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  • ASP.NET how to save textbox in database?

    - by mahsoon
    I used some textboxes to get some info from users + a sqldatasource <tr> <td class="style3" colspan="3" style="font-size: medium; font-family: 'B Nazanin'; font-weight: bold; position: relative; right: 170px" > &nbsp; ????? ??????? ????</td> </tr> <tr> <td class="style3"> &nbsp;&nbsp;&nbsp; <asp:Label ID="Label1" runat="server" Text=" ???: " Font-Bold="True" Font-Names="B Nazanin" Font-Size="Medium"></asp:Label> </td> <td class="style2"> <asp:TextBox ID="FirstName" runat="server"></asp:TextBox> </td> <td class="style4"> <asp:RequiredFieldValidator ID="RequiredFieldValidator1" runat="server" Display="Dynamic" ErrorMessage="???? ???? ??? ?????? ???" ControlToValidate="FirstName">*</asp:RequiredFieldValidator> </td> </tr> <tr> <td class="style3"> &nbsp;&nbsp;&nbsp;<asp:Label ID="Label2" runat="server" Text=" ??? ????????: " Font-Bold="True" Font-Names="B Nazanin" Font-Size="Medium"></asp:Label> </td> <td class="style2"> <asp:TextBox ID="LastName" runat="server"></asp:TextBox> </td> <td class="style4"> <asp:RequiredFieldValidator ID="RequiredFieldValidator2" runat="server" Display="Dynamic" ErrorMessage="???? ???? ??? ???????? ?????? ???" ControlToValidate="LastName">*</asp:RequiredFieldValidator> </td> </tr> <tr> <td class="style3"> &nbsp;&nbsp;&nbsp;<asp:Label ID="Label3" runat="server" Text=" ????? ???????? : " Font-Bold="True" Font-Names="B Nazanin" Font-Size="Medium"></asp:Label> </td> <td class="style2"> <asp:TextBox ID="StudentNumber" runat="server"></asp:TextBox> </td> <td class="style4"> <asp:RequiredFieldValidator ID="RequiredFieldValidator3" runat="server" Display="Dynamic" ErrorMessage="???? ???? ????? ???????? ?????? ???" ControlToValidate="StudentNumber">*</asp:RequiredFieldValidator> </td> </tr> <tr> <td class="style3"> &nbsp;&nbsp;<asp:Label ID="Label4" runat="server" Text="  ????? ???? : " Font-Bold="True" Font-Names="B Nazanin" Font-Size="Medium"></asp:Label> </td> <td class="style2"> <asp:TextBox ID="DateOfBirth" runat="server"></asp:TextBox> </td> <td class="style4"> <asp:CompareValidator ID="CompareValidator1" runat="server" Display="Dynamic" ErrorMessage="????? ???? ?????? ?? ???? ??????" Operator="DataTypeCheck" Type="Date" ControlToValidate="dateOfBirth"></asp:CompareValidator> </td> </tr> <tr> <td class="style3"> &nbsp;</td> <td class="style2"> <asp:Button ID="SaveButton" runat="server" Text=" ????? ???????" Width="102px" style="margin-right: 15px; height: 26px;" /> </td> <td class="style4"> <asp:SqlDataSource ID="SqlDataSource1" runat="server" ConnectionString="<%$ ConnectionStrings:ASPNETDBConnectionString1 %>" SelectCommand="SELECT aspnet_personalInformation.FirstName, aspnet_personalInformation.LastName, aspnet_personalInformation.StudentNumber, aspnet_personalInformation.DateOfBirth FROM aspnet_personalInformation INNER JOIN aspnet_Users ON aspnet_personalInformation.UserId = aspnet_Users.UserId WHERE aspnet_personalInformation.UserId=aspnet_Users.UserId ORDER BY aspnet_personalInformation.LastName" InsertCommand="INSERT INTO aspnet_PersonalInformation(UserId) SELECT UserId FROM aspnet_Profile"> </asp:SqlDataSource> </td> </tr> </table> i wanna save firstname lastname studentnumber and dateofbirth in aspnet_personalinformation table in database but before that, i fill one column of aspnet_personalinformation table named UserId by inserting sql command with aspnet_profile.userid now by running this code my table has still blankes protected void SaveButton_Click(object sender, EventArgs e) { string str= "Data Source=.\\SQLEXPRESS;AttachDbFilename=|DataDirectory|\\ASPNETDB.MDF;Integrated Security=True;User Instance=True"; SqlConnection con = new SqlConnection(str); con.Open(); string query = "INSERT INTO aspnet_PersonalInformation( FirstName, LastName,StudentNumber,DateOfBirth) VALUES ('" + this.FirstName.Text + "','" + this.LastName.Text + "','" + this.StudentNumber.Text + "','" + this.DateOfBirth.Text + "') where aspnet_PersonalInformation.UserId=aspnet_Profile.UserID"; SqlCommand cmd=new SqlCommand(query,con); cmd.ExecuteNonQuery(); con.Close(); } but it doesn't work help me plz

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  • Bacula & Multiple Tape Devices, and so on

    - by Tom O'Connor
    Bacula won't make use of 2 tape devices simultaneously. (Search for #-#-# for the TL;DR) A little background, perhaps. In the process of trying to get a decent working backup solution (backing up 20TB ain't cheap, or easy) at $dayjob, we bought a bunch of things to make it work. Firstly, there's a Spectra Logic T50e autochanger, 40 slots of LTO5 goodness, and that robot's got a pair of IBM HH5 Ultrium LTO5 drives, connected via FibreChannel Arbitrated Loop to our backup server. There's the backup server.. A Dell R715 with 2x 16 core AMD 62xx CPUs, and 32GB of RAM. Yummy. That server's got 2 Emulex FCe-12000E cards, and an Intel X520-SR dual port 10GE NIC. We were also sold Commvault Backup (non-NDMP). Here's where it gets really complicated. Spectra Logic and Commvault both sent respective engineers, who set up the library and the software. Commvault was running fine, in so far as the controller was working fine. The Dell server has Ubuntu 12.04 server, and runs the MediaAgent for CommVault, and mounts our BlueArc NAS as NFS to a few mountpoints, like /home, and some stuff in /mnt. When backing up from the NFS mountpoints, we were seeing ~= 290GB/hr throughput. That's CRAP, considering we've got 20-odd TB to get through, in a <48 hour backup window. The rated maximum on the BlueArc is 700MB/s (2460GB/hr), the rated maximum write speed on the tape devices is 140MB/s, per drive, so that's 492GB/hr (or double it, for the total throughput). So, the next step was to benchmark NFS performance with IOzone, and it turns out that we get epic write performance (across 20 threads), and it's like 1.5-2.5TB/hr write, but read performance is fecking hopeless. I couldn't ever get higher than 343GB/hr maximum. So let's assume that the 343GB/hr is a theoretical maximum for read performance on the NAS, then we should in theory be able to get that performance out of a) CommVault, and b) any other backup agent. Not the case. Commvault seems to only ever give me 200-250GB/hr throughput, and out of experimentation, I installed Bacula to see what the state of play there is. If, for example, Bacula gave consistently better performance and speeds than Commvault, then we'd be able to say "**$.$ Refunds Plz $.$**" #-#-# Alas, I found a different problem with Bacula. Commvault seems pretty happy to read from one part of the mountpoint with one thread, and stream that to a Tape device, whilst reading from some other directory with the other thread, and writing to the 2nd drive in the autochanger. I can't for the life of me get Bacula to mount and write to two tape drives simultaneously. Things I've tried: Setting Maximum Concurrent Jobs = 20 in the Director, File and Storage Daemons Setting Prefer Mounted Volumes = no in the Job Definition Setting multiple devices in the Autochanger resource. Documentation seems to be very single-drive centric, and we feel a little like we've strapped a rocket to a hamster, with this one. The majority of example Bacula configurations are for DDS4 drives, manual tape swapping, and FreeBSD or IRIX systems. I should probably add that I'm not too bothered if this isn't possible, but I'd be surprised. I basically want to use Bacula as proof to stick it to the software vendors that they're overpriced ;) I read somewhere that @KyleBrandt has done something similar with a modern Tape solution.. Configuration Files: *bacula-dir.conf* # # Default Bacula Director Configuration file Director { # define myself Name = backuphost-1-dir DIRport = 9101 # where we listen for UA connections QueryFile = "/etc/bacula/scripts/query.sql" WorkingDirectory = "/var/lib/bacula" PidDirectory = "/var/run/bacula" Maximum Concurrent Jobs = 20 Password = "yourekiddingright" # Console password Messages = Daemon DirAddress = 0.0.0.0 #DirAddress = 127.0.0.1 } JobDefs { Name = "DefaultFileJob" Type = Backup Level = Incremental Client = backuphost-1-fd FileSet = "Full Set" Schedule = "WeeklyCycle" Storage = File Messages = Standard Pool = File Priority = 10 Write Bootstrap = "/var/lib/bacula/%c.bsr" } JobDefs { Name = "DefaultTapeJob" Type = Backup Level = Incremental Client = backuphost-1-fd FileSet = "Full Set" Schedule = "WeeklyCycle" Storage = "SpectraLogic" Messages = Standard Pool = AllTapes Priority = 10 Write Bootstrap = "/var/lib/bacula/%c.bsr" Prefer Mounted Volumes = no } # # Define the main nightly save backup job # By default, this job will back up to disk in /nonexistant/path/to/file/archive/dir Job { Name = "BackupClient1" JobDefs = "DefaultFileJob" } Job { Name = "BackupThisVolume" JobDefs = "DefaultTapeJob" FileSet = "SpecialVolume" } #Job { # Name = "BackupClient2" # Client = backuphost-12-fd # JobDefs = "DefaultJob" #} # Backup the catalog database (after the nightly save) Job { Name = "BackupCatalog" JobDefs = "DefaultFileJob" Level = Full FileSet="Catalog" Schedule = "WeeklyCycleAfterBackup" # This creates an ASCII copy of the catalog # Arguments to make_catalog_backup.pl are: # make_catalog_backup.pl <catalog-name> RunBeforeJob = "/etc/bacula/scripts/make_catalog_backup.pl MyCatalog" # This deletes the copy of the catalog RunAfterJob = "/etc/bacula/scripts/delete_catalog_backup" Write Bootstrap = "/var/lib/bacula/%n.bsr" Priority = 11 # run after main backup } # # Standard Restore template, to be changed by Console program # Only one such job is needed for all Jobs/Clients/Storage ... # Job { Name = "RestoreFiles" Type = Restore Client=backuphost-1-fd FileSet="Full Set" Storage = File Pool = Default Messages = Standard Where = /srv/bacula/restore } FileSet { Name = "SpecialVolume" Include { Options { signature = MD5 } File = /mnt/SpecialVolume } Exclude { File = /var/lib/bacula File = /nonexistant/path/to/file/archive/dir File = /proc File = /tmp File = /.journal File = /.fsck } } # List of files to be backed up FileSet { Name = "Full Set" Include { Options { signature = MD5 } File = /usr/sbin } Exclude { File = /var/lib/bacula File = /nonexistant/path/to/file/archive/dir File = /proc File = /tmp File = /.journal File = /.fsck } } Schedule { Name = "WeeklyCycle" Run = Full 1st sun at 23:05 Run = Differential 2nd-5th sun at 23:05 Run = Incremental mon-sat at 23:05 } # This schedule does the catalog. It starts after the WeeklyCycle Schedule { Name = "WeeklyCycleAfterBackup" Run = Full sun-sat at 23:10 } # This is the backup of the catalog FileSet { Name = "Catalog" Include { Options { signature = MD5 } File = "/var/lib/bacula/bacula.sql" } } # Client (File Services) to backup Client { Name = backuphost-1-fd Address = localhost FDPort = 9102 Catalog = MyCatalog Password = "surelyyourejoking" # password for FileDaemon File Retention = 30 days # 30 days Job Retention = 6 months # six months AutoPrune = yes # Prune expired Jobs/Files } # # Second Client (File Services) to backup # You should change Name, Address, and Password before using # #Client { # Name = backuphost-12-fd # Address = localhost2 # FDPort = 9102 # Catalog = MyCatalog # Password = "i'mnotjokinganddontcallmeshirley" # password for FileDaemon 2 # File Retention = 30 days # 30 days # Job Retention = 6 months # six months # AutoPrune = yes # Prune expired Jobs/Files #} # Definition of file storage device Storage { Name = File # Do not use "localhost" here Address = localhost # N.B. Use a fully qualified name here SDPort = 9103 Password = "lalalalala" Device = FileStorage Media Type = File } Storage { Name = "SpectraLogic" Address = localhost SDPort = 9103 Password = "linkedinmakethebestpasswords" Device = Drive-1 Device = Drive-2 Media Type = LTO5 Autochanger = yes } # Generic catalog service Catalog { Name = MyCatalog # Uncomment the following line if you want the dbi driver # dbdriver = "dbi:sqlite3"; dbaddress = 127.0.0.1; dbport = dbname = "bacula"; DB Address = ""; dbuser = "bacula"; dbpassword = "bbmaster63" } # Reasonable message delivery -- send most everything to email address # and to the console Messages { Name = Standard mailcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula: %t %e of %c %l\" %r" operatorcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula: Intervention needed for %j\" %r" mail = root@localhost = all, !skipped operator = root@localhost = mount console = all, !skipped, !saved # # WARNING! the following will create a file that you must cycle from # time to time as it will grow indefinitely. However, it will # also keep all your messages if they scroll off the console. # append = "/var/lib/bacula/log" = all, !skipped catalog = all } # # Message delivery for daemon messages (no job). Messages { Name = Daemon mailcommand = "/usr/lib/bacula/bsmtp -h localhost -f \"\(Bacula\) \<%r\>\" -s \"Bacula daemon message\" %r" mail = root@localhost = all, !skipped console = all, !skipped, !saved append = "/var/lib/bacula/log" = all, !skipped } # Default pool definition Pool { Name = Default Pool Type = Backup Recycle = yes # Bacula can automatically recycle Volumes AutoPrune = yes # Prune expired volumes Volume Retention = 365 days # one year } # File Pool definition Pool { Name = File Pool Type = Backup Recycle = yes # Bacula can automatically recycle Volumes AutoPrune = yes # Prune expired volumes Volume Retention = 365 days # one year Maximum Volume Bytes = 50G # Limit Volume size to something reasonable Maximum Volumes = 100 # Limit number of Volumes in Pool } Pool { Name = AllTapes Pool Type = Backup Recycle = yes AutoPrune = yes # Prune expired volumes Volume Retention = 31 days # one Moth } # Scratch pool definition Pool { Name = Scratch Pool Type = Backup } # # Restricted console used by tray-monitor to get the status of the director # Console { Name = backuphost-1-mon Password = "LastFMalsostorePasswordsLikeThis" CommandACL = status, .status } bacula-sd.conf # # Default Bacula Storage Daemon Configuration file # Storage { # definition of myself Name = backuphost-1-sd SDPort = 9103 # Director's port WorkingDirectory = "/var/lib/bacula" Pid Directory = "/var/run/bacula" Maximum Concurrent Jobs = 20 SDAddress = 0.0.0.0 # SDAddress = 127.0.0.1 } # # List Directors who are permitted to contact Storage daemon # Director { Name = backuphost-1-dir Password = "passwordslinplaintext" } # # Restricted Director, used by tray-monitor to get the # status of the storage daemon # Director { Name = backuphost-1-mon Password = "totalinsecurityabound" Monitor = yes } Device { Name = FileStorage Media Type = File Archive Device = /srv/bacula/archive LabelMedia = yes; # lets Bacula label unlabeled media Random Access = Yes; AutomaticMount = yes; # when device opened, read it RemovableMedia = no; AlwaysOpen = no; } Autochanger { Name = SpectraLogic Device = Drive-1 Device = Drive-2 Changer Command = "/etc/bacula/scripts/mtx-changer %c %o %S %a %d" Changer Device = /dev/sg4 } Device { Name = Drive-1 Drive Index = 0 Archive Device = /dev/nst0 Changer Device = /dev/sg4 Media Type = LTO5 AutoChanger = yes RemovableMedia = yes; AutomaticMount = yes; AlwaysOpen = yes; RandomAccess = no; LabelMedia = yes } Device { Name = Drive-2 Drive Index = 1 Archive Device = /dev/nst1 Changer Device = /dev/sg4 Media Type = LTO5 AutoChanger = yes RemovableMedia = yes; AutomaticMount = yes; AlwaysOpen = yes; RandomAccess = no; LabelMedia = yes } # # Send all messages to the Director, # mount messages also are sent to the email address # Messages { Name = Standard director = backuphost-1-dir = all } bacula-fd.conf # # Default Bacula File Daemon Configuration file # # # List Directors who are permitted to contact this File daemon # Director { Name = backuphost-1-dir Password = "hahahahahaha" } # # Restricted Director, used by tray-monitor to get the # status of the file daemon # Director { Name = backuphost-1-mon Password = "hohohohohho" Monitor = yes } # # "Global" File daemon configuration specifications # FileDaemon { # this is me Name = backuphost-1-fd FDport = 9102 # where we listen for the director WorkingDirectory = /var/lib/bacula Pid Directory = /var/run/bacula Maximum Concurrent Jobs = 20 #FDAddress = 127.0.0.1 FDAddress = 0.0.0.0 } # Send all messages except skipped files back to Director Messages { Name = Standard director = backuphost-1-dir = all, !skipped, !restored }

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Query on simple C++ threadpool implementation

    - by ticketman
    Stackoverflow has been a tremendous help to me and I'd to give something back to the community. I have been implementing a simple threadpool using the tinythread C++ portable thread library, using what I have learnt from Stackoverflow. I am new to thread programming, so not that comfortable with mutexes, etc. I have a question best asked after presenting the code (which runs quite well under Linux): // ThreadPool.h class ThreadPool { public: ThreadPool(); ~ThreadPool(); // Creates a pool of threads and gets them ready to be used void CreateThreads(int numOfThreads); // Assigns a job to a thread in the pool, but doesn't start the job // Each SubmitJob call will use up one thread of the pool. // This operation can only be undone by calling StartJobs and // then waiting for the jobs to complete. On completion, // new jobs may be submitted. void SubmitJob( void (*workFunc)(void *), void *workData ); // Begins execution of all the jobs in the pool. void StartJobs(); // Waits until all jobs have completed. // The wait will block the caller. // On completion, new jobs may be submitted. void WaitForJobsToComplete(); private: enum typeOfWorkEnum { e_work, e_quit }; class ThreadData { public: bool ready; // thread has been created and is ready for work bool haveWorkToDo; typeOfWorkEnum typeOfWork; // Pointer to the work function each thread has to call. void (*workFunc)(void *); // Pointer to work data void *workData; ThreadData() : ready(false), haveWorkToDo(false) { }; }; struct ThreadArgStruct { ThreadPool *threadPoolInstance; int threadId; }; // Data for each thread ThreadData *m_ThreadData; ThreadPool(ThreadPool const&); // copy ctor hidden ThreadPool& operator=(ThreadPool const&); // assign op. hidden // Static function that provides the function pointer that a thread can call // By including the ThreadPool instance in the void * parameter, // we can use it to access other data and methods in the ThreadPool instance. static void ThreadFuncWrapper(void *arg) { ThreadArgStruct *threadArg = static_cast<ThreadArgStruct *>(arg); threadArg->threadPoolInstance->ThreadFunc(threadArg->threadId); } // The function each thread calls void ThreadFunc( int threadId ); // Called by the thread pool destructor void DestroyThreadPool(); // Total number of threads available // (fixed on creation of thread pool) int m_numOfThreads; int m_NumOfThreadsDoingWork; int m_NumOfThreadsGivenJobs; // List of threads std::vector<tthread::thread *> m_ThreadList; // Condition variable to signal each thread has been created and executing tthread::mutex m_ThreadReady_mutex; tthread::condition_variable m_ThreadReady_condvar; // Condition variable to signal each thread to start work tthread::mutex m_WorkToDo_mutex; tthread::condition_variable m_WorkToDo_condvar; // Condition variable to signal the main thread that // all threads in the pool have completed their work tthread::mutex m_WorkCompleted_mutex; tthread::condition_variable m_WorkCompleted_condvar; }; cpp file: // // ThreadPool.cpp // #include "ThreadPool.h" // This is the thread function for each thread. // All threads remain in this function until // they are asked to quit, which only happens // when terminating the thread pool. void ThreadPool::ThreadFunc( int threadId ) { ThreadData *myThreadData = &m_ThreadData[threadId]; std::cout << "Hello world: Thread " << threadId << std::endl; // Signal that this thread is ready m_ThreadReady_mutex.lock(); myThreadData->ready = true; m_ThreadReady_condvar.notify_one(); // notify the main thread m_ThreadReady_mutex.unlock(); while(true) { //tthread::lock_guard<tthread::mutex> guard(m); m_WorkToDo_mutex.lock(); while(!myThreadData->haveWorkToDo) // check for work to do m_WorkToDo_condvar.wait(m_WorkToDo_mutex); // if no work, wait here myThreadData->haveWorkToDo = false; // need to do this before unlocking the mutex m_WorkToDo_mutex.unlock(); // Do the work switch(myThreadData->typeOfWork) { case e_work: std::cout << "Thread " << threadId << ": Woken with work to do\n"; // Do work myThreadData->workFunc(myThreadData->workData); std::cout << "#Thread " << threadId << ": Work is completed\n"; break; case e_quit: std::cout << "Thread " << threadId << ": Asked to quit\n"; return; // ends the thread } // Now to signal the main thread that my work is completed m_WorkCompleted_mutex.lock(); m_NumOfThreadsDoingWork--; // Unsure if this 'if' would make the program more efficient // if(NumOfThreadsDoingWork == 0) m_WorkCompleted_condvar.notify_one(); // notify the main thread m_WorkCompleted_mutex.unlock(); } } ThreadPool::ThreadPool() { m_numOfThreads = 0; m_NumOfThreadsDoingWork = 0; m_NumOfThreadsGivenJobs = 0; } ThreadPool::~ThreadPool() { if(m_numOfThreads) { DestroyThreadPool(); delete [] m_ThreadData; } } void ThreadPool::CreateThreads(int numOfThreads) { // Check a thread pool has already been created if(m_numOfThreads > 0) return; m_NumOfThreadsGivenJobs = 0; m_NumOfThreadsDoingWork = 0; m_numOfThreads = numOfThreads; m_ThreadData = new ThreadData[m_numOfThreads]; ThreadArgStruct threadArg; for(int i=0; i<m_numOfThreads; ++i) { threadArg.threadId = i; threadArg.threadPoolInstance = this; // Creates the thread and save in a list so we can destroy it later m_ThreadList.push_back( new tthread::thread( ThreadFuncWrapper, (void *)&threadArg ) ); // It takes a little time for a thread to get established. // Best wait until it gets established before creating the next thread. m_ThreadReady_mutex.lock(); while(!m_ThreadData[i].ready) // Check if thread is ready m_ThreadReady_condvar.wait(m_ThreadReady_mutex); // If not, wait here m_ThreadReady_mutex.unlock(); } } // Adds a job to the batch, but doesn't start the job void ThreadPool::SubmitJob(void (*workFunc)(void *), void *workData) { // Check that the thread pool has been created if(!m_numOfThreads) return; if(m_NumOfThreadsGivenJobs >= m_numOfThreads) return; m_ThreadData[m_NumOfThreadsGivenJobs].workFunc = workFunc; m_ThreadData[m_NumOfThreadsGivenJobs].workData = workData; std::cout << "Submitted job " << m_NumOfThreadsGivenJobs << std::endl; m_NumOfThreadsGivenJobs++; } void ThreadPool::StartJobs() { // Check that the thread pool has been created // and some jobs have been assigned if(!m_numOfThreads || !m_NumOfThreadsGivenJobs) return; // Set 'haveworkToDo' flag for all threads m_WorkToDo_mutex.lock(); for(int i=0; i<m_NumOfThreadsGivenJobs; ++i) m_ThreadData[i].haveWorkToDo = true; m_NumOfThreadsDoingWork = m_NumOfThreadsGivenJobs; // Reset this counter so we can resubmit jobs later m_NumOfThreadsGivenJobs = 0; // Notify all threads they have work to do m_WorkToDo_condvar.notify_all(); m_WorkToDo_mutex.unlock(); } void ThreadPool::WaitForJobsToComplete() { // Check that a thread pool has been created if(!m_numOfThreads) return; m_WorkCompleted_mutex.lock(); while(m_NumOfThreadsDoingWork > 0) // Check if all threads have completed their work m_WorkCompleted_condvar.wait(m_WorkCompleted_mutex); // If not, wait here m_WorkCompleted_mutex.unlock(); } void ThreadPool::DestroyThreadPool() { std::cout << "Ask threads to quit\n"; m_WorkToDo_mutex.lock(); for(int i=0; i<m_numOfThreads; ++i) { m_ThreadData[i].haveWorkToDo = true; m_ThreadData[i].typeOfWork = e_quit; } m_WorkToDo_condvar.notify_all(); m_WorkToDo_mutex.unlock(); // As each thread terminates, catch them here for(int i=0; i<m_numOfThreads; ++i) { tthread::thread *t = m_ThreadList[i]; // Wait for thread to complete t->join(); } m_numOfThreads = 0; } Example of usage: (this calculates pi-squared/6) struct CalculationDataStruct { int inputVal; double outputVal; }; void LongCalculation( void *theSums ) { CalculationDataStruct *sums = (CalculationDataStruct *)theSums; int terms = sums->inputVal; double sum; for(int i=1; i<terms; i++) sum += 1.0/( double(i)*double(i) ); sums->outputVal = sum; } int main(int argc, char** argv) { int numThreads = 10; // Create pool ThreadPool threadPool; threadPool.CreateThreads(numThreads); // Create thread workspace CalculationDataStruct sums[numThreads]; // Set up jobs for(int i=0; i<numThreads; i++) { sums[i].inputVal = 3000*(i+1); threadPool.SubmitJob(LongCalculation, &sums[i]); } // Run the jobs threadPool.StartJobs(); threadPool.WaitForJobsToComplete(); // Print results for(int i=0; i<numThreads; i++) std::cout << "Sum of " << sums[i].inputVal << " terms is " << sums[i].outputVal << std::endl; return 0; } Question: In the ThreadPool::ThreadFunc method, would better performance be obtained if the following if statement if(NumOfThreadsDoingWork == 0) was included? Also, I'd be grateful of criticisms and ways to improve the code. At the same time, I hope the code is of use to others.

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  • error in finding out the lexems and no of lines of a text file in C

    - by mekasperasky
    #include<stdio.h> #include<ctype.h> #include<string.h> int main() { int i=0,j,k,lines_count[2]={1,1},operand_count[2]={0},operator_count[2]={0},uoperator_count[2]={0},control_count[2]={0,0},cl[13]={0},variable_dec[2]={0,0},l,p[2]={0},ct,variable_used[2]={0,0},constant_count[2],s[2]={0},t[2]={0}; char a,b[100],c[100]; char d[100]={0}; j=30; FILE *fp1[2],*fp2; fp1[0]=fopen("program1.txt","r"); fp1[1]=fopen("program2.txt","r"); //the source file is opened in read only mode which will passed through the lexer fp2=fopen("ccv1ouput.txt","wb"); //now lets remove all the white spaces and store the rest of the words in a file if(fp1[0]==NULL) { perror("failed to open program1.txt"); //return EXIT_FAILURE; } if(fp1[1]==NULL) { perror("failed to open program2.txt"); //return EXIT_FAILURE; } i=0; k=0; ct=0; while(ct!=2) { while(!feof(fp1[ct])) { a=fgetc(fp1[ct]); if(a!=' '&&a!='\n') { if (!isalpha(a) && !isdigit(a)) { switch(a) { case '+':{ i=0; cl[0]=1; operator_count[ct]=operator_count[ct]+1;break;} case '-':{ cl[1]=1; operator_count[ct]=operator_count[ct]+1;i=0;break;} case '*':{ cl[2]=1; operator_count[ct]=operator_count[ct]+1;i=0;break;} case '/':{ cl[3]=1; operator_count[ct]=operator_count[ct]+1;i=0;break;} case '=':{a=fgetc(fp1[ct]); if (a=='='){cl[4]=1; operator_count[ct]=operator_count[ct]+1; operand_count[ct]=operand_count[ct]+1;} else { cl[5]=1; operator_count[ct]=operator_count[ct]+1; operand_count[ct]=operand_count[ct]+1; ungetc(1,fp1[ct]); } break;} case '%':{ cl[6]=1; operator_count[ct]=operator_count[ct]+1;i=0;break;} case '<':{ a=fgetc(fp1[ct]); if (a=='=') {cl[7]=1; operator_count[ct]=operator_count[ct]+1;} else { cl[8]=1; operator_count[ct]=operator_count[ct]+1; ungetc(1,fp1[ct]); } break; } case '>':{ ; a=fgetc(fp1[ct]); if (a=='='){cl[9]=1; operator_count[ct]=operator_count[ct]+1;} else { cl[10]=1; operator_count[ct]=operator_count[ct]+1; ungetc(1,fp1[ct]); } break;} case '&':{ cl[11]=1; a=fgetc(fp1[ct]); operator_count[ct]=operator_count[ct]+1; operand_count[ct]=operand_count[ct]+1; variable_used[ct]=variable_used[ct]-1; break; } case '|':{ cl[12]=1; a=fgetc(fp1[ct]); operator_count[ct]=operator_count[ct]+1; operand_count[ct]=operand_count[ct]+1; variable_used[ct]=variable_used[ct]-1; break; } case '#':{ while(a!='\n') { a=fgetc(fp1[ct]); } } } } else { d[i]=a; i=i+1; k=k+1; } } else { //printf("%s \n",d); if((strcmp(d,"if")==0)){ memset ( d, 0, 100 ); i=0; control_count[ct]=control_count[ct]+1; } else if(strcmp(d,"then")==0){ i=0;memset ( d, 0, 100 );control_count[ct]=control_count[ct]+1;} else if(strcmp(d,"else")==0){ i=0;memset ( d, 0, 100 );control_count[ct]=control_count[ct]+1;} else if(strcmp(d,"while")==0){ i=0;memset ( d, 0, 100 );control_count[ct]=control_count[ct]+1;} else if(strcmp(d,"int")==0){ while(a != '\n') { a=fgetc(fp1[ct]); if (isalpha(a) ) variable_dec[ct]=variable_dec[ct]+1; } memset ( d, 0, 100 ); lines_count[ct]=lines_count[ct]+1; } else if(strcmp(d,"char")==0){while(a != '\n') { a=fgetc(fp1[ct]); if (isalpha(a) ) variable_dec[ct]=variable_dec[ct]+1; } memset ( d, 0, 100 ); lines_count[ct]=lines_count[ct]+1; } else if(strcmp(d,"float")==0){while(a != '\n') { a=fgetc(fp1[ct]); if (isalpha(a) ) variable_dec[ct]=variable_dec[ct]+1; } memset ( d, 0, 100 ); lines_count[ct]=lines_count[ct]+1; } else if(strcmp(d,"printf")==0){while(a!='\n') a=fgetc(fp1[ct]); memset(d,0,100); } else if(strcmp(d,"scanf")==0){while(a!='\n') a=fgetc(fp1[ct]); memset(d,0,100);} else if (isdigit(d[i-1])) { memset ( d, 0, 100 ); i=0; constant_count[ct]=constant_count[ct]+1; operand_count[ct]=operand_count[ct]+1; } else if (isalpha(d[i-1]) && strcmp(d,"int")!=0 && strcmp(d,"char")!=0 && strcmp(d,"float")!=0 && (strcmp(d,"if")!=0) && strcmp(d,"then")!=0 && strcmp(d,"else")!=0 && strcmp(d,"while")!=0 && strcmp(d,"printf")!=0 && strcmp(d,"scanf")!=0) { memset ( d, 0, 100 ); i=0; operand_count[ct]=operand_count[ct]+1; } else if(a=='\n') { lines_count[ct]=lines_count[ct]+1; memset ( d, 0, 100 ); } } } fclose(fp1[ct]); operand_count[ct]=operand_count[ct]-5; variable_used[0]=operand_count[0]-constant_count[0]; variable_used[1]=operand_count[1]-constant_count[1]; for(j=0;j<12;j++) uoperator_count[ct]=uoperator_count[ct]+cl[j]; fprintf(fp2,"\n statistics of program %d",ct+1); fprintf(fp2,"\n the no of lines ---> %d",lines_count[ct]); fprintf(fp2,"\n the no of operands --->%d",operand_count[ct]); fprintf(fp2,"\n the no of operator --->%d",operator_count[ct]); fprintf(fp2,"\n the no of control statments --->%d",control_count[ct]); fprintf(fp2,"\n the no of unique operators --->%d",uoperator_count[ct]); fprintf(fp2,"\n the no of variables declared--->%d",variable_dec[ct]); fprintf(fp2,"\n the no of variables used--->%d",variable_used[ct]); fprintf(fp2,"\n ---------------------------------"); fprintf(fp2,"\n \t \t \t"); ct=ct+1; } t[0]=lines_count[0]+control_count[0]+uoperator_count[0]; t[1]=lines_count[1]+control_count[1]+uoperator_count[1]; s[0]=operator_count[0]+operand_count[0]+variable_dec[0]+variable_used[0]; s[1]=operator_count[1]+operand_count[1]+variable_dec[1]+variable_used[1]; fprintf(fp2,"\n the time complexity of program 1 is %d",t[0]); fprintf(fp2,"\n the time complexity of program 2 is %d",t[1]); fprintf(fp2,"\n the space complexity of program 1 is %d",s[0]); fprintf(fp2,"\n the space complexity of program 2 is %d",s[1]); if((t[0]>t[1]) && (s[0] >s[1])) fprintf(fp2,"\n the efficiency of program 2 is greater than program 1"); else if(t[0]<t[1] && s[0] < s[1]) fprintf(fp2,"\n the efficiency of program 1 is greater than program 2 " ); else if (t[0]+s[0] > t[1]+s[1]) fprintf(fp2,"\n the efficiency of program 1 is greater than program 2"); else if (t[0]+s[0] < t[1]+s[1]) fprintf(fp2,"\n the efficiency of program 2 is greater than program 1"); else if (t[0]+s[0] == t[1]+s[1]) fprintf(fp2,"\n the efficiency of program 1 is equal to that of program 2"); fclose(fp2); return 0; } this code basically compares two c codes and finds out the no. of variables declared , used , no. of control statements , no. of lines and no. of unique operators , and operands , so as to find out the time complexity and space complexity of of the two programs given in the text file program1.txt and program2.txt ... Lets say program1.txt is this #include<stdio.h> #include<math.h> int main () { FILE *fp; fp=fopen("output.txt","w"); long double t,y=0,x=0,e=5,f=1,w=1; for (t=0;t<10;t=t+0.01) { //if (isnan(y) || isinf(y)) //break; fprintf(fp,"%ld\t%ld\n",y,x); y = y + ((e*(1 - (x*x))*y) - x + f*cos(w*0.1))*0.1; x = x + y*0.1; } fclose(fp); return (0); } i havent indented it as its just a text file . But my output is totally faulty . Its not able to find the any of the ouput that i need . Where is the bug in this ? I am not able to figure out as the algorithm looks fine .

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  • Where can these be posted besides the Python Cookbook?

    - by Noctis Skytower
    Whitespace Assembler #! /usr/bin/env python """Assembler.py Compiles a program from "Assembly" folder into "Program" folder. Can be executed directly by double-click or on the command line. Give name of *.WSA file without extension (example: stack_calc).""" ################################################################################ __author__ = 'Stephen "Zero" Chappell <[email protected]>' __date__ = '14 March 2010' __version__ = '$Revision: 3 $' ################################################################################ import string from Interpreter import INS, MNEMONIC ################################################################################ def parse(code): program = [] process_virtual(program, code) process_control(program) return tuple(program) def process_virtual(program, code): for line, text in enumerate(code.split('\n')): if not text or text[0] == '#': continue if text.startswith('part '): parse_part(program, line, text[5:]) elif text.startswith(' '): parse_code(program, line, text[5:]) else: syntax_error(line) def syntax_error(line): raise SyntaxError('Line ' + str(line + 1)) ################################################################################ def process_control(program): parts = get_parts(program) names = dict(pair for pair in zip(parts, generate_index())) correct_control(program, names) def get_parts(program): parts = [] for ins in program: if isinstance(ins, tuple): ins, arg = ins if ins == INS.PART: if arg in parts: raise NameError('Part definition was found twice: ' + arg) parts.append(arg) return parts def generate_index(): index = 1 while True: yield index index *= -1 if index > 0: index += 1 def correct_control(program, names): for index, ins in enumerate(program): if isinstance(ins, tuple): ins, arg = ins if ins in HAS_LABEL: if arg not in names: raise NameError('Part definition was never found: ' + arg) program[index] = (ins, names[arg]) ################################################################################ def parse_part(program, line, text): if not valid_label(text): syntax_error(line) program.append((INS.PART, text)) def valid_label(text): if not between_quotes(text): return False label = text[1:-1] if not valid_name(label): return False return True def between_quotes(text): if len(text) < 3: return False if text.count('"') != 2: return False if text[0] != '"' or text[-1] != '"': return False return True def valid_name(label): valid_characters = string.ascii_letters + string.digits + '_' valid_set = frozenset(valid_characters) label_set = frozenset(label) if len(label_set - valid_set) != 0: return False return True ################################################################################ from Interpreter import HAS_LABEL, Program NO_ARGS = Program.NO_ARGS HAS_ARG = Program.HAS_ARG TWO_WAY = tuple(set(NO_ARGS) & set(HAS_ARG)) ################################################################################ def parse_code(program, line, text): for ins, word in enumerate(MNEMONIC): if text.startswith(word): check_code(program, line, text[len(word):], ins) break else: syntax_error(line) def check_code(program, line, text, ins): if ins in TWO_WAY: if text: number = parse_number(line, text) program.append((ins, number)) else: program.append(ins) elif ins in HAS_LABEL: text = parse_label(line, text) program.append((ins, text)) elif ins in HAS_ARG: number = parse_number(line, text) program.append((ins, number)) elif ins in NO_ARGS: if text: syntax_error(line) program.append(ins) else: syntax_error(line) def parse_label(line, text): if not text or text[0] != ' ': syntax_error(line) text = text[1:] if not valid_label(text): syntax_error(line) return text ################################################################################ def parse_number(line, text): if not valid_number(text): syntax_error(line) return int(text) def valid_number(text): if len(text) < 2: return False if text[0] != ' ': return False text = text[1:] if '+' in text and '-' in text: return False if '+' in text: if text.count('+') != 1: return False if text[0] != '+': return False text = text[1:] if not text: return False if '-' in text: if text.count('-') != 1: return False if text[0] != '-': return False text = text[1:] if not text: return False valid_set = frozenset(string.digits) value_set = frozenset(text) if len(value_set - valid_set) != 0: return False return True ################################################################################ ################################################################################ from Interpreter import partition_number VMC_2_TRI = { (INS.PUSH, True): (0, 0), (INS.COPY, False): (0, 2, 0), (INS.COPY, True): (0, 1, 0), (INS.SWAP, False): (0, 2, 1), (INS.AWAY, False): (0, 2, 2), (INS.AWAY, True): (0, 1, 2), (INS.ADD, False): (1, 0, 0, 0), (INS.SUB, False): (1, 0, 0, 1), (INS.MUL, False): (1, 0, 0, 2), (INS.DIV, False): (1, 0, 1, 0), (INS.MOD, False): (1, 0, 1, 1), (INS.SET, False): (1, 1, 0), (INS.GET, False): (1, 1, 1), (INS.PART, True): (2, 0, 0), (INS.CALL, True): (2, 0, 1), (INS.GOTO, True): (2, 0, 2), (INS.ZERO, True): (2, 1, 0), (INS.LESS, True): (2, 1, 1), (INS.BACK, False): (2, 1, 2), (INS.EXIT, False): (2, 2, 2), (INS.OCHR, False): (1, 2, 0, 0), (INS.OINT, False): (1, 2, 0, 1), (INS.ICHR, False): (1, 2, 1, 0), (INS.IINT, False): (1, 2, 1, 1) } ################################################################################ def to_trinary(program): trinary_code = [] for ins in program: if isinstance(ins, tuple): ins, arg = ins trinary_code.extend(VMC_2_TRI[(ins, True)]) trinary_code.extend(from_number(arg)) else: trinary_code.extend(VMC_2_TRI[(ins, False)]) return tuple(trinary_code) def from_number(arg): code = [int(arg < 0)] if arg: for bit in reversed(list(partition_number(abs(arg), 2))): code.append(bit) return code + [2] return code + [0, 2] to_ws = lambda trinary: ''.join(' \t\n'[index] for index in trinary) def compile_wsa(source): program = parse(source) trinary = to_trinary(program) ws_code = to_ws(trinary) return ws_code ################################################################################ ################################################################################ import os import sys import time import traceback def main(): name, source, command_line, error = get_source() if not error: start = time.clock() try: ws_code = compile_wsa(source) except: print('ERROR: File could not be compiled.\n') traceback.print_exc() error = True else: path = os.path.join('Programs', name + '.ws') try: open(path, 'w').write(ws_code) except IOError as err: print(err) error = True else: div, mod = divmod((time.clock() - start) * 1000, 1) args = int(div), '{:.3}'.format(mod)[1:] print('DONE: Comipled in {}{} ms'.format(*args)) handle_close(error, command_line) def get_source(): if len(sys.argv) > 1: command_line = True name = sys.argv[1] else: command_line = False try: name = input('Source File: ') except: return None, None, False, True print() path = os.path.join('Assembly', name + '.wsa') try: return name, open(path).read(), command_line, False except IOError as err: print(err) return None, None, command_line, True def handle_close(error, command_line): if error: usage = 'Usage: {} <assembly>'.format(os.path.basename(sys.argv[0])) print('\n{}\n{}'.format('-' * len(usage), usage)) if not command_line: time.sleep(10) ################################################################################ if __name__ == '__main__': main() Whitespace Helpers #! /usr/bin/env python """Helpers.py Includes a function to encode Python strings into my WSA format. Has a "PRINT_LINE" function that can be copied to a WSA program. Contains a "PRINT" function and documentation as an explanation.""" ################################################################################ __author__ = 'Stephen "Zero" Chappell <[email protected]>' __date__ = '14 March 2010' __version__ = '$Revision: 1 $' ################################################################################ def encode_string(string, addr): print(' push', addr) print(' push', len(string)) print(' set') addr += 1 for offset, character in enumerate(string): print(' push', addr + offset) print(' push', ord(character)) print(' set') ################################################################################ # Prints a string with newline. # push addr # call "PRINT_LINE" """ part "PRINT_LINE" call "PRINT" push 10 ochr back """ ################################################################################ # def print(array): # if len(array) <= 0: # return # offset = 1 # while len(array) - offset >= 0: # ptr = array.ptr + offset # putch(array[ptr]) # offset += 1 """ part "PRINT" # Line 1-2 copy get less "__PRINT_RET_1" copy get zero "__PRINT_RET_1" # Line 3 push 1 # Line 4 part "__PRINT_LOOP" copy copy 2 get swap sub less "__PRINT_RET_2" # Line 5 copy 1 copy 1 add # Line 6 get ochr # Line 7 push 1 add goto "__PRINT_LOOP" part "__PRINT_RET_2" away part "__PRINT_RET_1" away back """ Whitespace Interpreter #! /usr/bin/env python """Interpreter.py Runs programs in "Programs" and creates *.WSO files when needed. Can be executed directly by double-click or on the command line. If run on command line, add "ASM" flag to dump program assembly.""" ################################################################################ __author__ = 'Stephen "Zero" Chappell <[email protected]>' __date__ = '14 March 2010' __version__ = '$Revision: 4 $' ################################################################################ def test_file(path): disassemble(parse(trinary(load(path))), True) ################################################################################ load = lambda ws: ''.join(c for r in open(ws) for c in r if c in ' \t\n') trinary = lambda ws: tuple(' \t\n'.index(c) for c in ws) ################################################################################ def enum(names): names = names.replace(',', ' ').split() space = dict((reversed(pair) for pair in enumerate(names)), __slots__=()) return type('enum', (object,), space)() INS = enum('''\ PUSH, COPY, SWAP, AWAY, \ ADD, SUB, MUL, DIV, MOD, \ SET, GET, \ PART, CALL, GOTO, ZERO, LESS, BACK, EXIT, \ OCHR, OINT, ICHR, IINT''') ################################################################################ def parse(code): ins = iter(code).__next__ program = [] while True: try: imp = ins() except StopIteration: return tuple(program) if imp == 0: # [Space] parse_stack(ins, program) elif imp == 1: # [Tab] imp = ins() if imp == 0: # [Tab][Space] parse_math(ins, program) elif imp == 1: # [Tab][Tab] parse_heap(ins, program) else: # [Tab][Line] parse_io(ins, program) else: # [Line] parse_flow(ins, program) def parse_number(ins): sign = ins() if sign == 2: raise StopIteration() buffer = '' code = ins() if code == 2: raise StopIteration() while code != 2: buffer += str(code) code = ins() if sign == 1: return int(buffer, 2) * -1 return int(buffer, 2) ################################################################################ def parse_stack(ins, program): code = ins() if code == 0: # [Space] number = parse_number(ins) program.append((INS.PUSH, number)) elif code == 1: # [Tab] code = ins() number = parse_number(ins) if code == 0: # [Tab][Space] program.append((INS.COPY, number)) elif code == 1: # [Tab][Tab] raise StopIteration() else: # [Tab][Line] program.append((INS.AWAY, number)) else: # [Line] code = ins() if code == 0: # [Line][Space] program.append(INS.COPY) elif code == 1: # [Line][Tab] program.append(INS.SWAP) else: # [Line][Line] program.append(INS.AWAY) def parse_math(ins, program): code = ins() if code == 0: # [Space] code = ins() if code == 0: # [Space][Space] program.append(INS.ADD) elif code == 1: # [Space][Tab] program.append(INS.SUB) else: # [Space][Line] program.append(INS.MUL) elif code == 1: # [Tab] code = ins() if code == 0: # [Tab][Space] program.append(INS.DIV) elif code == 1: # [Tab][Tab] program.append(INS.MOD) else: # [Tab][Line] raise StopIteration() else: # [Line] raise StopIteration() def parse_heap(ins, program): code = ins() if code == 0: # [Space] program.append(INS.SET) elif code == 1: # [Tab] program.append(INS.GET) else: # [Line] raise StopIteration() def parse_io(ins, program): code = ins() if code == 0: # [Space] code = ins() if code == 0: # [Space][Space] program.append(INS.OCHR) elif code == 1: # [Space][Tab] program.append(INS.OINT) else: # [Space][Line] raise StopIteration() elif code == 1: # [Tab] code = ins() if code == 0: # [Tab][Space] program.append(INS.ICHR) elif code == 1: # [Tab][Tab] program.append(INS.IINT) else: # [Tab][Line] raise StopIteration() else: # [Line] raise StopIteration() def parse_flow(ins, program): code = ins() if code == 0: # [Space] code = ins() label = parse_number(ins) if code == 0: # [Space][Space] program.append((INS.PART, label)) elif code == 1: # [Space][Tab] program.append((INS.CALL, label)) else: # [Space][Line] program.append((INS.GOTO, label)) elif code == 1: # [Tab] code = ins() if code == 0: # [Tab][Space] label = parse_number(ins) program.append((INS.ZERO, label)) elif code == 1: # [Tab][Tab] label = parse_number(ins) program.append((INS.LESS, label)) else: # [Tab][Line] program.append(INS.BACK) else: # [Line] code = ins() if code == 2: # [Line][Line] program.append(INS.EXIT) else: # [Line][Space] or [Line][Tab] raise StopIteration() ################################################################################ MNEMONIC = '\ push copy swap away add sub mul div mod set get part \ call goto zero less back exit ochr oint ichr iint'.split() HAS_ARG = [getattr(INS, name) for name in 'PUSH COPY AWAY PART CALL GOTO ZERO LESS'.split()] HAS_LABEL = [getattr(INS, name) for name in 'PART CALL GOTO ZERO LESS'.split()] def disassemble(program, names=False): if names: names = create_names(program) for ins in program: if isinstance(ins, tuple): ins, arg = ins assert ins in HAS_ARG has_arg = True else: assert INS.PUSH <= ins <= INS.IINT has_arg = False if ins == INS.PART: if names: print(MNEMONIC[ins], '"' + names[arg] + '"') else: print(MNEMONIC[ins], arg) elif has_arg and ins in HAS_ARG: if ins in HAS_LABEL and names: assert arg in names print(' ' + MNEMONIC[ins], '"' + names[arg] + '"') else: print(' ' + MNEMONIC[ins], arg) else: print(' ' + MNEMONIC[ins]) ################################################################################ def create_names(program): names = {} number = 1 for ins in program: if isinstance(ins, tuple) and ins[0] == INS.PART: label = ins[1] assert label not in names names[label] = number_to_name(number) number += 1 return names def number_to_name(number): name = '' for offset in reversed(list(partition_number(number, 27))): if offset: name += chr(ord('A') + offset - 1) else: name += '_' return name def partition_number(number, base): div, mod = divmod(number, base) yield mod while div: div, mod = divmod(div, base) yield mod ################################################################################ CODE = (' \t\n', ' \n ', ' \t \t\n', ' \n\t', ' \n\n', ' \t\n \t\n', '\t ', '\t \t', '\t \n', '\t \t ', '\t \t\t', '\t\t ', '\t\t\t', '\n \t\n', '\n \t \t\n', '\n \n \t\n', '\n\t \t\n', '\n\t\t \t\n', '\n\t\n', '\n\n\n', '\t\n ', '\t\n \t', '\t\n\t ', '\t\n\t\t') EXAMPLE = ''.join(CODE) ################################################################################ NOTES = '''\ STACK ===== push number copy copy number swap away away number MATH ==== add sub mul div mod HEAP ==== set get FLOW ==== part label call label goto label zero label less label back exit I/O === ochr oint ichr iint''' ################################################################################ ################################################################################ class Stack: def __init__(self): self.__data = [] # Stack Operators def push(self, number): self.__data.append(number) def copy(self, number=None): if number is None: self.__data.append(self.__data[-1]) else: size = len(self.__data) index = size - number - 1 assert 0 <= index < size self.__data.append(self.__data[index]) def swap(self): self.__data[-2], self.__data[-1] = self.__data[-1], self.__data[-2] def away(self, number=None): if number is None: self.__data.pop() else: size = len(self.__data) index = size - number - 1 assert 0 <= index < size del self.__data[index:-1] # Math Operators def add(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix + suffix) def sub(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix - suffix) def mul(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix * suffix) def div(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix // suffix) def mod(self): suffix = self.__data.pop() prefix = self.__data.pop() self.__data.append(prefix % suffix) # Program Operator def pop(self): return self.__data.pop() ################################################################################ class Heap: def __init__(self): self.__data = {} def set_(self, addr, item): if item: self.__data[addr] = item elif addr in self.__data: del self.__data[addr] def get_(self, addr): return self.__data.get(addr, 0) ################################################################################ import os import zlib import msvcrt import pickle import string class CleanExit(Exception): pass NOP = lambda arg: None DEBUG_WHITESPACE = False ################################################################################ class Program: NO_ARGS = INS.COPY, INS.SWAP, INS.AWAY, INS.ADD, \ INS.SUB, INS.MUL, INS.DIV, INS.MOD, \ INS.SET, INS.GET, INS.BACK, INS.EXIT, \ INS.OCHR, INS.OINT, INS.ICHR, INS.IINT HAS_ARG = INS.PUSH, INS.COPY, INS.AWAY, INS.PART, \ INS.CALL, INS.GOTO, INS.ZERO, INS.LESS def __init__(self, code): self.__data = code self.__validate() self.__build_jump() self.__check_jump() self.__setup_exec() def __setup_exec(self): self.__iptr = 0 self.__stck = stack = Stack() self.__heap = Heap() self.__cast = [] self.__meth = (stack.push, stack.copy, stack.swap, stack.away, stack.add, stack.sub, stack.mul, stack.div, stack.mod, self.__set, self.__get, NOP, self.__call, self.__goto, self.__zero, self.__less, self.__back, self.__exit, self.__ochr, self.__oint, self.__ichr, self.__iint) def step(self): ins = self.__data[self.__iptr] self.__iptr += 1 if isinstance(ins, tuple): self.__meth[ins[0]](ins[1]) else: self.__meth[ins]() def run(self): while True: ins = self.__data[self.__iptr] self.__iptr += 1 if isinstance(ins, tuple): self.__meth[ins[0]](ins[1]) else: self.__meth[ins]() def __oint(self): for digit in str(self.__stck.pop()): msvcrt.putwch(digit) def __ichr(self): addr = self.__stck.pop() # Input Routine while msvcrt.kbhit(): msvcrt.getwch() while True: char = msvcrt.getwch() if char in '\x00\xE0': msvcrt.getwch() elif char in string.printable: char = char.replace('\r', '\n') msvcrt.putwch(char) break item = ord(char) # Storing Number self.__heap.set_(addr, item) def __iint(self): addr = self.__stck.pop() # Input Routine while msvcrt.kbhit(): msvcrt.getwch() buff = '' char = msvcrt.getwch() while char != '\r' or not buff: if char in '\x00\xE0': msvcrt.getwch() elif char in '+-' and not buff: msvcrt.putwch(char) buff += char elif '0' <= char <= '9': msvcrt.putwch(char) buff += char elif char == '\b': if buff: buff = buff[:-1] msvcrt.putwch(char) msvcrt.putwch(' ') msvcrt.putwch(char) char = msvcrt.getwch() msvcrt.putwch(char) msvcrt.putwch('\n') item = int(buff) # Storing Number self.__heap.set_(addr, item) def __goto(self, label): self.__iptr = self.__jump[label] def __zero(self, label): if self.__stck.pop() == 0: self.__iptr = self.__jump[label] def __less(self, label): if self.__stck.pop() < 0: self.__iptr = self.__jump[label] def __exit(self): self.__setup_exec() raise CleanExit() def __set(self): item = self.__stck.pop() addr = self.__stck.po

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  • build error with boost spirit grammar (boost 1.43 and g++ 4.4.1)

    - by lurscher
    I'm having issues getting a small spirit/qi grammar to compile. The build stack trace is fugly enought to not make any sense to me (despite some assertion_failed i could notice in there but that didn't brought much information) the input grammar header: inputGrammar.h #include <boost/config/warning_disable.hpp> #include <boost/spirit/include/qi.hpp> #include <boost/spirit/include/phoenix_core.hpp> #include <boost/spirit/include/phoenix_operator.hpp> #include <boost/spirit/include/phoenix_fusion.hpp> #include <boost/spirit/include/phoenix_stl.hpp> #include <boost/fusion/include/adapt_struct.hpp> #include <boost/variant/recursive_variant.hpp> #include <boost/foreach.hpp> #include <iostream> #include <fstream> #include <string> #include <vector> namespace sp = boost::spirit; namespace qi = boost::spirit::qi; using namespace boost::spirit::ascii; //using namespace boost::spirit::arg_names; namespace fusion = boost::fusion; namespace phoenix = boost::phoenix; using phoenix::at_c; using phoenix::push_back; template< typename Iterator , typename ExpressionAST > struct InputGrammar : qi::grammar<Iterator, ExpressionAST(), space_type> { InputGrammar() : InputGrammar::base_type( block ) { tag = sp::lexeme[+(alpha) [sp::_val += sp::_1]];//[+(char_ - '<') [_val += _1]]; block = sp::lit("block") [ at_c<0>(sp::_val) = sp::_1] >> "(" >> *instruction[ push_back( at_c<1>(sp::_val) , sp::_1 ) ] >> ")"; command = tag [ at_c<0>(sp::_val) = sp::_1] >> "(" >> *instruction [ push_back( at_c<1>(sp::_val) , sp::_1 )] >> ")"; instruction = ( command | tag ) [sp::_val = sp::_1]; } qi::rule< Iterator , std::string() , space_type > tag; qi::rule< Iterator , ExpressionAST() , space_type > block; qi::rule< Iterator , ExpressionAST() , space_type > function_def; qi::rule< Iterator , ExpressionAST() , space_type > command; qi::rule< Iterator , ExpressionAST() , space_type > instruction; }; the test build program: i seems the build fails at qi::phrase_parse, i am using boost 1.43 and g++ 4.4.1 #include <iostream> #include <string> #include <vector> using namespace std; //my grammar #include <InputGrammar.h> struct MockExpressionNode { std::string name; std::vector< MockExpressionNode > operands; typedef std::vector< MockExpressionNode >::iterator iterator; typedef std::vector< MockExpressionNode >::const_iterator const_iterator; iterator begin() { return operands.begin(); } const_iterator begin() const { return operands.begin(); } iterator end() { return operands.end(); } const_iterator end() const { return operands.end(); } bool is_leaf() const { return ( operands.begin() == operands.end() ); } }; BOOST_FUSION_ADAPT_STRUCT( MockExpressionNode, (std::string, name) (std::vector<MockExpressionNode>, operands) ) int const tabsize = 4; void tab(int indent) { for (int i = 0; i < indent; ++i) std::cout << ' '; } template< typename ExpressionNode > struct ExpressionNodePrinter { ExpressionNodePrinter(int indent = 0) : indent(indent) { } void operator()(ExpressionNode const& node) const { cout << " tag: " << node.name << endl; for (int i=0 ; i < node.operands.size() ; i++ ) { tab( indent ); cout << " arg "<<i<<": "; ExpressionNodePrinter(indent + 2)( node.operands[i]); cout << endl; } } int indent; }; int test() { MockExpressionNode root; InputGrammar< string::const_iterator , MockExpressionNode > g(); std::string litA = "litA"; std::string litB = "litB"; std::string litC = "litC"; std::string litD = "litD"; std::string litE = "litE"; std::string litF = "litF"; std::string source = litA+"( "+litB+" ,"+litC+" , "+ litD+" ( "+litE+", "+litF+" ) "+ " )"; string::const_iterator iter = source.begin(); string::const_iterator end = source.end(); bool r = qi::phrase_parse( iter , end , g , root , space ); ExpressionNodePrinter< MockExpressionNode > np; np( root ); }; int main() { test(); } finally, the build error is the following: /usr/bin/make -f nbproject/Makefile-linux_amd64_devel.mk SUBPROJECTS= .build-conf make[1]: se ingresa al directorio `/home/mineq/NetBeansProjects/InputParserTests' /usr/bin/make -f nbproject/Makefile-linux_amd64_devel.mk dist/linux_amd64_devel/GNU-Linux-x86/vpuinputparsertests make[2]: se ingresa al directorio `/home/mineq/NetBeansProjects/InputParserTests' mkdir -p build/linux_amd64_devel/GNU-Linux-x86 rm -f build/linux_amd64_devel/GNU-Linux-x86/tests_main.o.d g++ `llvm-config --cxxflags` `pkg-config --cflags unittest-cpp` `pkg-config --cflags boost-1.43` `pkg-config --cflags boost-coroutines` -c -g -I../InputParser -MMD -MP -MF build/linux_amd64_devel/GNU-Linux-x86/tests_main.o.d -o build/linux_amd64_devel/GNU-Linux-x86/tests_main.o tests_main.cpp from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto.hpp:16, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp: In function ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/detail/parse_auto.hpp:14, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:99: error: no matching function for call to ‘assertion_failed(mpl_::failed************ (boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]::error_invalid_expression::************)(InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode> (*)()))’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:100: error: no matching function for call to ‘assertion_failed(mpl_::failed************ (boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]::error_invalid_expression::************)(MockExpressionNode))’ from /home/mineq/third_party/boost_1_43_0/boost/proto/proto.hpp:12, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/support/meta_compiler.hpp:17, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/meta_compiler.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/action/action.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/action.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:14, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/proto/detail/expr0.hpp: At global scope: /home/mineq/third_party/boost_1_43_0/boost/proto/proto_fwd.hpp: In instantiation of ‘boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()>, 0l>’: In file included from /home/mineq/third_party/boost_1_43_0/boost/proto/core.hpp:13, /home/mineq/third_party/boost_1_43_0/boost/utility/enable_if.hpp:59: instantiated from ‘boost::disable_if<boost::proto::result_of::is_expr<boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()>, 0l>, void>, void>’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/support/meta_compiler.hpp:200: instantiated from ‘boost::spirit::result_of::compile<boost::spirit::qi::domain, InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), boost::fusion::unused_type, void>’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:107: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/proto/detail/expr0.hpp:64: error: field ‘boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()>, 0l>::child0’ invalidly declared function type from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto.hpp:16, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp: In function ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/detail/parse_auto.hpp:14, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:107: error: request for member ‘parse’ in ‘boost::spirit::compile [with Domain = boost::spirit::qi::domain, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()](((InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode> (&)())((InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode> (*)())expr)))’, which is of non-class type ‘InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>()’ from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi.hpp:15, from /home/mineq/third_party/boost_1_43_0/boost/spirit/include/qi.hpp:16, from ../InputParser/InputGrammar.h:12, from tests_main.cpp:14: /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/skip_over.hpp: In function ‘void boost::spirit::qi::skip_over(Iterator&, const Iterator&, const T&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, T = boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]::skipper_type]’: In file included from /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/auto/auto.hpp:19, /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:112: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, boost::spirit::qi::skip_flag::enum_type, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::proto::exprns_::expr<boost::proto::tag::terminal, boost::proto::argsns_::term<boost::spirit::tag::char_code<boost::spirit::tag::space, boost::spirit::char_encoding::ascii> >, 0l>]’ /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/parse.hpp:125: instantiated from ‘bool boost::spirit::qi::phrase_parse(Iterator&, Iterator, const Expr&, const Skipper&, Attr&) [with Iterator = __gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, Expr = InputGrammar<__gnu_cxx::__normal_iterator<const char*, std::basic_string<char, std::char_traits<char>, std::allocator<char> > >, MockExpressionNode>(), Skipper = MockExpressionNode, Attr = const boost::spirit::ascii::space_type]’ tests_main.cpp:206: instantiated from here /home/mineq/third_party/boost_1_43_0/boost/spirit/home/qi/skip_over.hpp:27: error: ‘const struct MockExpressionNode’ has no member named ‘parse’ make[2]: *** [build/linux_amd64_devel/GNU-Linux-x86/tests_main.o] Error 1 make[2]: se sale del directorio `/home/mineq/NetBeansProjects/InputParserTests' make[1]: *** [.build-conf] Error 2 make[1]: se sale del directorio `/home/mineq/NetBeansProjects/InputParserTests' make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 1m 48s)

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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