedStringSize);
dummyStringDataObject = "abcdefgHijkLmNo";
while (++count<requestedMasterArrLength)
{
dummyStringDataObject[requestedStringSize-1]=count+'0';
puts(dummyStringDataObject);
ccountr=-1;
// tried
UntArr[count].Id = count;
UntArr[count].StrVal = (char*)malloc(sizeof(char)*requestedStringSize);
UntArr[count].StrVal = dummyStringDataObject;// as a whole
//while(++ccountr<15)// one by one cause a whole won't work ?
//UntArr[count].StrVal[ccountr] = dummyStringDataObject[ccountr];
}
free(UntArr);free(dummyStringDataObject);
}
stop = startTimer(start);
mar = stop - start;
MasterDataArrObjectMemorySize = sizeof(UntArr)/1024;
printf("Time taken in millisecond: %d ( %d sec)\r\n size: %d kb\r\n", mar,(mar/1000),MasterDataArrObjectMemorySize);
printf("UntArr.StrVal: %s",UntArr[7].StrVal);
getchar();
return 0;
}
unsigned int startTimer(unsigned int start){
start = clock();
return start;
}
unsigned int stopTimer(unsigned int start){
start = clock()-start;
return start;
}
testing the code one by one instead of within a while loop work as expected
//allocate memory for the "Master Arr"
UntArr = (Unit *)malloc(sizeof(Unit)*requestedMasterArrLength);
UntArr[0].Id = 0;
dummyStringDataObject = (char*)malloc(sizeof(char)*requestedStringSize);
dummyStringDataObject = "abcdefgHijkLmNo";
////allocate memory for the string object
UntArr[0].StrVal = (char*)malloc(sizeof(char)*requestedStringSize);
////test string manipulation
adummyNum=5;
UntArr[0].StrVal= dummyStringDataObject;
//
UntArr[0].StrVal[14] = adummyNum+'0';
////test is fine
as it happens and as i am new to pointers i have not realize that when debugging
i will not see the elements of given pointer to an array as i am used to
with normal Array[] but looping through result which i did not even try as when i was hovering above the Array* within the while loop expecting to see the elements as in a normal array:
Data[] DataArr = new Data[1000] <- i have expected to actually see the body of the array while looping and populating the Data* and did not realize it is not an actual array but a pointer to one so you can not see the elements/body.
the solution is via a function now as planed originally :
void dodata(int requestedMasterArrLength,int requestedStringSize){
int ccountr,count;
count=0;
UntArr=NULL;
UntArr = (Unit *)malloc(sizeof(Unit)*requestedMasterArrLength);
while(count!=requestedMasterArrLength)
{
char dummyStringDataObject[]= "abcdefgHi";
UntArr[count].StrVal=NULL;
dummyStringDataObject[requestedStringSize-1] = count+'0';
UntArr[count].Id= count;
ccountr=0;
UntArr[count].StrVal= (char*)malloc(sizeof(char)*requestedStringSize);
while(ccountr!=requestedStringSize){
UntArr[count].StrVal[ccountr] = dummyStringDataObject[ccountr];
++ccountr;
}
++count;
}
}
generaly speaking, x86 compilation would get better performance for this current task , populating an array of a struct.
so i have compiled it also in c++ and c#.
executing similar code in C# and C++
minimum time measured in c# ~ 3,100 ms.
minimum time measured in this code - C ~ 1700 ms.
minimum time measured in C++ ~ 900 ms.
i was surprised to see this last result c++ is the winner but why.
i thought c is closer to the system level, CPU, Memory...

Garbage storage, programming in C

I'm new programing in C. I have a main code with 781 lines that is out of control because garbage value is stored in vectors. A short part of the main code is shown below where it calls a subroutine called diff_conv_intermedia1.
diff_conv_intermedia1(&factorteta,&N,ID,DIFF,X1_intermedia,Y1_intermedia,X1C_intermedia,Y1C_intermedia,CU1_intermedia,CV1_intermedia,AW1_intermedia,AE1_intermedia,AS1_intermedia,AN1_intermedia,AP1_intermedia,Q1_intermedia,FXI1,FYI1,FI_intermedia1,1,2,1,1);
int q,w;
for(q=1;q<(*factorteta_Ptr)*2+1;q++)
{
for(w=1;w<(*N_Ptr)+1;w++)
{
printf("%lf\n",AP1_intermedia[q][w]);
}
}
So the subroutine shown below. When I print the results inside the subroutine, everything is OK, but when I print the results outside the subroutine, in the main code, garbage is stored in the vectors as AP1_intermedia. I don't know what could be wrong. I repeat the same procedure with other subroutines and I don't have any errors.
int diff_conv_intermedia1(int *factorteta_Ptr,
int *N_Ptr,
int ID,
double DIFF,
double X[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double Y[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double XC[(*factorteta_Ptr)*2+2][*N_Ptr+2],
double YC[(*factorteta_Ptr)*2+2][*N_Ptr+2],
double CU[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double CV[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double AW[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double AE[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double AS[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double AN[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double AP[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double Q[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double FX[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double FY[(*factorteta_Ptr)*2+1][*N_Ptr+1],
double FI[(*factorteta_Ptr)*2+1][*N_Ptr+1],
int WBC,int EBC,int SBC,int NBC)
{
int i,j;
double value,* valuePtr;
double AED, AWD, AND, ASD;
double AEC, AWC, ANC, ASC;
valuePtr = &value;
// Diffusive coefficients
for(i=1;i<(*factorteta_Ptr)*2+1;i++)
{
for(j=1;j<*N_Ptr+1;j++)
{
AWD = -DIFF*(Y[i][j-1]-Y[i-1][j-1])/(XC[i][j]-XC[i][j-1]);
AED = -DIFF*(Y[i][j]-Y[i-1][j])/(XC[i][j+1]-XC[i][j]);
AND = -DIFF*(X[i][j]-X[i][j-1])/(YC[i+1][j]-YC[i][j]);
ASD = -DIFF*(X[i-1][j]-X[i-1][j-1])/(YC[i][j]-YC[i-1][j]);
// Convection term
if(ID==2)
{
max1_or_min2(CU[i][j-1],1,&value);
AWC=-*valuePtr;
max1_or_min2(CU[i][j],2,&value);
AEC=*valuePtr;
max1_or_min2(CV[i-1][j],1,&value);
ASC=-*valuePtr;
max1_or_min2(CV[i][j],2,&value);
ANC=*valuePtr;
}
if(ID==1)
{
AWC =-CU[i][j-1]*(1.0-FX[i][j-1]);
AEC =CU[i][j]*FX[i][j];
ASC =-CV[i-1][j]*(1.0-FY[i-1][j]);
ANC =CV[i][j]*FY[i][j];
}
// Set Coefficients matrix
AW[i][j] = AWD+AWC;
AE[i][j] = AED+AEC;
AS[i][j] = ASD+ASC;
AN[i][j] = AND+ANC;
AP[i][j] = -(AE[i][j]+AW[i][j]+AN[i][j]+AS[i][j]);
Q[i][j] = 0.0;
}
}
// West Boundary - Inlet B.C
for(i=1;i<(*factorteta_Ptr)*2+1;i++)
{
if(WBC==1) Q[i][1] = Q[i][1]-AW[i][1]*FI[i][0];
if(WBC==2) AP[i][1] = AP[i][1] + AW[i][1];
AW[i][1] = 0.0;
// East Boundary - (1)Dirichlet (2)ZERP-GRAD Outflow B.C
if(EBC==1) Q[i][*N_Ptr] = Q[i][*N_Ptr] - AE[i][*N_Ptr]*FI[i][*N_Ptr+1];
if(EBC==2) AP[i][*N_Ptr] = AP[i][*N_Ptr] + AE[i][*N_Ptr];
AE[i][*N_Ptr] = 0.0;
}
// South Boundary - (1)Dirichlet (2)ZERO-GRAD
for(j=1;j<*N_Ptr+1;j++)
{
if(SBC==1) Q[1][j] = Q[1][j] - AS[1][j]*FI[0][j];
if(SBC==2) AP[1][j] = AP[1][j] + AS[1][j];
AS[1][j] = 0.0;
// North Boundary - (1)Dirichlet (2)ZERO-GRAD
if(NBC==1) Q[(*factorteta_Ptr)*2][j] = Q[(*factorteta_Ptr)*2][j] - AN[(*factorteta_Ptr)*2][j]*FI[(*factorteta_Ptr)*2+1][j];
if(NBC==2) AP[(*factorteta_Ptr)*2][j] = AP[(*factorteta_Ptr)*2][j] + AN[(*factorteta_Ptr)*2][j];
AN[(*factorteta_Ptr)*2][j] = 0.0;
}
// Print
int l,k;
for(l=1;l<(*factorteta_Ptr)*2+1;l++)
{
for(k=1;k<*N_Ptr+1;k++)
{
printf("%lf %lf %lf %lf\n",AP[l][k],AS[l][k],AN[l][k],FI[l][k]);
}
}
return 0;
}
If anybody wants I can send all code, but have many extensions.
In your function declaration:
double AP[(*factorteta_Ptr)*2+1][*N_Ptr+1]
I don't quite think this is doing what you think it is doing. While I haven't seen something like this myself before, I believe that this is telling the compiler to create a variable length 2D array for you based on the other given parameters. Then, you fill in these values in your function. But, because you don't return this value nor do you declare it as pass by reference, it is thrown away when you return, thus the work is lost and you have garbage in your array in main(). Better form would be to create this array in main(), then pass it in by reference something like double *AP[][], or return this array upon exit, or hack things up even worse than this function and just make it a global so that you can see it anywhere.

Texture management / pointer question

I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers.
Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets.
From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager).
To give you an idea, here's how I setup and play the players 'walk' animation:
createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h);
playAnimation(&player.animations[0], 10);
Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager.
For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping?
anim.h
#ifndef ANIM_H
#define ANIM_H
#define ANIM_MAX_FRAMES 10
#define MAX_TEXTURES 50
struct texture {
bool active;
ALLEGRO_BITMAP *bmp;
};
struct texture textureManager[MAX_TEXTURES];
typedef struct tAnim {
ALLEGRO_BITMAP **sprite;
int w, h;
int curFrame, numFrames, frameCount;
float delay;
} anim;
void setupTextureManager(void);
int addTexture(char *filename);
int createAnimation(anim *a, char *filename, int w, int h);
void playAnimation(anim *a, float delay);
void updateAnimation(anim *a);
#endif
anim.c
void setupTextureManager() {
int i = 0;
for(i = 0; i < MAX_TEXTURES; i++) {
textureManager[i].active = false;
}
}
int addTextureToManager(char *filename) {
int i = 0;
for(i = 0; i < MAX_TEXTURES; i++) {
if(!textureManager[i].active) {
textureManager[i].bmp = al_load_bitmap(filename);
textureManager[i].active = true;
if(!textureManager[i].bmp) {
printf("Error loading texture: %s", filename);
return -1;
}
return i;
}
}
return -1;
}
int createAnimation(anim *a, char *filename, int w, int h) {
int textureId = addTextureToManager(filename);
if(textureId > -1) {
a->sprite = textureManager[textureId].bmp;
a->w = w;
a->h = h;
a->numFrames = al_get_bitmap_width(a->sprite) / w;
printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId);
} else {
printf("Texture manager full\n");
return 1;
}
return 0;
}
void playAnimation(anim *a, float delay) {
a->curFrame = 0;
a->frameCount = 0;
a->delay = delay;
}
void updateAnimation(anim *a) {
a->frameCount ++;
if(a->frameCount >= a->delay) {
a->frameCount = 0;
a->curFrame ++;
if(a->curFrame >= a->numFrames) {
a->curFrame = 0;
}
}
}
You may want to consider a more flexible Animation structure that contains an array of Frame structures. Each frame structure could contain the frame delay, an x/y hotspot offset, etc. This way different frames of the same animation could be different sizes and delays. But if you don't need those features, then what you're doing is fine.
I assume you'll be running the logic at a fixed frame rate (constant # of logical frames per second)? If so, then the delay parameters should work out well.
A quick comment regarding your code:
textureManager[i].active = true;
You probably shouldn't mark it as active until after you've checked if the bitmap loaded.
Also note that Allegro 4.9/5.0 is fully backed by OpenGL or D3D textures and, as such, large bitmaps will fail to load on some video cards! This could be a problem if you are generating large sprite sheets. As of the current version, you have to work around it yourself.
You could do something like:
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
ALLEGRO_BITMAP *sprite_sheet = al_load_bitmap("sprites.png");
al_set_new_bitmap_flags(0);
if (!sprite_sheet) return -1; // error
// loop over sprite sheet, creating new video bitmaps for each frame
for (i = 0; i < num_sprites; ++i)
{
animation.frame[i].bmp = al_create_bitmap( ... );
al_set_target_bitmap(animation.frame[i].bmp);
al_draw_bitmap_region( sprite_sheet, ... );
}
al_destroy_bitmap(sprite_sheet);
al_set_target_bitmap(al_get_backbuffer());
To be clear: this is a video card limitation. So a large sprite sheet may work on your computer but fail to load on another. The above approach loads the sprite sheet into a memory bitmap (essentially guaranteed to succeed) and then creates a new, smaller hardware accelerated video bitmap per frame.
Are you sure you need a pointer to pointer for ALLEGRO_BITMAP **sprite; in anim?
IIRC Allegro BITMAP-handles are pointers already, so there is no need double-reference them, since you seem to only want to store one Bitmap per animation.
You ought to use ALLEGRO_BITMAP *sprite; in anim.
I do not see any other problems with your code.

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