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  • Can I use MFC objects in STL containers?

    - by Jesse Stimpson
    The following code doesn't compile for me in MSVC2005: std::vector<CMenu> vec(10); CMenu is an MFC menu object (such as a context menu). Through some testing I learned that CMenu does not have a public copy constructor. To do what I wanted to do, I needed to use a dynamic array. CMenu* menus = new CMenu[10]; // ... delete [] menus; Of course, now I've lost all the benefits of using an STL container. Do I have any other options?

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  • Developing Bots__Where can I start?

    - by user947659
    i have a pet programming goal: to develop a bot for a game. Now, this won't be anything malicious, and I just want to do this to further my knowledge in programming. Can anyone help me out by pointing to where i can start learning how to develop a bot? the type of bots i want to make are video game bots (online multiplayer, first person shooters, and offline games(like solitaire and such)). Thanks!

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  • What to throw in a C++ class wrapping a C library ?

    - by ereOn
    I have to create a set of wrapping C++ classes around an existing C library. For many objects of the C library, the construction is done by calling something like britney_spears* create_britney_spears() and the opposite function void free_britney_spears(britney_spears* brit). If the allocation of a britney_spears fails, create_britney_spears() returns NULL. This is, as far as I know, a very common pattern. Now I want to wrap this inside a C++ class. //britney_spears.hpp class BritneySpears { public: BritneySpears(); private: boost::shared_ptr<britney_spears> m_britney_spears; }; And here is the implementation: // britney_spears.cpp BritneySpears::BritneySpears() : m_britney_spears(create_britney_spears(), free_britney_spears) { if (!m_britney_spears) { // Here I should throw something to abort the construction, but what ??! } } So the question is in the code sample: What should I throw to abort the constructor ? I know I can throw almost anything, but I want to know what is usually done. I have no other information about why the allocation failed. Should I create my own exception class ? Is there a std exception for such cases ? Many thanks.

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  • Can I catch bad pointer errors in C++?

    - by Simon
    Hi there, I was wondering if there is a possibility to catch errors like this in C++: object* p = new object; delete p; delete p; //this would cause an error, can I catch this? Can I check if the pointer is valid? Can I catch some exception? I know I could set the pointer p to NULL after the first object deletion. But just imagine you wouldn't do that. I am using VC++ with Visual Studio 2008/2010. Thank you

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  • Release resources in .Net C#

    - by zaidwaqi
    Hi, I'm new to C# and .NET, ,and have been reading around about it. I need to know why and when do I need to release resources? Doesn't the garbage collector take care of everything? When do I need to implement IDisposable, and how is it different from destructor in C++? Also, if my program is rather small i.e. a screensaver, do I need to care about releasing resources? Thanks.

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  • Iphone release problem

    - by xger86x
    Hi, i have the following code in a .h @property (nonatomic, copy) NSString *username; Then, username is assigned in this way when the user enter text in a TextField: self.username = textField.text; And then, in dealloc method i call release: NSLog(@"%d",[username retainCount]); [username release]; NSLog(@"%d",[username retainCount]); But in the console it prints: 2011-01-11 23:09:52.468 IApp[2527:307] 1 2011-01-11 23:09:52.480 IApp[2527:307] 1 What is the problem? Thanks

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  • Will this be garbage collected in JVM?

    - by stjowa
    I am running the following code every two minutes via a Timer: object = new Object(this); Potentially, this is a lot of objects being created and a lot of objects being overwritten. Do the overwritten objects get garbage collected, even with a reference to itself being used in the newly created object? I am using JDK 1.6.0_13. Thanks for the help.

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  • Should repeated use of the camera crash an app?

    - by Sam
    I have an app that builds a slideshow from user images. They can grab from their library or take a picture. I have found that repeated use of grabbing an image from the library is fine. But repeated use of taking a picture causes erratic behavior. I have been getting crashes but mostly what happens seems to be a reloading of the view after "didFinishPickingMediaWithInfo", which messes things up. I have no leaks and it seems to be releasing properly after each picture is taken. I am resizing the image and saving it in a data base. Is anyone else running into this situation? Was the camera not designed to be called this often?

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  • Linking to a Large address aware DLL.

    - by Canopus
    Suppose I have a DLL which is built with LARGEADDRESSAWARE linker flag set. Now I have an application dynamically linking to this DLL. Does this make my application LARGEADDRESSAWARE? If not then, does it make sense to have this flag set for any DLL?

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  • Using std::bad_alloc for C pointers

    - by otibom
    I'm using a library written in C in a C++ project. I'd like to use C++ exceptions to handle C errors. In particular, it would be nice to have an exception thrown if an allocation fails. I can do this in constructors of classes which hold C-style pointers to C structs : if (c_object == NULL) throw std::bad_alloc(); But if the class is responsible for several C objects they are no ways of free-ing all already allocated pointers since the destructor isn't called. I have a feeling I could use smart-pointers, but I don't have much experience with them. What's more, I have to have access to the original C pointers to use the C api properly. Is there an elegant solution to this ?

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  • How much RAM used by Python dict or list?

    - by Who8MyLunch
    My problem: I am writing a simple Python tool to help me visualize my data as a function of many parameters. Each change in parameters involves a non-trivial amount of time, so I would like to cache each step's resulting imagery and supporting data in a dictionary. But then I worry that this dictionary could grow too large over time. Most of my data is in the form of Numpy arrays. My question: How would one go about computing the total number of bytes used by a Python dictionary. The dictionary itself may contain lists and other dictionaries, each of which contain data stored in Numpy arrays. Ideas?

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  • Static variables within functions in C++ - allocated even if function doesn't run?

    - by John C
    I've been reading up on C++ on the Internet, and here's one thing that I haven't been quite able to find an answer to. I know that static variables used within functions are akin to globals, and that subsequent invocations of that function will have the static variable retain its value between calls. However, if the function is never claled, does the static variable get allocated? Thanks

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  • How costly performance-wise are these actions in iPhone objective-C?

    - by Alex Gosselin
    This is really a few questions in one, I'm wondering what the performance cost is for these things, as I haven't really been following a best practice of any sort for these. The answers may also be useful to other readers, if somebody knows these. (1) If I need the core data managed object context, is it bad to use #import "myAppDelegate.h" //farther down in the code: NSManagedObjectContext *context = [(myAppDelegate.h*)[[UIApplication sharedApplication] delegate] managedObjectContext]; as opposed to leaving the warning you get if you don't cast the delegate? (2) What is the cheapest way to hard-code a string? I have been using return @"myString"; on occasion in some functions where I need to pass it to a variety of places, is it better to do it this way: static NSString *str = @"myString"; return str; (3) How costly is it to subclass an object i wrote vs. making a new one, in general? (4) When I am using core data and navigating through a hierarchy of some sort, is it necessary to turn things back into faults somehow after I read some info from them? or is this done automatically? Thanks for any help.

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  • How does the CLR (.NET) internally allocate and pass around custom value types (structs)?

    - by stakx
    Question: Do all CLR value types, including user-defined structs, live on the evaluation stack exclusively, meaning that they will never need to be reclaimed by the garbage-collector, or are there cases where they are garbage-collected? Background: I have previously asked a question on SO about the impact that a fluent interface has on the runtime performance of a .NET application. I was particuarly worried that creating a large number of very short-lived temporary objects would negatively affect runtime performance through more frequent garbage-collection. Now it has occured to me that if I declared those temporary objects' types as struct (ie. as user-defined value types) instead of class, the garbage collector might not be involved at all if it turns out that all value types live exclusively on the evaluation stack. What I've found out so far: I did a brief experiment to see what the differences are in the CIL generated for user-defined value types and reference types. This is my C# code: struct SomeValueType { public int X; } class SomeReferenceType { public int X; } . . static void TryValueType(SomeValueType vt) { ... } static void TryReferenceType(SomeReferenceType rt) { ... } . . var vt = new SomeValueType { X = 1 }; var rt = new SomeReferenceType { X = 2 }; TryValueType(vt); TryReferenceType(rt); And this is the CIL generated for the last four lines of code: .locals init ( [0] valuetype SomeValueType vt, [1] class SomeReferenceType rt, [2] valuetype SomeValueType <>g__initLocal0, // [3] class SomeReferenceType <>g__initLocal1, // why are these generated? [4] valuetype SomeValueType CS$0$0000 // ) L_0000: ldloca.s CS$0$0000 L_0002: initobj SomeValueType // no newobj required, instance already allocated L_0008: ldloc.s CS$0$0000 L_000a: stloc.2 L_000b: ldloca.s <>g__initLocal0 L_000d: ldc.i4.1 L_000e: stfld int32 SomeValueType::X L_0013: ldloc.2 L_0014: stloc.0 L_0015: newobj instance void SomeReferenceType::.ctor() L_001a: stloc.3 L_001b: ldloc.3 L_001c: ldc.i4.2 L_001d: stfld int32 SomeReferenceType::X L_0022: ldloc.3 L_0023: stloc.1 L_0024: ldloc.0 L_0025: call void Program::TryValueType(valuetype SomeValueType) L_002a: ldloc.1 L_002b: call void Program::TryReferenceType(class SomeReferenceType) What I cannot figure out from this code is this: Where are all those local variables mentioned in the .locals block allocated? How are they allocated? How are they freed? Why are so many anonymous local variables needed and copied to-and-fro only to initialize my two local variables rt and vt?

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  • Why this kind of release doesn't work?

    - by parkyprg
    Hello, I have a newbie question about the following: - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { NSArray *anArray; anArray = [dictionary objectForKey: [NSString stringWithFormat:@"%d", section]]; //here dictionary is of type NSDictionary, initialized in another place. AnObject *obj = [[AnObject alloc] init]; obj = [anArray objectAtIndex:0]; [anArray release]; return obj.title; } If I run it as it is I will get an error. If I don't put [anArray release] it works just fine. I don't quite understand why is this happening? Thanks.

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  • Programmatically find maximum static array size in C++

    - by GuyGreer
    I am curious whether it is possible to determine the maximum size that an array can have in C++. #include <iostream> using namespace std; #define MAX 2000000 int main() { long array[MAX]; cout << "Message" << endl; return 0; } This compiles just fine, but then segfaults as soon as I run it (even though array isn't actually referenced). I know it's the array size too because if I change it to 1000000 it runs just fine. So, is there some define somewhere or some way of having #define MAX MAX_ALLOWED_ARRAY_SIZE_FOR_MY_MACHINE_DEFINED_SOMEWHERE_FOR_ME? I don't actually need this for anything, this question is for curiosity's sake.

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  • XNA: What is the point of Unload()?

    - by Rosarch
    XNA games have an Unload() method, where content is supposed to be unloaded. But what is the point of this? If all the content is being unloaded, then the game must be exiting, in which case everything would be garbage collected anyway, right?

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  • When are temporaries created as part of a function call destroyed?

    - by Michael Mrozek
    Is a temporary created as part of an argument to a function call guaranteed to stay around until the called function ends, even if the temporary isn't passed directly to the function? There's virtually no chance that was coherent, so here's an example: class A { public: A(int x) : x(x) {printf("Constructed A(%d)\n", x);} ~A() {printf("Destroyed A\n");} int x; int* y() {return &x;} }; void foo(int* bar) { printf("foo(): %d\n", *bar); } int main(int argc, char** argv) { foo(A(4).y()); } If A(4) were passed directly to foo it would definitely not be destroyed until after the foo call ended, but instead I'm calling a method on the temporary and losing any reference to it. I would instinctively think the temporary A would be destroyed before foo even starts, but testing with GCC 4.3.4 shows it isn't; the output is: Constructed A(4) foo(): 4 Destroyed A The question is, is GCC's behavior guaranteed by the spec? Or is a compiler allowed to destroy the temporary A before the call to foo, invaliding the pointer to its member I'm using?

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  • Can I just release the top object (iPhone)?

    - by yar
    If I release the object that's holding a reference to the variable that I need to release, is that sufficient? Or must I release at every level of the containment hierarchy? I fear that my logic comes from working with a garbage collector for too long. For instance, I assigned to this property of a UIPickerView instance by hand instead of using IB @property(nonatomic, assign) id<UIPickerViewDelegate> delegate Since it's an assign property, I can't just release the reference after I assign it. When I finally release my UIPickerView instance, do I need to do this: [singlePicker.delegate release]; [singlePicker release]; or is the second line sufficient? Also: Are these assign properties the norm, or is that mostly for Interface Builder? I thought that retain properties were the normal thing to expect.

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  • Objective-c when to release objects

    - by Chris
    -(IBAction)registerUpdate:(id)sender { HTTPRequest* request = [[HTTPRequest alloc] initWithUrl:@"http://www.yahoo.com" delegate:self]; [request doRequest]; } The HTTPRequest makes an asynchronous request and calls the onHTTPResponse method in the current class. My question is do I have to release request? My guess is that I'm supposed to make it an instance variable? [NSString stringWithFormat:@"Data received: %@", [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding]]; How would I release that string object, or should I assign it to a variable?

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  • Filling in uninitialized array in java? (or workaround!)

    - by AlexRamallo
    Hello all, I'm currently in the process of creating an OBJ importer for an opengles android game. I'm relatively new to the language java, so I'm not exactly clear on a few things. I have an array which will hold the number of vertices in the model(along with a few other arrays as well): float vertices[]; The problem is that I don't know how many vertices there are in the model before I read the file using the inputstream given to me. Would I be able to fill it in as I need to like this?: vertices[95] = 5.004f; //vertices was defined like the example above or do I have to initialize it beforehand? if the latter is the case then what would be a good way to find out the number of vertices in the file? Once I read it using inputstreamreader.read() it goes to the next line until it reads the whole file. The only thing I can think of would be to read the whole file, count the number of vertices, then read it AGAIN the fill in the newly initialized array. Is there a way to dynamically allocate the data as is needed?

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