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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Text-Editing program : muti-search-replace/multi-regex?

    - by rlb.usa
    I have a long and arduous text file, and I need to do lots and lots of the same search-replaces on it inside of selections. Is there a text editing program where I can do multiple find/replace (or regex) at one time? That is, I want to : (select text) - (do-find-replace-set-A) - (do other stuff) - (repeat) Instead of : (select text) - (f&r #1, f&r #2, f&r #3 ... ) - (do other stuff) - (repeat) I have textpad, but it's macro's won't handle find/replace.

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  • How do I turn on Greasemonkey live editing?

    - by Delirium tremens
    On Firefox, I click Tools, Addons, Extensions, Greasemonkey, Options, select my user script, click Edit, change the source code, reload one of the included pages, but the script is the unchanged version. On User Scripts, logged in, I click my username, Script Management, my script's name, Admin, Edit Code Online, change the source code, click save, the link to the install page, install and the script is the changed version. How do you turn on Live Editing? While following Greasemonkey tutorials, this feature is not working...

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  • Text editor on Windows for editing remote files

    - by Doug Harris
    I've got a team of web programmers that need to edit HTML and CSS that is stored on a linux server. They're all using Windows on their desktops. Rather than either teaching them to use vi/vim in a shell window or editing locally and copying using an SFTP client, I think it'd be easier to install a text editor which can transparently do the network negotiation. To reiterate, here are the requirements: Runs on Windows Can open file over sftp/ssh syntax highlighting for css/html

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  • Prevent "^C" from being printed when aborting editing current prompt

    - by blueyed
    When you're editing a prompt in bash, and then press Ctrl-C to abort it, "^C" might get printed where the cursor has been. When you were in the middle of the line, this makes copy'n'pasting more difficult and IIRC it can be configured to not display it (and overwrite parts of the command line). I do not have this problem myself (using zsh, which does not print "^C"), but ran across this in a Konsole bug report.

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  • Disable time and date editing on Windows Mobile

    - by fbm
    Hi, Is there a way to disable time and date editing on a Windows Mobile device (via APIs or the registry)? I have an application using the time and date of a Windows Mobile PDA and I don't want the user to change it (the time and date) - unless - he/she has some kind of administrative rights. I haven't find a way to do it with the menus. Is it possible to do it in any other way? Thanks

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  • Use XQuery to Access XML in Emacs

    - by Gregory Burd
    There you are working on a multi-MB/GB/TB XML document or set of documents, you want to be able to quickly query the content but you don't want to load the XML into a full-blown XML database, the time spent setting things up is simply too expensive. Why not combine a great open source editor, Emacs, and a great XML XQuery engine, Berkeley DB XML? That is exactly what Donnie Cameron did. Give it a try.

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  • Use a Free Tool to Edit, Delete, or Restore the Default Hosts File in Windows

    - by Lori Kaufman
    The hosts file in Windows contains mappings of IP addresses to host names, like an address book for your computer. Your PC uses IP addresses to find websites, so it needs to translate the host names into IP addresses to access websites. When you enter a host name in a browser to visit a website, that host name is looked up in DNS servers to find the IP address. If you enter IP addresses and host names for websites you visit often, these websites will load faster, because the hosts file is loaded into memory when Windows start and overrides DNS server queries, creating a shortcut to the sites. Because the hosts file is checked first, you can also use it to block websites from tracking your activities on the internet, as well as block ads, banners, third-party cookies, and other intrusive elements on webpages. Your computer has its own host address, known as its “localhost” address. The IP address for localhost is 127.0.0.1. To block sites and website elements, you can enter the host name for the unwanted site in the hosts file and associate it with the localhost address. Blocking ads and other undesirable webpage elements, can also speed up the loading of websites. You don’t have to wait for all those items to load. The default hosts file that comes with Windows does not contain any host name/IP address mappings. You can add mappings manually, such as the IP address 74.125.224.72 for www.google.com. As an example of blocking an ad server website, you can enter the following line in your hosts file to block doubleclick.net from serving you ads. How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • How to create a plymouth splash with boot messages, progress bar and a spinning logo?

    - by Vitaly
    I would like to know how to create a splash for my ubuntu mavercik with boot messages being displayed when i boot as well as a progress bar and a spinning logo. or if possible how to edit a splash which already has a spinning logo and a progress bar, and add a boot messages to it. any help appreciated, thanks in advance! http://gnome-look.org/content/show.php/Ubuntu+10.4+and+10.10+Plymouth+Splash?content=128607 this is the theme i wud like to edit and i would like somethn like this or this is the exact splash i want to create.

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  • What word processor can manage left and right pages separately?

    - by chtfn
    I was after a word processor that can manage left and right pages separately so I can have my text on the right pages and my illustrations on the left pages. I know LibeOffice can set "left page" and "right page" formats, but there is no simple way to make the text jump from right page to right page when writing. I don't know what would be the best way to do that, but I guess I need an app that is designed for writing books and do that kind of thing, or an app that can associate a page format with an object format (so the "illustration" format can be exclusively associated with "left page" format, and "text body" exclusively associated with "right page", for example). Or is there an extension for LO or OOo out there that I didn't hear about? Cheers!

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  • How to Identify Stuck Pixels and Remove Them from Your Digital Photos

    - by Jason Fitzpatrick
    If you’ve noticed hotspots in your digital photos, areas where a stuck pixel in the camera’s sensor has rendered very bright spots of color that don’t belong in the image, you’re not alone. It’s an incredibly common phenomenon, but that doesn’t mean you have to put up with it. Read on as we discuss what distinguishes stuck pixels from other sensor defects and problems, how to identify it, and how to fix it both in-camera and out.Click Here to Continue Reading

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  • Enhance That! [Comic]

    - by Asian Angel
    Works perfectly every time, right? Note: You can view the full-size version at the link below if you have trouble reading any of the text… I hate it in espionage TV series when… [Manu Cornet - Bonkers World Blog] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Mac Terminal.app: Force '^C' to be printed when editing current prompt, then aborting it

    - by Stefan Lasiewski
    This is the opposite of Prevent “^C” from being printed when aborting editing current prompt. I'm using Bash. When I'm editing the commandline in Bash, and I hit Control-C to abort the commandline, the '^C' character does not display. I would like to see this character. I tried commands like stty -ctlecho and stty ctlecho (which I borrowed from the other question), but this didn't work for me. This behavior seems to be true with my environment on Ubuntu, CentOS and MacOSX. This only happens within Apple's Terminal.App. If I SSH to a remote Linux or FreeBSD box, then ^C is printed. So, this is clearly just a local setting. Update: Here is the output of stty -a, as requested by @quack quixote : $ stty -a speed 9600 baud; 41 rows; 88 columns; lflags: icanon isig iexten echo echoe -echok echoke -echonl echoctl -echoprt -altwerase -noflsh -tostop -flusho pendin -nokerninfo -extproc iflags: -istrip icrnl -inlcr -igncr ixon -ixoff ixany imaxbel iutf8 -ignbrk brkint -inpck -ignpar -parmrk oflags: opost onlcr -oxtabs -onocr -onlret cflags: cread cs8 -parenb -parodd hupcl -clocal -cstopb -crtscts -dsrflow -dtrflow -mdmbuf cchars: discard = ^O; dsusp = ^Y; eof = ^D; eol = <undef>; eol2 = <undef>; erase = ^?; intr = ^C; kill = ^U; lnext = ^V; min = 1; quit = ^\; reprint = ^R; start = ^Q; status = ^T; stop = ^S; susp = ^Z; time = 0; werase = ^W; After typing stty sane, stty -a will output the following. The only difference is the parameter of -iutf8. $ stty sane $ stty -a speed 9600 baud; 41 rows; 157 columns; lflags: icanon isig iexten echo echoe -echok echoke -echonl echoctl -echoprt -altwerase -noflsh -tostop -flusho pendin -nokerninfo -extproc iflags: -istrip icrnl -inlcr -igncr ixon -ixoff ixany imaxbel -iutf8 -ignbrk brkint -inpck -ignpar -parmrk oflags: opost onlcr -oxtabs -onocr -onlret cflags: cread cs8 -parenb -parodd hupcl -clocal -cstopb -crtscts -dsrflow -dtrflow -mdmbuf cchars: discard = ^O; dsusp = ^Y; eof = ^D; eol = <undef>; eol2 = <undef>; erase = ^?; intr = ^C; kill = ^U; lnext = ^V; min = 1; quit = ^\; reprint = ^R; start = ^Q; status = ^T; stop = ^S; susp = ^Z; time = 0; werase = ^W;

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  • Video Editing Software Recommendation

    - by Lee
    I want to get some recommendations for Video Editing software. I need the software to do the following: Encode to multiple formats, .avi, .wma, DVD format, etc. Most of all we need to encode a file to .flv format. Ability to burn the file to DVD. Ability to perform video editing on the file. Easy-to-use. Specially, for the beginning video editor.

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  • Django disable editing (but allow adding) in TabularInline view

    - by VoteyDisciple
    I want to disable editing ALL objects within a particular TabularInline instance, while still allowing additions and while still allowing editing of the parent model. I have this trivial setup: class SuperviseeAdmin(admin.TabularInline): model = Supervisee class SupervisorAdmin(admin.ModelAdmin): inlines = [SuperviseeAdmin] admin.site.register(Supervisor, SupervisorAdmin) I have tried adding a has_change_permission function to SuperviseeAdmin that returns False unconditionally, but it had no effect. I have tried setting actions = None in SuperviseeAdmin but it had no effect. What might I be overlooking that could get this to work?

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  • Rich-Text Editing of Word Documents on the Web via ASP.NET

    - by Caveatrob
    My users upload Word 2007 documents to our site and I'd like to load them into a rich edit control of some kind so the users can make modifications/ comment, etc. What mechanisms are available to: load the Word document via ASP.NET, and parse/format/display the document in a rich editing control? Also, what kinds of rich editing controls are best to use in this circumstance?

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  • Changing custom cell appearance when entering editing mode

    - by Nava Carmon
    Hi, I have a table with custom cells, that I built in IB. When entering editing mode, content of all cells is moved to show delete edit control. My question is where can I adjust the cell appearance before entering editing mode? I saw that willBeginEditingRowAtIndexPath function is supposed to let adjust the UI, but seems I don't get there at all. Please help, TIA

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  • Display pdf file inline in Rails app

    - by Martas
    Hi, I have a pdf file attachment saved in the cloud. The file is attached using attachment_fu. All I do to display it in the view is: <%= image_tag @model.pdf_attachment.public_filename %> When I load the page with this code in the browser, it does what I want: it displays the attached pdf file. But only on Mac. On Windows, browsers will display a broken image placeholder. Chrome's Developer Tools report: "Resource interpreted as image but transferred with MIME type application/pdf." I also tried sending the file from controller: in PdfAttachmentController: def send_pdf_attachment pdf_attachment = PdfAttachment.find params[:id] send_file pdf_attachment.public_filename, :type => pdf_attachment.content_type, :file_name => pdf_attachment.filename, :disposition => 'inline' end in routes.rb: map.send_pdf_attachment '/pdf_attachments/send_pdf_attachment/:id', :controller => 'pdf_attachments', :action => 'send_pdf_attachment' and in the view: <%= send_pdf_attachment_path @model.pdf_attachment %> or <%= image_tag( send_pdf_attachment_path @model.pdf_attachment ) %> And that doesn't display the file on Mac (I didn't try on Windows), it displays the path: pdf_attachments/send_pdf_attachment/35 So, my question is: what do I do to properly display a pdf file inline? Thanks martin

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  • Eclipse BIRT - Unnecessary inline style with external CSS when rendering HTML

    - by Etienne
    Hello! I am designing a report using external CSS with BIRT 2.5. When BIRT renders the html report, it creates copies of each external style to inline styles (name style_x) in the resulting html. The report.design contains: <list-property name="cssStyleSheets"> <structure> <property name="fileName">… mycss.css</property> <property name="externalCssURI"> http://.../mycss.css </property> </structure> </list-property> The resulting html contains: <style type="text/css"> .style_0 {…} .style_1 {…} …. </style> <link rel="stylesheet" type="text/css" href="http://.../mycss.css"></link> For each reference of my styles, the rendered html elements use both styles usually like this: <div class="style_x myclass" …. > …. </div> Is there any way to get rid of the useless inline styles when rendering html?

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  • C++: Constructor/destructor unresolved when not inline?

    - by Anamon
    In a plugin-based C++ project, I have a TmpClass that is used to exchange data between the main application and the plugins. Therefore the respective TmpClass.h is included in the abstract plugin interface class that is included by the main application project, and implemented by each plugin. As the plugins work on STL vectors of TmpClass instances, there needs to be a default constructor and destructor for the TmpClass. I had declared these in TmpClass.h: class TmpClass { TmpClass(); ~TmpClass(); } and implemented them in TmpClass.cpp. TmpClass::~TmpClass() {} TmpClass::TmpClass() {} However, when compiling plugins this leads to the linker complaining about two unresolved externals - the default constructor and destructor of TmpClass as required by the std::vector<TmpClass> template instantiation - even though all other functions I declare in TmpClass.h and implement in TmpClass.cpp work. As soon as I remove the (empty) default constructor and destructor from the .cpp file and inline them into the class declaration in the .h file, the plugins compile and work. Why is it that the default constructor and destructor have to be inline for this code to compile? Why does it even maatter? (I'm using MSVC++8).

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