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  • Hierarchical object model with property inheritance and event bubbling?

    - by Winston Fassett
    I'm writing a document-based client application and I need a DOM or WPF-like, but non-visual model that: Is a tree composed of elements Can accept an unlimited number of custom properties that get/set any CLR type, including collections. Can inherit their values from their parent Can inherit their default values from an ancestor Can be derived/calculated from other properties, ancestors, or descendants Support event bubbling / tunneling There will be a core set of properties but other plugins may add their own or even create custom documents Supports full inspection by the owning document in order to persist the tree and attributes in an XML format. I realize that's a tall order but I was really hoping there would be something out there to help me get started. Unfortunately WPF DependencyObjects are too closed, proprietary, and coupled to WPF to be of any use as a document model. My needs also have a strong resemblance to the HTML DOM but I haven't been able to find any clean DOM implementations that could be decoupled from HTML or ported to .NET. My current platform is .NET/C# but if anyone knows of anything that might be useful for inspiration or embedding, regardless of the platform, I'd love to know.

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  • How bad is it to use a virtual file system with VMWare? [closed]

    - by user30997
    IT is running a series of VMs that we'd like to see optimized further: if the VMs' are Windows XP, storing their NTFS images out to the virtual disk (ext3) provided by Linux/VMWare, how much of a hit are we taking - as opposed to having a partition of the host hard drive formatted NTFS to eliminate the translation layer and the extra level of operating system IO preparation?

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  • How do I set a single virtual directory of my web app to not inherit web.config?

    - by Ryan
    I have a virtual directory setup in one of my web apps that needs to not inherit the web.config of the main app so it can run on it's own. I am wondering how I can do this because right now when I hit it (mainwebapp.domain.com/virdir) it throws an error saying it can't find some dependencies that are listed in the main apps web.config (shows main app web.config in the error message), this virdir contains it's own little app that needs to just run standalone.

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  • C#: How would you only draw certain ListView Items while in Virtual Mode?

    - by Jonathan Richter
    C#: How would you only draw certain ListView Items while in Virtual Mode? I am trying to create a filter-like feature to use in listview so that if the user selects an imageindex from 0-5, it will loop through the listview items and only make it so that the items in question with the correct image index will be displayed and the other items will be hidden. How would I go upon creating such a routine?

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  • How to make some functions of a class as private for third level of inheritance.

    - by Shantanu Gupta
    I have created a class say A which has some functions defined as protected. Now Class B inherits A and class C inherits B. Class A has private default constructor and protected parameterized constructor. I want Class B to be able to access all the protected functions defined in Class A but class C can have access on some of the functions only not all the functions and class C is inheriting class B. How can I restrict access to some of the functions of Class A from Class C ? Class A { private A(){} protected A(int ){} protected calc(){} protected allow(){} } Class B : A {} // calc() and allow() should be accessible here CLass C:B { // calc() should not be accessible here but allow() should be accessible here. }

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  • IE 6 and 7 background inheritance problem, how do I solve this?

    - by Evilalan
    When I'm trying to create a rounded shaded box it works fine on FF and IE8 but on IE6 and IE7, any div inside the box gets the last background but if you set that all divs on the level where there should not be a background have background:none it doesn't show any background on the level that comes before *The code is pointing to live images on Image Shack so you can save and run that it will work normally on Firefox but you can see what happen on IE6/7. Also I can't give a specific class for the intens inside the containet "background" because it's a CMS that I'm trying to style! the code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Problem With IE6 and 7</title> <style type="text/css"> * {padding:0px; margin:0px auto;} body {font-family:Verdana, Geneva, sans-serif; color:#666; font-size:14px; text-align:justify;} .background {width:300px;} .background div {background:url(http://img6.imageshack.us/img6/5763/76022084.png) repeat-y;} .background div div {background:url(http://img253.imageshack.us/img253/444/97936614.png) top left no-repeat;} .background div div div {background:url(http://img13.imageshack.us/img13/3667/45918712.png) bottom left no-repeat;} .background div div div div {padding:15px; background:none;} </style> </head> <body> <div class="background"> <div><div><div><div> <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Duis ut sagittis nisl. Nullam facilisis volutpat metus eu semper. Sed eleifend, mi sed rhoncus interdum, neque quam pellentesque diam, in tincidunt metus nulla in ligula. Donec dui tellus, ultricies vel venenatis vitae, aliquam et purus. Cras eu nunc urna, in placerat quam. Pellentesque lobortis pellentesque orci, a tempus diam consequat nec. Aliquam erat volutpat. Aliquam laoreet blandit tellus in mollis. Duis tincidunt, justo sit amet lacinia ultrices, nibh justo venenatis erat, non commodo libero ligula quis ante. Cras eget nulla nec est accumsan porttitor at euismod nulla. Integer pharetra lacinia malesuada. Donec commodo vestibulum est, eget pellentesque velit volutpat nec. In id erat nec ipsum consequat convallis id non libero. Sed dui nisl, molestie vel dignissim sed, mattis in est. Vestibulum porttitor posuere ipsum, id facilisis libero dapibus et. Fusce consequat malesuada nulla, vitae faucibus neque consectetur eget. Curabitur porta dapibus justo dictum porttitor. Curabitur facilisis faucibus diam, vel dapibus ipsum ornare sed. Vestibulum turpis nulla, facilisis condimentum sodales sed, imperdiet placerat mi. Cras ac risus ipsum. </p> </div></div></div> </div><!-- class background end here --> </body> </html>

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  • Can I Move a MediaWiki site to a new virtual folder?

    - by Tyler
    I had MediaWiki installed in as the default site on my server using IIS 6 and I created a virtual directory and pointed it to the Wiki folder. The page loads, but all the links are pointing to the original location that is no longer pointing to the Wiki Folder. Info Server Name: tech Path to Wiki: http://tech/wiki/ Example Links Wrong Link - This is the current link displayed http://tech/index.php?title=Main_Page The link should look like this http://tech/wiki/index.php?title=Main_Page All of the links are not showing the /wiki Any ideas?

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  • VS compiling Error 1256 ( integer overflow in internal computation ... ) during inheritance

    - by odbb
    Hi there, my problem occurs during compiling Irrlicht3D Engine in VS 2008. 1Error 1256: integer overflow in internal computation due to size or complexity of "irr::IReferenceCounted" I'm currently merging a very old Softwaredriver I have written with the rest of the engine which is much newer. The main Problme is that I have tried to resolve abstract inherince problems. But now I get this error and it is the only one. "irr::IReferenceCounted" is one of the base classes used by other classes which have been inherinced from. What does that mean? I know that an integer overflow can be a normal overflow, but why is this shown during compilation? Any help appreciated! -db

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  • c++ compile error

    - by Niranjan
    Hi, I am trying to develop abstract design pattern code for one of my project as below.. But, I am not able to compile the code ..giving some compile errors(like "conversion from 'ProductA1 *' to 'ProductA *' exists, but is inaccessible" ).. Can any one please help me out in this... #include "stdafx.h" #include <iostream> using namespace std; class ProductA { public: virtual void Operation1()=0; virtual void Operation2()=0; }; class ProductA1 : ProductA { public: virtual void Operation1() {cout<<"PD ProductA1 Operation1"<<endl; } virtual void Operation2() {cout<<"PD ProductA1 Operation2"<<endl; } }; class ProductA2 : ProductA { public: virtual void Operation1() {cout<<"DT ProductA2 Operation1"<<endl; } virtual void Operation2() {cout<<"DT ProductA2 Operation2"<<endl; } }; //------------------------------------------------------------- class ProductB { public: virtual void Operation3()=0; virtual void Operation4()=0; }; class ProductB1 : ProductB { public: void Operation3() { cout<<"PD ProductB1 Operation3"<<endl; } void Operation4() { cout<<"PD ProductB1 Operation4"<<endl; } }; class ProductB2 : ProductB { public: void Operation3() { cout<<"DT ProductB2 Operation3"<<endl; } void Operation4() { cout<<"DT ProductB2 Operation4"<<endl; } }; //--------------- abstrct factory --------------------------- class Factory { public: virtual ProductA* CreateA () =0; virtual ProductB* CreateB ()=0; }; class Factory1 : Factory { public: ProductA* CreateA () { return new ProductA1(); } ProductB* CreateB () { return new ProductB1(); } }; class Factory2 : Factory { public: ProductA* CreateA () { return new ProductA2(); } ProductB* CreateB () { return new ProductB2(); } }; //--------------------- client -------------------------------- int _tmain(int argc, _TCHAR* argv[]) { Factory* pf = new Factory1(); ProductA *pa = pf->CreateA(); pa->Operation1(); pa->Operation2(); ProductB *pb = pf->CreateB(); pb->Operation3(); pb->Operation4(); return 0; }

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • MVVM: Do I need Inheritance with ViewModels A + B ?

    - by Lisa
    Hello guys my first post on SO because EE sucks in the meantime ;P I am using wpf and mvvm in my desktop application. Scenario: I have a calendar with week A and week B which are rotating by every X week depending on the user settings. But the UserControl "week B" is only visible when the user sets the option "rotating weeks"... The UserControl with week A has a DataGrid and for week B I want to use the same UserControl of course. What I want to achieve is that all data entered/choosen by the user in the Week A is saved/backed by a ViewModel A and Model C. When the user wants a rotating weekly calendar plan I need also a ViewModel B and again Model C. The reason why I need to know what data entered by the user belongs to week A or week B is because I have to write the entered data in a certain order into the database = db.Write(weekA),db.Write(weekB),db.Write(weekA),etc... I am unsure how a solution could look like... What would you do to identify a ViewModel A or B so you know the order of how to write the data in the proper order into database? Any other suggestions are also welcome of course, maybe I think in the wrong direction its late here :) I am new to mvvm so please be patient.

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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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  • How can i split up a component using cfinclude and still use inheritance?

    - by rip747
    Note: this is just a simplized example of what i'm trying to do to get the idea across. The problem I'm having is that I want to use cfinclude inside cfcomponent so that i can group like methods into separate files for more manageability. The problem I'm running into is when i try to extend another component that also uses cfinclude to manage it's method as demostrated below. Note that ComponentA extends ComponentB: ComponentA ========== <cfcomponent output="false" extends="componentb"> <cfinclude template="componenta/methods.cfm"> </cfcomponent> componenta/methods.cfm ====================== <cffunction name="a"><cfreturn "componenta-a"></cffunction> <cffunction name="b"><cfreturn "componenta-b"></cffunction> <cffunction name="c"><cfreturn "componenta-c"></cffunction> <cffunction name="d"><cfreturn super.a()></cffunction> ComponentB ========== <cfcomponent output="false"> <cfinclude template="componentb/methods.cfm"> </cfcomponent> componentb/methods.cfm ====================== <cffunction name="a"><cfreturn "componentb-a"></cffunction> <cffunction name="b"><cfreturn "componentb-b"></cffunction> <cffunction name="c"><cfreturn "componentb-c"></cffunction> The issue is that when i try to initialize ComponentA I get an the error: "Routines cannot be declared more than once. The routine a has been declared twice in different templates." The whole reason for this is because when you use cfinclude it's evaluated at RUN TIME instead of COMPILE TIME. Short of moving the methods into the components themselves and eliminating the use of cfinclude, how can i get around this or does someone have a better idea splitting up large components?

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  • get-wmiobject sql join in powershell - trying to find physical memory vs. virtual memory of remote s

    - by Willy
    get-wmiobject -query "Select TotalPhysicalMemory from Win32_LogicalMemoryConfiguration" -computer COMPUTERNAME output.csv get-wmiobject -query "Select TotalPageFileSpace from Win32_LogicalMemoryConfiguration" -computer COMPUTERNAME output.csv I am trying to complete this script with an output as such: Computer Physical Memory Virtual Memory server1 4096mb 8000mb server2 2048mb 4000mb

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  • c++ property class structure

    - by Without me Its just Aweso
    I have a c++ project being developed in QT. The problem I'm running in to is I am wanting to have a single base class that all my property classes inherit from so that I can store them all together. Right now I have: class AbstractProperty { public: AbstractProperty(QString propertyName); virtual QString toString() const = 0; virtual QString getName() = 0; virtual void fromString(QString str) = 0; virtual int toInteger() = 0; virtual bool operator==(const AbstractProperty &rightHand) = 0; virtual bool operator!=(const AbstractProperty &rightHand) = 0; virtual bool operator<(const AbstractProperty &rightHand) = 0; virtual bool operator>(const AbstractProperty &rightHand) = 0; virtual bool operator>=(const AbstractProperty &rightHand) = 0; virtual bool operator<=(const AbstractProperty &rightHand) = 0; protected: QString name; }; then I am implementing classes such as PropertyFloat and PropertyString and providing implementation for the comparator operators based on the assumption that only strings are being compared with strings and so on. However the problem with this is there would be no compiletime error thrown if i did if(propertyfloat a < propertystring b) however my implementation of the operators for each derived class relies on them both being the same derived class. So my problem is I cant figure out how to implement a property structure so that I can have them all inherit from some base type but code like what I have above would throw a compile time error. Any ideas on how this can be done? For those familiar with QT I tried using also a implementation with QVariant however QVariant doesn't have operators < and defined in itself only in some of its derived classes so it didn't work out. What my end goal is, is to be able to generically refer to properties. I have an element class that holds a hashmap of properties with string 'name' as key and the AbstractProperty as value. I want to be able to generically operate on the properties. i.e. if I want to get the max and min values of a property given its string name I have methods that are completely generic that will pull out the associated AbstactProperty from each element and find the max/min no matter what the type is. so properties although initially declared as PropertyFloat/PropertyString they will be held generically.

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  • in Virtual C# 2010 express what is the most reliable way to detect windows OS Architecture (x86,x64)

    - by NightsEvil
    hi i am using Virtual C# 2010 express and i need the most reliable way (on button click) and in .NET 2.0 framework to detect if windows is currently x86 or x64 in a message box.. up till now i have been using this code but i need to know if there is a more accurate way? string target = @"C:\Windows\SysWow64"; { if (Directory.Exists(target)) { MessageBox.Show("x64"); } else { MessageBox.Show("x86"); }

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  • What's the best way to run a Linux virtual server in Windows 7?

    - by Leonid Shevtsov
    I need a virtual server for web development, it'll host Apache+Postgres+Ruby+something else. What's the most effective software to run such a server? (ie with least virtualization overhead) Is there a way to run Linux as as service? I use VirtualBox at the moment, but it's inconvenient in some ways, such as it needs an emulator window open which also captures keyboard input when alttabbed into. (Also, coLinux hangs at boot on my machine, so it's probably not an option)

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  • Inheritance: possible to change base reference to something else?

    - by fred
    For example I have two classes, Base and Derived as shown below: class Base { public string Name { get; set; } public Base() { } } class Derived : Base { public Derived(Base b) { base = b; // doesn't compile, but is there any way to do something similar? } } So that they behave like this: Base b = new Base(); b.Name = "Bob"; Derived d = new Derived(b); d.Name = "John"; // b.Name is now "John" also Is this possible? I guess one way would be to keep the Base b reference in Derived and override Derived.Name to point to b.Name? Is there an easier way though, for example if I have like 50 properties to override? class Derived : Base { Base b; public override string Name { get { return b.Name; } set { b.Name = value; } } public Derived(Base b) { this.b = b; } }

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