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  • CSS Position:Absolute with relative adjustment

    - by Gidiyo
    I am trying to do a vertical dropdown menu. This is my code .menu li:hover>ul{ position:absolute; display:inline; left:120px; top:100px;} I use position: Absolute to remove the sub-menu from the table, once the menu gets hovered. It appears that, if I do not indicate top or left property. The sub-menu will displayed relatively. Now I need to adjust the position relatively but seems that only the left property works. So my sub-menu left position is 120px relatively away from its original position. But the top is 100px away from the top of the window, rather then to the original position. How do I move the list up relative to it original position? I cant use position:relative because I need the sub-menu to be remove from the table.

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  • "Ambiguous template specialization" problem

    - by Setien
    I'm currently porting a heap of code that has previously only been compiled with Visual Studio 2008. In this code, there's an arrangement like this: template <typename T> T convert( const char * s ) { // slow catch-all std::istringstream is( s ); T ret; is >> ret; return ret; } template <> inline int convert<int>( const char * s ) { return (int)atoi( s ); } Generally, there are a lot of specializations of the templated function with different return types that are invoked like this: int i = convert<int>( szInt ); The problem is, that these template specializations result in "Ambiguous template specialization". If it was something besides the return type that differentiated these function specializations, I could obviously just use overloads, but that's not an option. How do I solve this without having to change all the places the convert functions are called?

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  • What's the straightforward way to implement one to many editing in list_editable in django admin?

    - by Nate Pinchot
    Given the following models: class Store(models.Model): name = models.CharField(max_length=150) class ItemGroup(models.Model): group = models.CharField(max_length=100) code = models.CharField(max_length=20) class ItemType(models.Model): store = models.ForeignKey(Store, on_delete=models.CASCADE, related_name="item_types") item_group = models.ForeignKey(ItemGroup) type = models.CharField(max_length=100) Inline's handle adding multiple item_types to a Store nicely when viewing a single Store. The content admin team would like to be able to edit stores and their types in bulk. Is there a simple way to implement Store.item_types in list_editable which also allows adding new records, similar to horizontal_filter? If not, is there a straightforward guide that shows how to implement a custom list_editable template? I've been Googling but haven't been able to come up with anything. Also, if there is a simpler or better way to set up these models that would make this easier to implement, feel free to comment.

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  • What can cause a persistent "Reload the page to get source for" error in firebug?

    - by ripper234
    I'm trying to debug the javascript of a specific page, and I keep seeing Reload the page to get source for page.htm in Firebug. On Chrome, I'm mostly able to debug the js, but sometimes I also get a blank page. What can cause such issues? I believe I always see a blank page in Chrome if I reload while the JS console is open. If I open a new Chrome tab, load the page, and then open the JS console, everything is ok. The page I'm debugging is on a localhost server (Play Framework server), although I have seen this on other pages occasionally. This only happens with inline javascript ... js that is linked from the page is displayed fine.

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  • Determine if a string contains only alphanumeric characters (or a space)

    - by dreamlax
    I'm learning C++ and I am writing a function that determines whether a string contains only alphanumeric characters and spaces. I suppose I am effectively testing whether it matches the regular expression ^[[:alnum:] ]+$ but without using regular expressions. I have seen a lot of algorithms revolve around iterators, so I tried to find a solution that made use of iterators, and this is what I have: #include <algorithm> static inline bool is_not_alnum_space(char c) { return !(isalpha(c) || isdigit(c) || (c == ' ')); } bool string_is_valid(const std::string &str) { return find_if(str.begin(), str.end(), is_not_alnum_space) == str.end(); } Is there a better solution, or a “more C++” way to do this?

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  • How to figure out who owns a worker thread that is still running when my app exits?

    - by Dave
    Not long after upgrading to VS2010, my application won't shut down cleanly. If I close the app and then hit pause in the IDE, I see this: The problem is, there's no context. The call stack just says [External code], which isn't too helpful. Here's what I've done so far to try to narrow down the problem: deleted all extraneous plugins to minimize the number of worker threads launched set breakpoints in my code anywhere I create worker threads (and delegates + BeginInvoke, since I think they are labeled "Worker Thread" in the debugger anyway). None were hit. set IsBackground = true for all threads While I could do the next brute force step, which is to roll my code back to a point where this didn't happen and then look over all of the change logs, this isn't terribly efficient. Can anyone recommend a better way to figure this out, given the notable lack of information presented by the debugger? The only other things I can think of include: read up on WinDbg and try to use it to stop anytime a thread is started. At least, I thought that was possible... :) comment out huge blocks of code until the app closes properly, then start uncommenting until it doesn't. UPDATE Perhaps this information will be of use. I decided to use WinDbg and attach to my application. I then closed it, and switched to thread 0 and dumped the stack contents. Here's what I have: ThreadCount: 6 UnstartedThread: 0 BackgroundThread: 1 PendingThread: 0 DeadThread: 4 Hosted Runtime: no PreEmptive GC Alloc Lock ID OSID ThreadOBJ State GC Context Domain Count APT Exception 0 1 1c70 005a65c8 6020 Enabled 02dac6e0:02dad7f8 005a03c0 0 STA 2 2 1b20 005b1980 b220 Enabled 00000000:00000000 005a03c0 0 MTA (Finalizer) XXXX 3 08504048 19820 Enabled 00000000:00000000 005a03c0 0 Ukn XXXX 4 08504540 19820 Enabled 00000000:00000000 005a03c0 0 Ukn XXXX 5 08516a90 19820 Enabled 00000000:00000000 005a03c0 0 Ukn XXXX 6 08517260 19820 Enabled 00000000:00000000 005a03c0 0 Ukn 0:008> ~0s eax=c0674960 ebx=00000000 ecx=00000000 edx=00000000 esi=0040f320 edi=005a65c8 eip=76c37e47 esp=0040f23c ebp=0040f258 iopl=0 nv up ei pl nz na po nc cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00000202 USER32!NtUserGetMessage+0x15: 76c37e47 83c404 add esp,4 0:000> !clrstack OS Thread Id: 0x1c70 (0) Child SP IP Call Site 0040f274 76c37e47 [InlinedCallFrame: 0040f274] 0040f270 6baa8976 DomainBoundILStubClass.IL_STUB_PInvoke(System.Windows.Interop.MSG ByRef, System.Runtime.InteropServices.HandleRef, Int32, Int32)*** WARNING: Unable to verify checksum for C:\Windows\assembly\NativeImages_v4.0.30319_32\WindowsBase\d17606e813f01376bd0def23726ecc62\WindowsBase.ni.dll 0040f274 6ba924c5 [InlinedCallFrame: 0040f274] MS.Win32.UnsafeNativeMethods.IntGetMessageW(System.Windows.Interop.MSG ByRef, System.Runtime.InteropServices.HandleRef, Int32, Int32) 0040f2c4 6ba924c5 MS.Win32.UnsafeNativeMethods.GetMessageW(System.Windows.Interop.MSG ByRef, System.Runtime.InteropServices.HandleRef, Int32, Int32) 0040f2dc 6ba8e5f8 System.Windows.Threading.Dispatcher.GetMessage(System.Windows.Interop.MSG ByRef, IntPtr, Int32, Int32) 0040f318 6ba8d579 System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame) 0040f368 6ba8d2a1 System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame) 0040f374 6ba7fba0 System.Windows.Threading.Dispatcher.Run() 0040f380 62e6ccbb System.Windows.Application.RunDispatcher(System.Object)*** WARNING: Unable to verify checksum for C:\Windows\assembly\NativeImages_v4.0.30319_32\PresentationFramewo#\7f91eecda3ff7ce478146b6458580c98\PresentationFramework.ni.dll 0040f38c 62e6c8ff System.Windows.Application.RunInternal(System.Windows.Window) 0040f3b0 62e6c682 System.Windows.Application.Run(System.Windows.Window) 0040f3c0 62e6c30b System.Windows.Application.Run() 0040f3cc 001f00bc MyApplication.App.Main() [C:\code\trunk\MyApplication\obj\Debug\GeneratedInternalTypeHelper.g.cs @ 24] 0040f608 66c421db [GCFrame: 0040f608] EDIT -- not sure if this helps, but the main thread's call stack looks like this: [Managed to Native Transition] > WindowsBase.dll!MS.Win32.UnsafeNativeMethods.GetMessageW(ref System.Windows.Interop.MSG msg, System.Runtime.InteropServices.HandleRef hWnd, int uMsgFilterMin, int uMsgFilterMax) + 0x15 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.GetMessage(ref System.Windows.Interop.MSG msg, System.IntPtr hwnd, int minMessage, int maxMessage) + 0x48 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame frame = {System.Windows.Threading.DispatcherFrame}) + 0x85 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame frame) + 0x49 bytes WindowsBase.dll!System.Windows.Threading.Dispatcher.Run() + 0x4c bytes PresentationFramework.dll!System.Windows.Application.RunDispatcher(object ignore) + 0x17 bytes PresentationFramework.dll!System.Windows.Application.RunInternal(System.Windows.Window window) + 0x6f bytes PresentationFramework.dll!System.Windows.Application.Run(System.Windows.Window window) + 0x26 bytes PresentationFramework.dll!System.Windows.Application.Run() + 0x1b bytes I did a search on it and found some posts related to WPF GUIs hanging, and maybe that'll give me some more clues.

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  • How to read from CSS files with jQuery

    - by Neurofluxation
    Ok, I have a HTML page with jQuery included. I have a CSS file with a good load of lines in, I would like to read all styles for a given element from the external CSS file... Not the inline styles... I have the following code (which looks like it should work...): var styleProperties= {}; var getCssProperties = ['width', 'margin', 'height']; for (c=0;i<=returnStyleProps.length;c++) { styleProperties[returnStyleProps[c]] = $('div#container').css(returnStyleProps[c]); alert(styleProperties); } alert(styleProperties); But this only seems to alert: "[Object Object]" Any ideas you clever people?

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  • Widget -what to do and what not

    - by mkoso
    I would like to make a html/js widget that people can add to their blogs, sites etc. I have never made widgets before so I would like to hear what should be done and what not. For example, how do I make the styling? Inline, own css file or what is the best practise? I believe i cant use head and body stuff in it. What about h1, h2 etc? Do they screw the website that has the widget or can i use them? If you have any good tips I would like to hear those. Thanks.

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  • Base64 Encoded Data - DB or Filesystem

    - by Marty
    I have a new program that will be generating a lot of Base64 encoded audio and image data. This data will be served via HTTP in the form of XML and the Base64 data will be inline. These files will most likely break 20MB and higher. Would it be more efficient to serve these files directly from the filesystem or would it be feasible to store the data in a MySQL database? Caching will be set up but overall unnecessary because it is likely that this data will be purged shortly after it is created and served. i know that storing binary data in the DB is frowned upon in most circumstances but since this will all be character data I want to see what the consensus is. As of now, I am leaning toward storing them in the filesystem for efficiency reasons but if it is feasible to store them in a database it would be much easier to manage the data.

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  • Keep a Google Maps v3 Map Hidden, show when needed

    - by Dr1Ku
    Is there a way of preventing Google Maps (JS, v3) of being displayed from the get-go ? I do some pre-processing and would like to show my 'Loading' spinner until everything is good to go (more eloquently put, hide the map -- e.g. the container div -- until all preprocessing is complete -- at which point, show the map). Hooking to the map's 'idle' event doesn't help that much, since the map is already displayed when this event hits. I know that the container div gets inline-styled by GMaps after loading, my first idea is to clear out the style attr (whilst listening to 'idle'), but it would be interesting to see if there is a way of creating the map and not displaying it until all pre-processing is done. Maybe by using an argument to the new google.maps.Map constructor, or a MapOption ? Any thoughts on this ? Thank you in advance !

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  • CSS gaps between image links for no reason

    - by Infiniti Fizz
    Hi, I've been trying to get this horizontal navigation sorted for the past few hours now and nothing is working. I've tried reset.css stylesheets, *{padding: 0; margin: 0) etc. and I still have gaps inbetween my image links. You see, the navigation is made up of an unordered list of image links displayed inline, but there are gaps in between each image, left, right, top and bottom and I can't see why. It's the same in all browsers. Here is a link to the page, and so source: Beansheaf Temporary I can't post more than one link (damn reputation) so the css is at the same url but in the directory "styles" and is called "fund2.css". The rest of the site is obviously still not done, it's just the navigation I'm worried about right now. Thanks in advance, infiniti fizz

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  • Default Arguments in Matlab

    - by Scott
    Hello. Is it possible to have default arguments in Matlab? For instance, here: function wave(a,b,n,k,T,f,flag,fTrue=inline('0')) I would like to have the true solution be an optional argument to the wave function. If it is possible, can anyone demonstrate the proper way to do this? Currently, I am trying what I posted above and I get: ??? Error: File: wave.m Line: 1 Column: 37 The expression to the left of the equals sign is not a valid target for an assignment. Thanks!

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  • windows popup close before display dos . xls

    - by Edgar Trejo
    Good morning! I'm trying to display a document. Xls in a popup window on IE8 but before showing the window closes automatically. Here I show the code javascript: function hacerExportarExcel(){ var url = contextPath + "/exportarCarteraCreditoExcel.do" window.setTimeout("window.open('"+url+"', '_blank', 'width=950,height=500,scrollbars=yes')",1000); } action: try { response.setContentType("application/vnd.ms-excel"); response.setHeader("Content-Disposition", "inline; filename=ConsultaCartera.xls"); consulta.setPdf(response.getOutputStream()); administracionCreditoConsulta.exportarCarteraCreditoExcel(consulta); } catch (Exception e) { logger.logError(e); } finally { response.getOutputStream().flush(); response.getOutputStream().close(); } Can someone please help me! Thanks!

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  • using lazy C++ for stub generation

    - by Abruzzo Forte e Gentile
    Hi all Have you ever used lazy C++? I am trying to create .CPP files out of .H files. In forum I read that it is possible with your tool but I tried touse it and I didn't succeed. Can you help me? I used the option -c with a Test.h file with exactly the following declaration. class TEST_A { public: TEST_A(); ~TEST_A(); void fooA( MyNamespace::String& aName ); }; The only thing I have is a Cpp file with written #define LZZ_INLINE #undef LZZ_INLINE and the .h file modified with before the class #define LZZ_LINE inline class TEST_A { public: TEST_A(); ~TEST_A(); void fooA( MyNamespace::String& aName ); }; #undef LZZ_LINE What I am doing wrong?

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  • Where is the bottleneck in this code?

    - by Mikhail
    I have the following tight loop that makes up the serial bottle neck of my code. Ideally I would parallelize the function that calls this but that is not possible. //n is about 60 for (int k = 0;k < n;k++) { double fone = z[k*n+i+1]; double fzer = z[k*n+i]; z[k*n+i+1]= s*fzer+c*fone; z[k*n+i] = c*fzer-s*fone; } Are there any optimizations that can be made such as vectorization or some evil inline that can help this code? I am looking into finding eigen solutions of tridiagonal matrices. http://www.cimat.mx/~posada/OptDoglegGraph/DocLogisticDogleg/projects/adjustedrecipes/tqli.cpp.html

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  • How to save event handlers, when we set new html for element?

    - by Kai
    I have simple html markup: <div id="cont">Some text here <div class="wrap" style="border: 1px solid black;display: inline;"> block element here </div> and another text</div> And jQuery code: $(function(){ $(".wrap").click(function(){ $("#cont").html($("#cont").html().replace(/text/g, "letter")); alert("Click!"); }); $("#d1").click(function(){ alert("#d1 clicked!"); }); }); I expect that click event will be fire any time you clicked by the #d1 div, but when we clicked by .wrap it neve fire again. I understand why it has such behavior, but how to solve it? In my code I can't set click event for #d1 after $("#cont").html($("#cont").html().replace(/text/g, "letter")) because I don't now at execution time if event was set. You can try example on JSBin

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  • Php mail pulling form data from previous page

    - by Mark
    So I have a form being filled out on one php like so: <p> <label for="first_name">First Name: </label> <input type="text" size="30" name="first_name" id="first_name"/> </p> <p> <label for="last_name"> Last Name:</label> <input type="text" size="30" name="last_name" id="last_name"/> </p> <p> <label for="address_street">Street:</label> <input type="text" size="30" name="address_street" id="address_street"/> </p> <p> <label for="address_city">City:</label> <input type="text" size="30" name="address_city" id="address_city"/> </p> <p> <label for="address_state">State/Province:</label> <input type="text" size="30" name="address_state" id="address_state"/> </p> <p> <label for="email">Your e-mail: </label> <input type="text" size="30" name="email" id="email"/> </p> <p> <label for="phone">Your phone number: </label> <input type="text" size="30" name="phone" id="phone"/> </p> This is on one php page. From here, it goes to another php which part of it contains script to send a html email to recipient. Problem is, I cannot seem to get it to pull the variables even though I thought I declared them correctly and mixed them into the html correctly. <?php $first_name = $_POST['first_name']; $last_name = $_POST['last_name']; $to = "[email protected], [email protected]"; $subject = "HTML email for ALPS"; $message .= ' <html> <body> <div style="display: inline-block; width: 28%; float: left;"> <img src="http://englishintheusa.com/images/alps-logo.jpg" alt="ALPS Language School" /> </div> <div style="display: inline-block; width: 68%; float: right;"> <p style="color: #4F81BD; font-size: 20px; text-decoration: underline;">Thanks You For Your Inquiry!</p> </div> <div style="padding-left: 20px; color: #666666; font-size: 16.8px; clear: both;"> <p>Dear $first_name $last_name ,</p> </br > <p>Thank you for the following inquiry:</p> </br > </br > </br > </br > <p>****Comment goes here****</p> </br > </br > <p>We will contact you within 2 business days. Our office is open Monday-Friday, 8:30 AM - 5:00 PM Pacific Standard Time.</p> </br > <p>Thank you for your interest!</p> </br > </br > <p>Best Regards,</p> </br > </br > <p>ALPS Language School</p> </br > </br > <p>430 Broadway East</p> <p>Seattle WA 98102</p> <p>Phone: 206.720.6363</p> <p>Fax: 206. 720.1806</p> <p>Email: [email protected]</p> </div> </body> </html>'; // Always set content-type when sending HTML email $headers .= "MIME-Version: 1.0" . "\r\n"; $headers .= "Content-type:text/html;charset=UTF-8" . "\r\n"; // More headers mail($to,$subject,$message,$headers); ?> So you see where I am trying to get first_name and last_name. Well it doesn't come out correctly. Can someone help here?

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  • <span></span> gets ignored on IE8, not on mozilla

    - by Omu
    I have something like this: <ul> <li> <div> <div style="display:inline"> <a><span class="ui-icon ui-icon-circle-plus floatleft "></span></a> </div> <input type="checkbox"> <label>good</label> </div> </li> </ul> the bullet goes above the span on IE8, I would like to make it stay before the span just like in Mozilla, anybody knows how ?

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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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  • Nhibernate Complex Type binding

    - by user329983
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    - by Brian
    Hello, With regards to the Razor view engine, say I want to render Html.TextBoxFor<SomeModel>(i => i.Name), it doesn't seem that the inline syntax works as in: @Html.TextBoxFor<SomeModel>(i => i.Name) This doesn't seem to work because it interprets the generic as an HTML tag. I could use a code-block approach, but then what's the best approach to output the content? The HTML string returned from this method, do I response.write it, or is there a syntax for it, or what's the approach? Thanks.

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  • MVC Serve audio files while preventing direct linking using HttpResponseBase

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