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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • Asp.NET custom templated datalist throws argument out of range (index) on button press

    - by MrTortoise
    I have a class BaseTemplate public abstract class BaseTemplate : ITemplate This adds the controls, and provides abstract methods to implement in the inheriting class. The inheriting class then adds its html according to its data source and manages the data binding. This all works fine - I get the control appearing with properly parsed html. The problem is that the base class adds controls into the template that have their own CommandName arguments; the idea is that the class that implements the custom templated dataList will provide the logic of setting the Selected and Edit Indexes. This class also manages the data binding, etc. It sets all of the templates on the datalist in the Init method (which was another cause of this exception). The exception gets thrown when I hit one of these buttons - I have tried hooking up both their click and command events everywhere in case this was the problem. I have also ensured that their command names do not match any of the system ones. The stack trace does not include any references to my methods or objects which is why I am so stuck. It is the most unhelpful message I can imagine. The really frustrating thing is that I cannot get a breakpoint to fire - i.e. the problem is happening after I click the button, but before and of my code can execute. The last time this exception happened was when I had this code in a user control and was assigning the templates to the datalist in the PageLoad. I moved these into init to fix that problem; however, this is a problem that was there then and I have no idea what is causing it let alone how to solve it (and index out of range doesn't really help without knowing what index.) The Exception Details Exception Details: System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. Parameter name: index The Stack Trace: [ArgumentOutOfRangeException: Specified argument was out of the range of valid values. Parameter name: index] System.Web.UI.ControlCollection.get_Item(Int32 index) +8665582 System.Web.UI.WebControls.DataList.GetItem(ListItemType itemType, Int32 repeatIndex) +8667655 System.Web.UI.WebControls.DataList.System.Web.UI.WebControls.IRepeatInfoUser.GetItemStyle(ListItemType itemType, Int32 repeatIndex) +11 System.Web.UI.WebControls.RepeatInfo.RenderVerticalRepeater(HtmlTextWriter writer, IRepeatInfoUser user, Style controlStyle, WebControl baseControl) +8640873 System.Web.UI.WebControls.RepeatInfo.RenderRepeater(HtmlTextWriter writer, IRepeatInfoUser user, Style controlStyle, WebControl baseControl) +27 System.Web.UI.WebControls.DataList.RenderContents(HtmlTextWriter writer) +208 System.Web.UI.WebControls.BaseDataList.Render(HtmlTextWriter writer) +30 System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) +27 System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) +99 System.Web.UI.Control.RenderControl(HtmlTextWriter writer) +25 System.Web.UI.Control.RenderChildrenInternal(HtmlTextWriter writer, ICollection children) +134 System.Web.UI.Control.RenderChildren(HtmlTextWriter writer) +19 System.Web.UI.HtmlControls.HtmlForm.RenderChildren(HtmlTextWriter writer) +163 System.Web.UI.HtmlControls.HtmlContainerControl.Render(HtmlTextWriter writer) +32 System.Web.UI.HtmlControls.HtmlForm.Render(HtmlTextWriter output) +51 System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) +27 System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) +99 System.Web.UI.HtmlControls.HtmlForm.RenderControl(HtmlTextWriter writer) +40 System.Web.UI.Control.RenderChildrenInternal(HtmlTextWriter writer, ICollection children) +134 System.Web.UI.Control.RenderChildren(HtmlTextWriter writer) +19 System.Web.UI.Page.Render(HtmlTextWriter writer) +29 System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) +27 System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) +99 System.Web.UI.Control.RenderControl(HtmlTextWriter writer) +25 System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +1266 The code Base class: public abstract class BaseTemplate : ITemplate { ListItemType _templateType; public BaseTemplate(ListItemType theTemplateType) { _templateType = theTemplateType; } public ListItemType ListItemType { get { return _templateType; } } #region ITemplate Members public void InstantiateIn(Control container) { PlaceHolder ph = new PlaceHolder(); container.Controls.Add(ph); Literal l = new Literal(); switch (_templateType) { case ListItemType.Header: { ph.Controls.Add(new LiteralControl(@"<table><tr>")); InstantiateInHeader(ph); ph.Controls.Add(new LiteralControl(@"</tr>")); break; } case ListItemType.Footer: { ph.Controls.Add(new LiteralControl(@"<tr>")); InstantiateInFooter(ph); ph.Controls.Add(new LiteralControl(@"</tr></table>")); break; } case ListItemType.Item: { ph.Controls.Add(new LiteralControl(@"<tr>")); InstantiateInItem(ph); ph.Controls.Add(new LiteralControl(@"<td>")); Button select = new Button(); select.ID = "btnSelect"; select.CommandName = "SelectRow"; select.Text = "Select"; ph.Controls.Add(select); ph.Controls.Add(new LiteralControl(@"</td>")); ph.Controls.Add(new LiteralControl(@"</tr>")); ph.DataBinding += new EventHandler(ph_DataBinding); break; } case ListItemType.AlternatingItem: { ph.Controls.Add(new LiteralControl(@"<tr>")); InstantiateInAlternatingItem(ph); ph.Controls.Add(new LiteralControl(@"<td>")); Button select = new Button(); select.ID = "btnSelect"; select.CommandName = "SelectRow"; select.Text = "Select"; ph.Controls.Add(select); ph.Controls.Add(new LiteralControl(@"</td>")); ph.Controls.Add(new LiteralControl(@"</tr>")); ph.DataBinding+=new EventHandler(ph_DataBinding); break; } case ListItemType.SelectedItem: { ph.Controls.Add(new LiteralControl(@"<tr>")); InstantiateInItem(ph); ph.Controls.Add(new LiteralControl(@"<td>")); Button edit = new Button(); edit.ID = "btnEdit"; edit.CommandName = "EditRow"; edit.Text = "Edit"; ph.Controls.Add(edit); Button delete = new Button(); delete.ID = "btnDelete"; delete.CommandName = "DeleteRow"; delete.Text = "Delete"; ph.Controls.Add(delete); ph.Controls.Add(new LiteralControl(@"</td>")); ph.Controls.Add(new LiteralControl(@"</tr>")); ph.DataBinding += new EventHandler(ph_DataBinding); break; } case ListItemType.EditItem: { ph.Controls.Add(new LiteralControl(@"<tr>")); InstantiateInEdit(ph); ph.Controls.Add(new LiteralControl(@"<td>")); Button save = new Button(); save.ID = "btnSave"; save.CommandName = "SaveRow"; save.Text = "Save"; ph.Controls.Add(save); Button cancel = new Button(); cancel.ID = "btnCancel"; cancel.CommandName = "CancelRow"; cancel.Text = "Cancel"; ph.Controls.Add(cancel); ph.Controls.Add(new LiteralControl(@"</td>")); ph.Controls.Add(new LiteralControl(@"</tr>")); ph.DataBinding += new EventHandler(ph_DataBinding); break; } case ListItemType.Separator: { InstantiateInSeperator(ph); break; } } } void ph_DataBinding(object sender, EventArgs e) { DataBindingOverride(sender, e); } /// <summary> /// the controls placed into the PlaceHolder will get wrapped in &lt;table&gt;&lt;tr&gt; &lt;/tr&gt;. I.e. you need to provide the column names wrapped in &lt;td&gt;&lt;/td&gt; tags. /// </summary> /// <param name="header"></param> public abstract void InstantiateInHeader(PlaceHolder ph); /// <summary> /// the controls will have a column added after them and so require each column to be properly wrapped in &lt;td&gt;&lt;/td&gt; tags. The &lt;tr&gt;&lt;/tr&gt; is handled in the base class. /// </summary> /// <param name="ph"></param> public abstract void InstantiateInItem(PlaceHolder ph); /// <summary> /// the controls will have a column added after them and so require each column to be properly wrapped in &lt;td&gt;&lt;/td&gt; tags. The &lt;tr&gt;&lt;/tr&gt; is handled in the base class. /// </summary> /// <param name="ph"></param> public abstract void InstantiateInAlternatingItem(PlaceHolder ph); /// <summary> /// the controls will have a column added after them and so require each column to be properly wrapped in &lt;td&gt;&lt;/td&gt; tags. The &lt;tr&gt;&lt;/tr&gt; is handled in the base class. /// </summary> /// <param name="ph"></param> public abstract void InstantiateInEdit(PlaceHolder ph); /// <summary> /// Any html used in the footer will have &lt;/tr&gt;&lt;table&gt; appended to the end. /// &lt;tr&gt; will be appended to the front. /// </summary> /// <param name="ph"></param> public abstract void InstantiateInFooter(PlaceHolder ph); /// <summary> /// the controls will have a column added after them and so require each column to be properly wrapped in &lt;td&gt;&lt;/td&gt; tags. The &lt;tr&gt;&lt;/tr&gt; is handled in the base class. /// Adds Delete and Edit Buttons after the table contents. /// </summary> /// <param name="ph"></param> public abstract void InstantiateInSelectedItem(PlaceHolder ph); /// <summary> /// The base class provides no &lt;tr&gt;&lt;/tr&gt; tags /// </summary> /// <param name="ph"></param> public abstract void InstantiateInSeperator(PlaceHolder ph); /// <summary> /// Use this method to bind the controls to their data. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> public abstract void DataBindingOverride(object sender, EventArgs e); #endregion } Inheriting class: public class NominalGroupTemplate : BaseTemplate { public NominalGroupTemplate(ListItemType theListItemType) : base(theListItemType) { } public override void InstantiateInHeader(PlaceHolder ph) { ph.Controls.Add(new LiteralControl(@"<td>ID</td><td>Group</td><td>IsPositive</td>")); } public override void InstantiateInItem(PlaceHolder ph) { ph.Controls.Add(new LiteralControl(@"<td>")); Label lblID = new Label(); lblID.ID = "lblID"; ph.Controls.Add(lblID); ph.Controls.Add(new LiteralControl(@"</td><td>")); Label lblGroup = new Label(); lblGroup.ID = "lblGroup"; ph.Controls.Add(lblGroup); ph.Controls.Add(new LiteralControl(@"</td><td>")); CheckBox chkIsPositive = new CheckBox(); chkIsPositive.ID = "chkIsPositive"; chkIsPositive.Enabled = false; ph.Controls.Add(chkIsPositive); ph.Controls.Add(new LiteralControl(@"</td>")); } public override void InstantiateInAlternatingItem(PlaceHolder ph) { InstantiateInItem(ph); } public override void InstantiateInEdit(PlaceHolder ph) { ph.Controls.Add(new LiteralControl(@"<td>")); Label lblID = new Label(); lblID.ID = "lblID"; ph.Controls.Add(lblID); ph.Controls.Add(new LiteralControl(@"</td><td>")); TextBox txtGroup = new TextBox(); txtGroup.ID = "txtGroup"; txtGroup.Visible = true; txtGroup.Enabled = true ; ph.Controls.Add(txtGroup); ph.Controls.Add(new LiteralControl(@"</td><td>")); CheckBox chkIsPositive = new CheckBox(); chkIsPositive.ID = "chkIsPositive"; chkIsPositive.Visible = true; chkIsPositive.Enabled = true ; ph.Controls.Add(chkIsPositive); ph.Controls.Add(new LiteralControl(@"</td>")); } public override void InstantiateInFooter(PlaceHolder ph) { InstantiateInHeader(ph); } public override void InstantiateInSelectedItem(PlaceHolder ph) { ph.Controls.Add(new LiteralControl(@"<td>")); Label lblID = new Label(); lblID.ID = "lblID"; ph.Controls.Add(lblID); ph.Controls.Add(new LiteralControl(@"</td><td>")); TextBox txtGroup = new TextBox(); txtGroup.ID = "txtGroup"; txtGroup.Visible = true; txtGroup.Enabled = false; ph.Controls.Add(txtGroup); ph.Controls.Add(new LiteralControl(@"</td><td>")); CheckBox chkIsPositive = new CheckBox(); chkIsPositive.ID = "chkIsPositive"; chkIsPositive.Visible = true; chkIsPositive.Enabled = false; ph.Controls.Add(chkIsPositive); ph.Controls.Add(new LiteralControl(@"</td>")); } public override void InstantiateInSeperator(PlaceHolder ph) { } public override void DataBindingOverride(object sender, EventArgs e) { PlaceHolder ph = (PlaceHolder)sender; DataListItem li = (DataListItem)ph.NamingContainer; int id = Convert.ToInt32(DataBinder.Eval(li.DataItem, "ID")); string group = (string)DataBinder.Eval(li.DataItem, "Group"); bool isPositive = Convert.ToBoolean(DataBinder.Eval(li.DataItem, "IsPositive")); switch (this.ListItemType) { case ListItemType.Item: case ListItemType.AlternatingItem: { ((Label)ph.FindControl("lblID")).Text = id.ToString(); ((Label)ph.FindControl("lblGroup")).Text = group; ((CheckBox)ph.FindControl("chkIsPositive")).Text = isPositive.ToString(); break; } case ListItemType.EditItem: case ListItemType.SelectedItem: { ((TextBox)ph.FindControl("lblID")).Text = id.ToString(); ((TextBox)ph.FindControl("txtGroup")).Text = group; ((CheckBox)ph.FindControl("chkIsPositive")).Text = isPositive.ToString(); break; } } } } From here I added the control to a page the code behind public partial class NominalGroupbroke : System.Web.UI.UserControl { public void SetNominalGroupList(IList<BONominalGroup> theNominalGroups) { XElement data = Serialiser<BONominalGroup>.SerialiseObjectList(theNominalGroups); ViewState.Add("nominalGroups", data.ToString()); dlNominalGroup.DataSource = theNominalGroups; dlNominalGroup.DataBind(); } protected void Page_init() { dlNominalGroup.HeaderTemplate = new NominalGroupTemplate(ListItemType.Header); dlNominalGroup.ItemTemplate = new NominalGroupTemplate(ListItemType.Item); dlNominalGroup.AlternatingItemTemplate = new NominalGroupTemplate(ListItemType.AlternatingItem); dlNominalGroup.SeparatorTemplate = new NominalGroupTemplate(ListItemType.Separator); dlNominalGroup.SelectedItemTemplate = new NominalGroupTemplate(ListItemType.SelectedItem); dlNominalGroup.EditItemTemplate = new NominalGroupTemplate(ListItemType.EditItem); dlNominalGroup.FooterTemplate = new NominalGroupTemplate(ListItemType.Footer); } protected void Page_Load(object sender, EventArgs e) { dlNominalGroup.ItemCommand += new DataListCommandEventHandler(dlNominalGroup_ItemCommand); } void dlNominalGroup_Init(object sender, EventArgs e) { dlNominalGroup.HeaderTemplate = new NominalGroupTemplate(ListItemType.Header); dlNominalGroup.ItemTemplate = new NominalGroupTemplate(ListItemType.Item); dlNominalGroup.AlternatingItemTemplate = new NominalGroupTemplate(ListItemType.AlternatingItem); dlNominalGroup.SeparatorTemplate = new NominalGroupTemplate(ListItemType.Separator); dlNominalGroup.SelectedItemTemplate = new NominalGroupTemplate(ListItemType.SelectedItem); dlNominalGroup.EditItemTemplate = new NominalGroupTemplate(ListItemType.EditItem); dlNominalGroup.FooterTemplate = new NominalGroupTemplate(ListItemType.Footer); } void dlNominalGroup_DataBinding(object sender, EventArgs e) { } void deleteNominalGroup(int index) { XElement data = XElement.Parse(Convert.ToString( ViewState["nominalGroups"] )); IList<BONominalGroup> list = Serialiser<BONominalGroup>.DeserialiseObjectList(data); FENominalGroup.DeleteNominalGroup(list[index].ID); list.RemoveAt(index); data = Serialiser<BONominalGroup>.SerialiseObjectList(list); ViewState["nominalGroups"] = data.ToString(); dlNominalGroup.DataSource = list; dlNominalGroup.DataBind(); } void updateNominalGroup(DataListItem theItem) { XElement data = XElement.Parse(Convert.ToString( ViewState["nominalGroups"])); IList<BONominalGroup> list = Serialiser<BONominalGroup>.DeserialiseObjectList(data); BONominalGroup old = list[theItem.ItemIndex]; BONominalGroup n = new BONominalGroup(); byte id = Convert.ToByte(((TextBox)theItem.FindControl("lblID")).Text); string group = ((TextBox)theItem.FindControl("txtGroup")).Text; bool isPositive = Convert.ToBoolean(((CheckBox)theItem.FindControl("chkIsPositive")).Text); n.ID = id; n.Group = group; n.IsPositive = isPositive; FENominalGroup.UpdateNominalGroup(old, n); list[theItem.ItemIndex] = n; data = Serialiser<BONominalGroup>.SerialiseObjectList(list); ViewState["nominalGroups"] = data.ToString(); } void dlNominalGroup_ItemCommand(object source, DataListCommandEventArgs e) { DataList l = (DataList)source; switch (e.CommandName) { case "SelectRow": { if (l.EditItemIndex == -1) { l.SelectedIndex = e.Item.ItemIndex; l.EditItemIndex = -1; } break; } case "EditRow": { if (l.SelectedIndex == e.Item.ItemIndex) { l.EditItemIndex = e.Item.ItemIndex; } break; } case "DeleteRow": { deleteNominalGroup(e.Item.ItemIndex); l.EditItemIndex = -1; try { l.SelectedIndex = e.Item.ItemIndex; } catch { l.SelectedIndex = -1; } break; } case "CancelRow": { l.SelectedIndex = l.EditItemIndex; l.EditItemIndex = -1; break; } case "SaveRow": { updateNominalGroup(e.Item); try { l.SelectedIndex = e.Item.ItemIndex; } catch { l.SelectedIndex = -1; } l.EditItemIndex = -1; break; } } } Lots of code there, I'm afraid, but it should build. Thanks if anyone manages to spot my silliness. The BONominalGroup class (please ignore my crazy getHash override, I'm not proud of it). IAudit can just be an empty interface here and all will be fine. It used to inherit from another class, I have cleaned that out - so the serialization logic may be broken here. public class BONominalGroup { public BONominalGroup() #region Fields and properties private Int16 _ID; public Int16 ID { get { return _ID; } set { _ID = value; } } private string _group; public string Group { get { return _group; } set { _group = value; } } private bool _isPositve; public bool IsPositive { get { return _isPositve; } set { _isPositve = value; } } #endregion public override bool Equals(object obj) { bool retVal = false; BONominalGroup ng = obj as BONominalGroup; if (ng!=null) if (ng._group == this._group && ng._ID == this.ID && ng.IsPositive == this.IsPositive) { retVal = true; } return retVal; } public override int GetHashCode() { return ToString().GetHashCode(); } public override string ToString() { return "BONominalGroup{ID:" + this.ID.ToString() + ",Group:" + this.Group.ToString() + ",IsPositive:" + this.IsPositive.ToString() + "," + "}"; } #region IXmlSerializable Members public override void ReadXml(XmlReader reader) { reader.ReadStartElement("BONominalGroup"); this.ID = Convert.ToByte(reader.ReadElementString("id")); this.Group = reader.ReadElementString("group"); this.IsPositive = Convert.ToBoolean(reader.ReadElementString("isPositive")); base.ReadXml(reader); reader.ReadEndElement(); } public override void WriteXml(XmlWriter writer) { writer.WriteElementString("id", this.ID.ToString()); writer.WriteElementString("group", this.Group); writer.WriteElementString("isPositive", this.IsPositive.ToString()); // writer.WriteStartElement("BOBase"); // base.WriteXml(writer); writer.WriteEndElement(); } #endregion }

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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