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  • Beginner C++ Question

    - by Donal Rafferty
    I have followed the code example here toupper c++ example And implemented it in my own code as follows void CharString::MakeUpper() { char* str[strlen(m_pString)]; int i=0; str[strlen(m_pString)]=m_pString; char* c; while (str[i]) { c=str[i]; putchar (toupper(c)); i++; } } But this gives me the following compiler error CharString.cpp: In member function 'void CharString::MakeUpper()': CharString.cpp:276: error: invalid conversion from 'char*' to 'int' CharString.cpp:276: error: initializing argument 1of 'int toupper(int)' CharString.cpp: In member function 'void CharString::MakeLower()': This is line 276 putchar (toupper(c)); I understand that toupper is looking for int as a parameter and returns an int also, is that the problem? If so how does the example work?

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  • Objective-C int to char

    - by teepusink
    Hi, How do I convert an int to a char and also back from char to int? e.g 12345 == abcde Right now I have it using a whole bunch of case statement, wonder if there is a smarter way of doing that? Thanks, Tee

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  • Compare equality of char[] in C

    - by rksprst
    I have two variables: char charTime[] = "TIME"; char buf[] = "SOMETHINGELSE"; I want to check if these two are equal... using charTime == buf doesn't work. What should I use, and can someone explain why using == doesn't work? Would this action be different in C and C++?

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  • Jquery Plugins/Autocomplete Special Char problem

    - by Yetkin EREN
    Hi; i use that plugin for autocomplate; docs.jquery.com/Plugins/Autocomplete but i have a problem with spacial chars. if a special char first char of a word, this char has being ignored and if its not first char, chars before that has being ignored. for example: "slk" cant found but if i type "lk" "slk" found and if i type öd "aöd" found. i made a test page; http://www.yetkineren.com/Autocomplete/oto.html and tahts the code thanks.. <html> <head> <meta http-equiv="Content-Language" content="tr"> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-9"> <script src="http://code.jquery.com/jquery-latest.js"></script> <link rel="stylesheet" href="jquery.autocomplete.css" type="text/css" /> <script type="text/javascript" src="encoder.js"></script> <script type="text/javascript" src="Scripts/jquery.bgiframe.min.js"></script> <script type="text/javascript" src="Scripts/jquery.autocomplete.js"></script> <script> $(document).ready(function(){ var gata=[ {"text": '21.png resmi aöd', "value": '21.png'}, {"text": '21.png resmi cöd', "value": '21.png'}, {"text": '21.png resmi acd', "value": '21.png'}, {"text": '21.png resmi aéd', "value": '21.png'}, {"text": '42.png resmi ésd', "value": '42.png'}, {"text": '63.png resmi aId', "value": '63.png'}, {"text": '34.png resmi Çsd', "value": '34.png'}, {"text": '65.png resmi jkl', "value": '65.png'}, {"text": '65.png resmi Gkl', "value": '65.png'}, {"text": '65.png resmi ökl', "value": '65.png'}, {"text": '65.png resmi slk', "value": '65.png'}, {"text": '65.png resmi lsk', "value": '65.png'}, {"text": '65.png resmi slk', "value": '65.png'}, {"text": '36.png resmi &#351;lk', "value": '36.png'} ]; $('#eksampil').autocomplete(gata, { width: 300, scroll: true, scrollHeight: 300, matchContains: "word", mustMatch: true, formatItem: function(row, i) { return i+". result <img src='images/" + row.value + "'/> " + row.text }, formatMatch: function(row) { //Encoder.EncodeType="entity"; return row.text //Encoder.EncodeType="entity"; //Encoder.htmlDecode( //Encoder.htmlEncode(i); }, formatResult: function(row) { return row.text } }); }); </script> </head> <body> <br> type "re" for see all: <input id="eksampil" /><br> </body> </html>

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  • Need to convert string/char to ascii values.

    - by SA
    Hi, I need to convert char to hex values. Refer to the Ascii table but I have a few examples listed below: char 1 = 31 2 = 32 3 = 33 4 = 34 5 = 35 A = 41 a = 61 etc Therefore string str = "12345"; Need to get the converted str = "3132333435"

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  • How to overwrite an array of char pointers with a larger list of char pointers?

    - by Casey
    My function is being passed a struct containing, among other things, a NULL terminated array of pointers to words making up a command with arguments. I'm performing a glob match on the list of arguments, to expand them into a full list of files, then I want to replace the passed argument array with the new expanded one. The globbing is working fine, that is, g.gl_pathv is populated with the list of expected files. However, I am having trouble copying this array into the struct I was given. #include <glob.h> struct command { char **argv; // other fields... } void myFunction( struct command * cmd ) { char **p = cmd->argv; char* program = *p++; // save the program name (e.g 'ls', and increment to the first argument glob_t g; memset(&g, 0, sizeof(g)); g.gl_offs = 1; int res = glob(*p++, GLOB_DOOFFS, NULL, &g); glob_handle_res(res); while (*p) { res = glob(*p, GLOB_DOOFFS | GLOB_APPEND, NULL, &g); glob_handle_res(res); } if( g.gl_pathc <= 0 ) { globfree(&g); } cmd->argv = malloc((g.gl_pathc + g.gl_offs) * sizeof *cmd->argv); if (cmd->argv == NULL) { sys_fatal_error("pattern_expand: malloc failed\n");} // copy over the arguments size_t i = g.gl_offs; for (; i < g.gl_pathc + g.gl_offs; ++i) cmd->argv[i] = strdup(g.gl_pathv[i]); // insert the original program name cmd->argv[0] = strdup(program); ** cmd->argv[g.gl_pathc + g.gl_offs] = 0; ** globfree(&g); } void command_free(struct esh_command * cmd) { char ** p = cmd->argv; while (*p) { free(*p++); // Segfaults here, was it already freed? } free(cmd->argv); free(cmd); } Edit 1: Also, I realized I need to stick program back in there as cmd-argv[0] Edit 2: Added call to calloc Edit 3: Edit mem management with tips from Alok Edit 4: More tips from alok Edit 5: Almost working.. the app segfaults when freeing the command struct Finally: Seems like I was missing the terminating NULL, so adding the line: cmd->argv[g.gl_pathc + g.gl_offs] = 0; seemed to make it work.

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  • Get a char from a CString

    - by Sunscreen
    I have created a function that has as input a char szMyChar; (using it in a switch statement). Now I have a CString havong just a char, lets say CString strString = "A"; An option to call the function could be: if (strString == "A") CallMyFunc('A'); though it is clumsy. I tried atoi (returns 0) and casting though neither works. Any ideas? Thanks, Sun

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  • a problem with char** in c

    - by sagi
    hello i have an char** arr which is an array of strings and i want to erase the 2 last cell of the array or maybe to create a new char** but without those last 2 cells thank you very much.

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  • Scope of const char*

    - by Neeraj
    Consider this code: const char* someFun() { // ... some stuff return "Some text!!" } int main() { { // Block: A const char* retStr = someFun(); // use retStr } } My question is in the function sumFun() where is "some Text!!", stored (i think may be in some static area in ROM) and what will be its scope? Will the memory pointed by retStr be occupied throughout the program or be released once the block A exits? -- Thanks

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  • Accessing char* after assigning its value C

    - by iSight
    Hi, I have assign the value of a member variable as under: myValue = (char*)malloc(strlen(inValue) * sizeof(char)); strcpy(mValue, inValue); while assigning it the value was proper as(taking printf output): http://www.w3.org/2001/XMLSchema But, when i get its value after wards i get it as: http://www.w3.org/2001/XMLSchema(! What could be the problem for this issue

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  • a problam with char** in c

    - by sagi
    hello i have an char** arr which is an array of strings and i want to erase the 2 last cell of the array or maybe to create a new char** but without those last 2 cells thank you very much.

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  • java converting int to short

    - by changed
    Hi I am calculating 16 bit checksum on my data which i need to send to server where it has to recalculate and match with the provided checksum. Checksum value that i am getting is in int but i have only 2 bytes for sending the value.So i am casting int to short while calling shortToBytes method. This works fine till checksum value is less than 32767 thereafter i am getting negative values. Thing is java does not have unsigned primitives, so i am not able to send values greater than max value of signed short allowed. How can i do this, converting int to short and send over the network without worrying about truncation and signed & unsigned int. Also on both the side i have java program running. private byte[] shortToBytes(short sh) { byte[] baValue = new byte[2]; ByteBuffer buf = ByteBuffer.wrap(baValue); return buf.putShort(sh).array(); } private short bytesToShort(byte[] buf, int offset) { byte[] baValue = new byte[2]; System.arraycopy(buf, offset, baValue, 0, 2); return ByteBuffer.wrap(baValue).getShort(); }

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  • Can you help me get my head around openssl public key encryption with rsa.h in c++?

    - by Ben
    Hi there, I am trying to get my head around public key encryption using the openssl implementation of rsa in C++. Can you help? So far these are my thoughts (please do correct if necessary) Alice is connected to Bob over a network Alice and Bob want secure communications Alice generates a public / private key pair and sends public key to Bob Bob receives public key and encrypts a randomly generated symmetric cypher key (e.g. blowfish) with the public key and sends the result to Alice Alice decrypts the ciphertext with the originally generated private key and obtains the symmetric blowfish key Alice and Bob now both have knowledge of symmetric blowfish key and can establish a secure communication channel Now, I have looked at the openssl/rsa.h rsa implementation (since I already have practical experience with openssl/blowfish.h), and I see these two functions: int RSA_public_encrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa, int padding); int RSA_private_decrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa, int padding); If Alice is to generate *rsa, how does this yield the rsa key pair? Is there something like rsa_public and rsa_private which are derived from rsa? Does *rsa contain both public and private key and the above function automatically strips out the necessary key depending on whether it requires the public or private part? Should two unique *rsa pointers be generated so that actually, we have the following: int RSA_public_encrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa_public, int padding); int RSA_private_decrypt(int flen, unsigned char *from, unsigned char *to, RSA *rsa_private, int padding); Secondly, in what format should the *rsa public key be sent to Bob? Must it be reinterpreted in to a character array and then sent the standard way? I've heard something about certificates -- are they anything to do with it? Sorry for all the questions, Best Wishes, Ben. EDIT: Coe I am currently employing: /* * theEncryptor.cpp * * * Created by ben on 14/01/2010. * Copyright 2010 __MyCompanyName__. All rights reserved. * */ #include "theEncryptor.h" #include <iostream> #include <sys/socket.h> #include <sstream> theEncryptor::theEncryptor() { } void theEncryptor::blowfish(unsigned char *data, int data_len, unsigned char* key, int enc) { // hash the key first! unsigned char obuf[20]; bzero(obuf,20); SHA1((const unsigned char*)key, 64, obuf); BF_KEY bfkey; int keySize = 16;//strlen((char*)key); BF_set_key(&bfkey, keySize, obuf); unsigned char ivec[16]; memset(ivec, 0, 16); unsigned char* out=(unsigned char*) malloc(data_len); bzero(out,data_len); int num = 0; BF_cfb64_encrypt(data, out, data_len, &bfkey, ivec, &num, enc); //for(int i = 0;i<data_len;i++)data[i]=out[i]; memcpy(data, out, data_len); free(out); } void theEncryptor::generateRSAKeyPair(int bits) { rsa = RSA_generate_key(bits, 65537, NULL, NULL); } int theEncryptor::publicEncrypt(unsigned char* data, unsigned char* dataEncrypted,int dataLen) { return RSA_public_encrypt(dataLen, data, dataEncrypted, rsa, RSA_PKCS1_OAEP_PADDING); } int theEncryptor::privateDecrypt(unsigned char* dataEncrypted, unsigned char* dataDecrypted) { return RSA_private_decrypt(RSA_size(rsa), dataEncrypted, dataDecrypted, rsa, RSA_PKCS1_OAEP_PADDING); } void theEncryptor::receivePublicKeyAndSetRSA(int sock, int bits) { int max_hex_size = (bits / 4) + 1; char keybufA[max_hex_size]; bzero(keybufA,max_hex_size); char keybufB[max_hex_size]; bzero(keybufB,max_hex_size); int n = recv(sock,keybufA,max_hex_size,0); n = send(sock,"OK",2,0); n = recv(sock,keybufB,max_hex_size,0); n = send(sock,"OK",2,0); rsa = RSA_new(); BN_hex2bn(&rsa->n, keybufA); BN_hex2bn(&rsa->e, keybufB); } void theEncryptor::transmitPublicKey(int sock, int bits) { const int max_hex_size = (bits / 4) + 1; long size = max_hex_size; char keyBufferA[size]; char keyBufferB[size]; bzero(keyBufferA,size); bzero(keyBufferB,size); sprintf(keyBufferA,"%s\r\n",BN_bn2hex(rsa->n)); sprintf(keyBufferB,"%s\r\n",BN_bn2hex(rsa->e)); int n = send(sock,keyBufferA,size,0); char recBuf[2]; n = recv(sock,recBuf,2,0); n = send(sock,keyBufferB,size,0); n = recv(sock,recBuf,2,0); } void theEncryptor::generateRandomBlowfishKey(unsigned char* key, int bytes) { /* srand( (unsigned)time( NULL ) ); std::ostringstream stm; for(int i = 0;i<bytes;i++){ int randomValue = 65 + rand()% 26; stm << (char)((int)randomValue); } std::string str(stm.str()); const char* strs = str.c_str(); for(int i = 0;bytes;i++)key[i]=strs[i]; */ int n = RAND_bytes(key, bytes); if(n==0)std::cout<<"Warning key was generated with bad entropy. You should not consider communication to be secure"<<std::endl; } theEncryptor::~theEncryptor(){}

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

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

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  • C# DllImport with c++ const char* not working correctly

    - by Shammah
    I have the following function in a C++ DLL extern "C" __declspec(dllexport) bool Exist(const char* name) { //if (g_Queues.find(name) != g_Queues.end()) // return true; //else // return false; return false; } Inside my C# class I have the following: [DllImport("Whisper.dll", EntryPoint="Exist", CallingConvention=CallingConvention.Cdecl)] public static extern bool Exist(string name); Yet, whenever I call my function it ALWAYS returns true, even when I commented out my little function and made it return false. I have the feeling there is something wrong with my calling convention or any other issue with P/Invoking my DLL, probably corresponding with the string and const char*, but for now I am completely clueless. What am I doing wrong? Why does it return true instead of false? EDIT: I have figured out this has nothing to do with the const char* or string, because the problem persists with an empty function. I've tried changing the calling convention between Cdecl and StdCall and neither work correctly. I've also managed to debug my DLL and it's being called correctly and does indeed return false, but once back into C# it somehow is true. Changing the CharSet also had no effect. I've made sure I've supplied my C# program with the latest and correct version of my DLL each time, so that shouldn't be an issue aswell. Again, I am completely clueless on why the result is true when I'm in fact returning false. EDIT2: SOReader provided me with a suggestion which fixes another important issue, see my comment. Sadly, it does not fix the return issue.

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  • How to copy an array of char pointers with a larger list of char pointers?

    - by Casey Link
    My function is being passed a struct containing, among other things, a NULL terminated array of pointers to words making up a command with arguments. I'm performing a glob match on the list of arguments, to expand them into a full list of files, then I want to replace the passed argument array with the new expanded one. The globbing is working fine, that is, g.gl_pathv is populated with the list of expected files. However, I am having trouble copying this array into the struct I was given. #include <glob.h> struct command { char **argv; // other fields... } void myFunction( struct command * cmd ) { char **p = cmd->argv; char* program = *p++; // save the program name (e.g 'ls', and increment to the first argument glob_t g; memset(&g, 0, sizeof(g)); int res = glob(*p, 0, NULL, &g); *p++ // increment while (*p) { glob(*p++, GLOB_APPEND, NULL, &g); // append the matches } // here i want to replace cmd->argv with the expanded g.gl_pathv memcpy(cmd->argv, g.gl_pathv, g.gl_pathc ); // this doesn't work globfree(&g); }

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  • Get index of nth occurrence of char in a string

    - by StickFigs
    I'm trying to make a function that returns the index of the Nth occurrence of a given char in a string. Here is my attempt: private int IndexOfNth(string str, char c, int n) { int index = str.IndexOf(c) + 1; if (index >= 0) { string temp = str.Substring(index, str.Length - index); for (int j = 1; j < n; j++) { index = temp.IndexOf(c) + 1; if (index < 0) { return -1; } temp = temp.Substring(index, temp.Length - index); } index = index + (str.Length); } return index; } This should find the first occurrence, chop off that front part of the string, find the first occurrence from the new substring, and on and on until it gets the index of the nth occurrence. However I failed to consider how the index of the final substring is going to be offset from the original actual index in the original string. How do I make this work? Also as a side question, if I want the char to be the tab character do I pass this function '\t' or what?

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