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Thinking those thinking of Beachy were over enthusiastic I toyed with the idea of cycling there. Right up until we woke early enough to sit out having a cup of tea to see it had become a peachy Beachy day.
It took about an hour to grab my glider and go, driving up seeing Dave Matthews 1000ft above launch glinting in the sunshine.
Rigged ready, no time for tea and a chat, as the day was weakening all the time, I got clipped in and launched.
What a stunningly beautiful day. I'd forgotten just how peaceful it is to fly from the coast over the cliffs, the infinite views out to sea, become like a dream.
The landing was a bit wonky, too fast too much energy then a mushy turn that dropped me out the sky, I was lucky to get away with it.
Great to see everyone while I packed up to get off and cook Sunday roast.


text:
#include <vlib/vlib.h>
#include <vnet/vnet.h>
#include <vnet/pg/pg.h>
#include <vppinfra/error.h>
#include <handoffdemo/handoffdemo.h>

typedef struct
{
  int current_thread;
} handoffdemo_trace_t;

/* packet trace format function */
static u8 *
format_handoffdemo_trace (u8 * s, va_list * args)
{
  CLIB_UNUSED (vlib_main_t * vm) = va_arg (*args, vlib_main_t *);
  CLIB_UNUSED (vlib_node_t * node) = va_arg (*args, vlib_node_t *);
  handoffdemo_trace_t *t = va_arg (*args, handoffdemo_trace_t *);

  s = format (s, "HANDOFFDEMO: current thread %d", t->current_thread);

  return s;
}

vlib_node_registration_t handoffdemo_node;

#define foreach_handoffdemo_error                       \
_(HANDED_OFF, "packets handed off processed")           \
_(CONGESTION_DROP, "handoff queue congestion drops")    \
_(COMPLETE, "completed packets")

typedef enum
{
#define _(sym,str) HANDOFFDEMO_ERROR_##sym,
  foreach_handoffdemo_error
#undef _
    HANDOFFDEMO_N_ERROR,
} handoffdemo_error_t;

static char *handoffdemo_error_strings[] = {
#define _(sym,string) string,
  foreach_handoffdemo_error
#undef _
};

typedef enum
{
  HANDOFFDEMO_NEXT_DROP,
  HANDOFFDEMO_N_NEXT,
} handoffdemo_next_t;

always_inline uword
handoffdemo_inline (vlib_main_t * vm,
		    vlib_node_runtime_t * node, vlib_frame_t * frame,
		    int which, int is_trace)
{
  handoffdemo_main_t *hmp = &handoffdemo_main;
  u32 n_left_from, *from;
  u32 error0 = node->errors[HANDOFFDEMO_ERROR_COMPLETE];
  vlib_buffer_t *bufs[VLIB_FRAME_SIZE], **b;
  u16 thread_indices[VLIB_FRAME_SIZE];
  u16 nexts[VLIB_FRAME_SIZE], *next;
  u32 n_enq;
  int i;

  from = vlib_frame_vector_args (frame);
  n_left_from = frame->n_vectors;

  vlib_get_buffers (vm, from, bufs, n_left_from);
  next = nexts;
  b = bufs;

  /* First thread */
  if (which == 1)
    {
      for (i = 0; i < frame->n_vectors; i++)
	{
	  /* Pick a thread to handle this packet */
	  thread_indices[i] = 2;

	  if (is_trace && (b[0]->flags & VLIB_BUFFER_IS_TRACED))
	    {
	      handoffdemo_trace_t *t = vlib_add_trace (vm, node, b[0],
						       sizeof (*t));
	      t->current_thread = vm->thread_index;
	    }

	  b += 1;
	  next += 1;
	  n_left_from -= 1;
	}

      /* Enqueue buffers to threads */
      n_enq = vlib_buffer_enqueue_to_thread (
	vm, node, hmp->frame_queue_index, from, thread_indices,
	frame->n_vectors, 1 /* drop on congestion */);
      if (n_enq < frame->n_vectors)
	vlib_node_increment_counter (vm, node->node_index,
				     HANDOFFDEMO_ERROR_CONGESTION_DROP,
				     frame->n_vectors - n_enq);
      vlib_node_increment_counter (vm, node->node_index,
				   HANDOFFDEMO_ERROR_HANDED_OFF, n_enq);
      return frame->n_vectors;
    }
  else				/* Second thread */
    {
      u32 *from;

      from = vlib_frame_vector_args (frame);
      n_left_from = frame->n_vectors;

      vlib_get_buffers (vm, from, bufs, n_left_from);
      next = nexts;
      b = bufs;

      while (n_left_from > 0)
	{
	  if (is_trace && (b[0]->flags & VLIB_BUFFER_IS_TRACED))
	    {
	      handoffdemo_trace_t *t = vlib_add_trace (vm, node, b[0],
						       sizeof (*t));
	      t->current_thread = vm->thread_index;
	    }

	  next[0] = HANDOFFDEMO_NEXT_DROP;
	  b[0]->error = error0;
	  next++;
	  b++;
	  n_left_from--;
	}

      vlib_buffer_enqueue_to_next (vm, node, from, (u16 *) nexts,
				   frame->n_vectors);
    }

  return frame->n_vectors;
}

static uword
handoffdemo_node_1_fn (vlib_main_t * vm,
		       vlib_node_runtime_t * node, vlib_frame_t * frame)
{
  if (PREDICT_FALSE (node->flags & VLIB_NODE_FLAG_TRACE))
    return handoffdemo_inline (vm, node, frame, 1 /* which */ ,
			       1 /* is_trace */ );
  else
    return handoffdemo_inline (vm, node, frame, 1 /* which */ ,
			       0 /* is_trace */ );
}

/* *INDENT-OFF* */
VLIB_REGISTER_NODE (handoffdemo_node_1) =
{
  .name = "handoffdemo-1",
  .function = handoffdemo_node_1_fn,
  .vector_size = sizeof (u32),
  .format_trace = format_handoffdemo_trace,
  .type = VLIB_NODE_TYPE_INTERNAL,

  .n_errors = ARRAY_LEN(handoffdemo_error_strings),
  .error_strings = handoffdemo_error_strings,

  .n_next_nodes = HANDOFFDEMO_N_NEXT,

  /* edit / add dispositions here */
  .next_nodes = {
        [HANDOFFDEMO_NEXT_DROP] = "error-drop",
  },
};
/* *INDENT-ON* */

uword
handoffdemo_node_2_fn (vlib_main_t * vm,
		       vlib_node_runtime_t * node, vlib_frame_t * frame)
{
  if (PREDICT_FALSE (node->flags & VLIB_NODE_FLAG_TRACE))
    return handoffdemo_inline (vm, node, frame, 2 /* which */ ,
			       1 /* is_trace */ );
  else
    return handoffdemo_inline (vm, node, frame, 2 /* which */ ,
			       0 /* is_trace */ );
}

/* *INDENT-OFF* */
VLIB_REGISTER_NODE (handoffdemo_node_2) =
{
  .name = "handoffdemo-2",
  .function = handoffdemo_node_2_fn,
  .vector_size = sizeof (u32),
  .format_trace = format_handoffdemo_trace,
  .type = VLIB_NODE_TYPE_INTERNAL,

  .n_errors = ARRAY_LEN(handoffdemo_error_strings),
  .error_strings = handoffdemo_error_strings,

  .n_next_nodes = HANDOFFDEMO_N_NEXT,

  /* edit / add dispositions here */
  .next_nodes = {
        [HANDOFFDEMO_NEXT_DROP] = "error-drop",
  },
};
/* *INDENT-ON* */

static clib_error_t *
handoffdemo_node_init (vlib_main_t * vm)
{
  handoffdemo_main_t *hmp = &handoffdemo_main;

  hmp->frame_queue_index = vlib_frame_queue_main_init
    (handoffdemo_node_2.index, 16);

  return 0;
}

VLIB_INIT_FUNCTION (handoffdemo_node_init);

/*
 * fd.io coding-style-patch-verification: ON
 *
 * Local Variables:
 * eval: (c-set-style "gnu")
 * End:
 */

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What do I need to upgrade if I decide to Supercharge my '12 GT?
Looking at a Roush Kit (Roush Stage 2 Kit) for my 2012 GT. Do I need to upgrade anything else? Cooling? Drivetrain? Clutch?
Also, what are the diferences between the Brembo 2012 Gt and GT 500 from 2012?
I did the Kenne Bell kit. Advertised as 725 go. Never had it dyno'd but I can tell you it's very quick now. I have put tunes and intake mods on cars before and it did help, but marginally. The SC mod is a tire shredder. I put in the FRP fan but nothing else and everything is fine after 2 years. I am sure I'll need a clutch long before I would have normally, but no big deal. The price you pay for the power.
Last edited by bstang14; 04-08-2019 at 08:18 PM.
XD40Colorado, I highly suggest you call KOOKS Headers and talk to them about a appropriate exhaust system. 866-586-5665. Also, bstang14 makes a good point about getting a good tune. Find a reputable outfit with a certified rear wheel dyno and have them fine tune your ride to suit your purposes.
To Supercharge or not to supercharge and other questions?
Quick Reply: What do I need to upgrade if I decide to Supercharge my '12 GT?


text:
Q: How to make a variadic function of smart pointers? I'm trying to make an interface an abstract class which would be implemented by derivated childs. One of methods in that class has to be variadic (children get one ore more QSharedPointer<QObject> depending on implementation)
The problem is that:

*

*templated methods cannot be virtual

*I cannot make a variadic method taking QSharedPointer<QObject>... args arguments because of error: expansion pattern 'QSharedPointer<QObject>' contains no argument packs.
Less words, more code:
class BaseClass {
public:
    virtual void foo(QSharedPointer<QObject>... args) = 0;
}

class ChildClassA : public BaseClass {
public:
    void foo(QSharedPointer<QObject> arg1);
}

class ChildClassB : public BaseClass {
public:
    void foo(QSharedPointer<QObject> arg1, QSharedPointer<QObject> arg2);
}

I would like to use above classes to things like that:
template <class T = BaseClass>
class Controller<T>{
    void callFoo(QSharedPointer<QObject>... args){
        T* = new T();
        T->foo(args);
    }
}

As you can see the BaseClass is only to say: use one of my children as generic type.
How do I make such things work? Is it even possible in C++?

A: Since (per the comments) you already have separated the children by arity, and they're managed by separate instantiations of a Controller class template, there is no point in trying to force them all into the same hierarchy -- that only means workarounds and runtime overhead.
Instead, let's make BaseClass a template, and use its parmeter to generate foo's signature.
namespace detail {
    template <std::size_t, class T>
    using expandHook = T;
}

template <std::size_t N, class = std::make_index_sequence<N>>
struct BaseClass;

template <std::size_t N, std::size_t... Idx>
struct BaseClass<N, std::index_sequence<Idx...>> {
    virtual void foo(detail::expandHook<Idx, QSharedPointer<QObject>>... args) = 0;
};

detail::expandHook is kind of a syntactic trick to repeat the QSharedPointer<QObject> type as many times as there are Idxes, which are 0 to N - 1 thanks to the work of std::index_sequence.
Then, children inherit from the corresponding BaseClass:
struct Child : BaseClass<2> {
    void foo(QSharedPointer<QObject>, QSharedPointer<QObject>) override;
};

Bonus: a child can inherit from several BaseClass specializations if you want it to support several arities!
Finally, a controller will be parameterized by the adequate BaseClass type, and everything clicks in.
See it live on Coliru (with stubbed types, and main's content would be what's inside a Controller).

A: If you follow the guideline that public functions should be non-virtual and virtual functions should be private, then you can solve this problem by turning the base function into a variadic template function which delegates to a virtual private function taking a std::vector.
This also has the advantage that all the unpacking happens in one place and derived classes are easier to implement.
Here is an example (I've replaced QSharedPtr with std::shared_ptr and added dummy implementations for QObject so that the example can be compiled without 3rd-party stuff):
#include <memory>
#include <vector>
#include <iostream>
#include <cassert>

struct QObject { virtual void sayHi() const = 0; };
struct DerivedQObject1 : public QObject { void sayHi() const override { std::cout << "1\n"; } };
struct DerivedQObject2 : public QObject { void sayHi() const override  { std::cout << "2\n"; } };

class BaseClass {
public:
    template <class... Types>
    void foo(std::shared_ptr<Types>... args)
    {
        std::vector<std::shared_ptr<QObject>> vector;
        pushBack(vector, args...);
        assert(!empty(vector));
        doFoo(vector);
    }

private:
    virtual void doFoo(std::vector<std::shared_ptr<QObject>> const& args) = 0;

    template<typename LastType>
    static void pushBack(std::vector<std::shared_ptr<QObject>>& vector, LastType arg)
    {
        vector.push_back(arg);
    };

    template<typename FirstType, typename ...OtherTypes>
    static void pushBack(std::vector<std::shared_ptr<QObject>>& vector, FirstType const& firstArg, OtherTypes... otherArgs)
    {
        vector.push_back(firstArg);
        pushBack(vector, otherArgs...);
    };
};

class ChildClassA : public BaseClass {
private:
    void doFoo(std::vector<std::shared_ptr<QObject>> const& args) override;
};

void ChildClassA::doFoo(std::vector<std::shared_ptr<QObject>> const& args) {
    for (auto const& arg : args) {
        arg->sayHi();
    }
}

int main() {
    ChildClassA child;
    auto obj1 = std::make_shared<DerivedQObject1>();
    auto obj2 = std::make_shared<DerivedQObject2>();
    child.foo(obj1, obj2);
}

redpajama_set_name: RedPajamaStackExchange


Shouldn't Giant Corporations Pay Taxes They Owe?
by Dave Johnson A huge, huge giveaway of tax money to giant corporations is rolling down the tracks at us. If it happens, this tax giveaway would be second only to the bank bailouts on the list of schemes to give money to private corporations. (Except, with the bailouts we got some of that money … Read moreShouldn't Giant Corporations Pay Taxes They Owe?


text:
The Pinball Arcade Scores on PS3 and PS Vita Today
Play The Pinball Arcade Scores on PS3 and PS Vita Today Video
Bobby King Lead Designer, FarSight Studios
With the PS3 and PS Vita launches of The Pinball Arcade on PSN this week, I thought that I'd share a few more details about our game and offer some general gameplay tips.
The launch tables include one from each of the four major manufactures that we've licensed. Tales of the Arabian Nights (Williams), Ripley's Believe It or Not (Stern), Theatre of Magic (Bally), and Black Hole (Gottlieb). Tales and Black Hole were part of the Pinball Hall of Fame games. We've spent a lot of time improving the physics and the graphics of our pinball engine over the past few years, so we feel that they're definitely worthy of updating.
When we first made the Gottlieb collection we gathered references from the Pinball Hall of Fame in Las Vegas. We took a lot of pictures, recorded the audio with microphones, and took notes on the rules along with gameplay video reference. We actually re-programmed all of the rules from scratch.
That was a huge challenge! Now, we buy all of the tables and take them apart. Plus, we now have a bunch of physics experience and improved technology to make the tables look and play almost exactly like the real thing. ROM emulation is a huge part of the improved technology, so our simulations now run the same exact code as the original tables with authentic music, sound effects, and voice over. It's been a learning experience, and it's our goal to continue to improve.
When choosing tables, we look for tables that are universally recognized as being great (ipdb.org and pinside.com are two sources that we highly respect); we throw in a large helping of what our fans want, what our pinball expert friends think would be good picks, and what tables we at FarSight love and think will make for great videogame simulations. Of course, the final decision is also impacted by what's feasible to license.
To score well at our game, I strongly recommend that you master the art of nudging the table without tilting. In general (i.e. video game pinball "and real" pinball), the key is ball control and knowing what to expect as much as possible. It is usually much easier to be consistent with a shot fired from a cradled position than when you hit the ball with a live deflection. But equally important, you should try to learn where and how the ball feeds towards the flippers as best you can and how to keep the pinball or pinballs (in multi-ball) under control as much as possible by mastering different passing and catching techniques.
Our first DLC pack is going to include Medieval Madness and The Machine: Bride of Pin.Bot. These are two of my personal all-time favorite tables. We hope that you enjoy our digital versions as much as we enjoy getting to recreate these classics!
farsight studiospinball arcadeplaystation games

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