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  • ARTS Reference Model for Retail

    - by Sanjeev Sharma
    Consider a hypothetical scenario where you have been tasked to set up retail operations for a electronic goods or daily consumables or a luxury brand etc. It is very likely you will be faced with the following questions: What are the essential business capabilities that you must have in place?  What are the essential business activities under-pinning each of the business capabilities, identified in Step 1? What are the set of steps that you need to perform to execute each of the business activities, identified in Step 2? Answers to the above will drive your investments in software and hardware to enable the core retail operations. More importantly, the choices you make in responding to the above questions will several implications in the short-run and in the long-run. In the short-term, you will incur the time and cost of defining your technology requirements, procuring the software/hardware components and getting them up and running. In the long-term, as you grow in operations organically or through M&A, partnerships and franchiser business models  you will invariably need to make more technology investments to manage the greater complexity (scale and scope) of business operations.  "As new software applications, such as time & attendance, labor scheduling, and POS transactions, just to mention a few, are introduced into the store environment, it takes a disproportionate amount of time and effort to integrate them with existing store applications. These integration projects can add up to 50 percent to the time needed to implement a new software application and contribute significantly to the cost of the overall project, particularly if a systems integrator is called in. This has been the reality that all retailers have had to live with over the last two decades. The effect of the environment has not only been to increase costs, but also to limit retailers' ability to implement change and the speed with which they can do so." (excerpt taken from here) Now, one would think a lot of retailers would have already gone through the pain of finding answers to these questions, so why re-invent the wheel? Precisely so, a major effort began almost 17 years ago in the retail industry to make it less expensive and less difficult to deploy new technology in stores and at the retail enterprise level. This effort is called the Association for Retail Technology Standards (ARTS). Without standards such as those defined by ARTS, you would very likely end up experiencing the following: Increased Time and Cost due to resource wastage arising from re-inventing the wheel i.e. re-creating vanilla processes from scratch, and incurring, otherwise avoidable, mistakes and errors by ignoring experience of others Sub-optimal Process Efficiency due to narrow, isolated view of processes thereby ignoring process inter-dependencies i.e. optimizing parts but not the whole, and resulting in lack of transparency and inter-departmental finger-pointing Embracing ARTS standards as a blue-print for establishing or managing or streamlining your retail operations can benefit you in the following ways: Improved Time-to-Market from parity with industry best-practice processes e.g. ARTS, thus avoiding “reinventing the wheel” for common retail processes and focusing more on customizing processes for differentiations, and lowering integration complexity and risk with a standardized vocabulary for exchange between internal and external i.e. partner systems Lower Operating Costs by embracing the ARTS enterprise-wide process reference model for developing and streamlining retail operations holistically instead of a narrow, silo-ed view, and  procuring IT systems in compliance with ARTS thus avoiding IT budget marginalization While parity with industry standards such as ARTS business process model by itself does not create a differentiation, it does however provide a higher starting point for bridging the strategy-execution gap in setting up and improving retail operations.

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  • Lifetime of a const string literal returned by a function

    - 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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  • Get Const / Static Name from Function / Method Call.

    - by Mark Tomlin
    I want to find the token's name passed by augment into a function. class Norm { const STR_NORM = 0; const INT_NORM = 0; } function foo($Arg1, $Arg2 = NULL) { getConstName($Arg1); # Should Return STR_NORM; return $Arg1, $Arg2; } echo foo(Norm::STR_NORM); Is there any way to impalement getConstName via the PHP Reflection API?

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  • initialize a const array in a class initializer in C++

    - by Nathan Fellman
    I have the following class in C++: class a { const int b[2]; // other stuff follows // and here's the constructor a(void); } The question is, how do I initialize b in the initialization list, given that I can't initialize it inside the body of the function of the constructor, because b is const? This doesn't work: a::a(void) : b([2,3]) { // other initialization stuff } Edit: The case in point is when I can have different values for b for different instances, but the values are known to be constant for the lifetime of the instance.

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  • Use of const in a method

    - by kouPhax
    In the following method, public void InspectList(IList<int> values) { if(values != null) { const string format = "Element At {0}"; foreach(int i in values) { Log(string.Format(format, i)); } } } Does the use of const provide any benefit over just declaring the string as a string? Woudl it not be interned anyway?

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  • Are 'const' variables precomputed by default in C++?

    - by Gunnar
    Suppose I have variables for positions like const float latitude = 51.+11./60.+33.0461/3600.; const float longitude = 12.+50./60.+31.9369/3600.; and use them frequently in the program. Does the compiler precompute that? (This example should not produce much overhead, but you get the point.) Bonus point for pointing out location. ;) TIA

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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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  • when to use const char *

    - by djones2010
    If i have a function api that expects a 14 digit input and returns a 6 digit output. I basically define the input as a const char *. would that be the correct and safe thing to do? also why would I not want to just do char * which I could but it seems more prudent to use const char * in that case especially since its an api that i am providing. so for different input values I generate 6 digit codes.

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  • Find out number of fraction digits in currency in iOS

    - by thejaz
    I use NSNumberFormatter to format currencies in a localized way, and it works fine. But I want to override this and give the user the option to override the number of digits after the decimal separator. How can I find out the number of digits the NSNumberFormatter will use for a certain currency? I have looked in the NSLocale object, but none of the keys tell me this. NSString * const NSLocaleIdentifier; NSString * const NSLocaleLanguageCode; NSString * const NSLocaleCountryCode; NSString * const NSLocaleScriptCode; NSString * const NSLocaleVariantCode; NSString * const NSLocaleExemplarCharacterSet; NSString * const NSLocaleCalendar; NSString * const NSLocaleCollationIdentifier; NSString * const NSLocaleUsesMetricSystem; NSString * const NSLocaleMeasurementSystem; NSString * const NSLocaleDecimalSeparator; NSString * const NSLocaleGroupingSeparator; NSString * const NSLocaleCurrencySymbol; NSString * const NSLocaleCurrencyCode; NSString * const NSLocaleCollatorIdentifier; NSString * const NSLocaleQuotationBeginDelimiterKey; NSString * const NSLocaleQuotationEndDelimiterKey; NSString * const NSLocaleAlternateQuotationBeginDelimiterKey; NSString * const NSLocaleAlternateQuotationEndDelimiterKey; How can I find out the correct number of decimals for a currency like the NSNumberFormatter seems to know?

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  • Converting a string into a double

    - by Koning Baard
    I am trying to convert a string (const char* argv[]) to a double precision floating point number: int main(const int argc, const char *argv[]) { int i; double numbers[argc - 1]; for(i = 1; i < argc; i += 1) { /* -- Convert each argv into a double and put it in `number` */ } /* ... */ return 0; } Can anyone help me? Thanks

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  • ...Welche DB-Hintergrundprozesse sind für was zuständig?... wie ging das nochmal? Und wie heisst noch diese eine wichtige Data Dictionary View? ...

    - by britta.wolf
    ...Gab es da nicht mal ein gutes Oracle-Poster, wo man schnell nachschauen konnte und einen guten Überblick bekam? Viele Datenbankadministratoren haben das besagte Poster, das die Architektur und Prozesse sowie die Data Dictionary-Struktur der Oracle Datenbank beschreibt, vermisst! Daher wurde nun eine handliche kleine Flash-Applikation mit erweitertem Inhalt entwickelt - Oracle Database 11g: Interactive Quick Reference - die man sich hier downloaden kann (einfach auf den Button "Download now" klicken (Größe der Zip-Datei: 4.6 MB). Ist genial, muss man haben!!! :-)

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  • SQL Server 2012 - Upgrade Whitepaper

    - by JustinL
    Just a short note to mention Microsoft have released the Technical Reference Guide for upgrading to SQL Server 2012. The paper is available for download here: http://tinyurl.com/84xm5b4 There's some interesting details on approaches to upgrade, including features such as high availability, full-text search, service broker and other components (SSIS, SSAS, SSRS). Additionally, there's a (fairly) recent initiative to organise and present TechNet content more easily, there's some useful content (with interesting presentation) at the link below: http://technet.microsoft.com/en-us/library/hh393545.aspx Good luck planning your upgrades, Regards, Justin

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  • Brief material on C++ object-lifetime management and on passing and returning values/references

    - by dsign
    I was wondering if anybody can point to a post, pdf, or excerpt of a book containing the rules for C++ variable life-times and best practices for passing and returning function parameters. Things like when to pass by value and by reference, how to share ownership, avoid unnecessary copies, etc. This is not for a particular problem of mine, I've been programming in C++ for long enough to know the rules by instinct, but it is something that a lot of newcomers to the language stumble with, and I would be glad to point them to such a thing.

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  • Playing online video on iphone web, the iphone seems to cache the reference movie

    - by Mad Oxyn
    We are working on an online mobile video app, and are trying to play a reference movie on an iphone from the iphone browser. The problem is, the movie plays the first time, but when we try to play a different movie the second time, it doesnt. Quicktime gives a general error message sayin "Cannot Play Movie". More precisely this is what we are trying to do: Connect with an iPhone to a webserver that serves a reference movie (generated with quicktime pro). The ref movie automatically gets downloaded to the iphone by quicktime. Quicktime then chooses one of the 3 references in the reference movie, based on the connection speed, and tries to download the designated movie via a relative path. A servlet gets called and forwards the relative path to the right movie. This all works the first time. However the second time when we want download different movies, we get the quicktime error. Test case: Open reference movie 1 Movie plays in Quicktime Open reference movie 2 ERROR: Quicktime gives an error - Cannot Play Movie Shut down Iphone Turn Iphone on again Open reference movie 2 Iphone plays movie Open movie ERROR: Quicktime gives an error - Cannot Play Movie Did anyone encounter similar issues with quicktime and the use of reference movies and is there something we can do to work around that?

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  • Reference-type conversion operators: asking for trouble?

    - by Ben
    When I compile the following code using g++ class A {}; void foo(A&) {} int main() { foo(A()); return 0; } I get the following error messages: > g++ test.cpp -o test test.cpp: In function ‘int main()’: test.cpp:10: error: invalid initialization of non-const reference of type ‘A&’ from a temporary of type ‘A’ test.cpp:6: error: in passing argument 1 of ‘void foo(A&)’ After some reflection, these errors make plenty of sense to me. A() is just a temporary value, not an assignable location on the stack, so it wouldn't seem to have an address. If it doesn't have an address, then I can't hold a reference to it. Okay, fine. But wait! If I add the following conversion operator to the class A class A { public: operator A&() { return *this; } }; then all is well! My question is whether this even remotely safe. What exactly does this point to when A() is constructed as a temporary value? I am given some confidence by the fact that void foo(const A&) {} can accept temporary values according to g++ and all other compilers I've used. The const keyword can always be cast away, so it would surprise me if there were any actual semantic differences between a const A& parameter and an A& parameter. So I guess that's another way of asking my question: why is a const reference to a temporary value considered safe by the compiler whereas a non-const reference is not?

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  • Animation issue caused by C# parameters passed by reference rather than value, but where?

    - by Jordan Roher
    I'm having trouble with sprite animation in XNA that appears to be caused by a struct passed as a reference value. But I'm not using the ref keyword anywhere. I am, admittedly, a C# noob, so there may be some shallow bonehead error in here, but I can't see it. I'm creating 10 ants or bees and animating them as they move across the screen. I have an array of animation structs, and each time I create an ant or bee, I send it the animation array value it requires (just [0] or [1] at this time). Deep inside the animation struct is a timer that is used to change frames. The ant/bee class stores the animation struct as a private variable. What I'm seeing is that each ant or bee uses the same animation struct, the one I thought I was passing in and copying by value. So during Update(), when I advance the animation timer for each ant/bee, the next ant/bee has its animation timer advanced by that small amount. If there's 1 ant on screen, it animates properly. 2 ants, it runs twice as fast, and so on. Obviously, not what I want. Here's an abridged version of the code. How is BerryPicking's ActorAnimationGroupData[] getting shared between the BerryCreatures? class BerryPicking { private ActorAnimationGroupData[] animations; private BerryCreature[] creatures; private Dictionary<string, Texture2D> creatureTextures; private const int maxCreatures = 5; public BerryPickingExample() { this.creatures = new BerryCreature[maxCreatures]; this.creatureTextures = new Dictionary<string, Texture2D>(); } public void LoadContent() { // Returns data from an XML file Reader reader = new Reader(); animations = reader.LoadAnimations(); CreateCreatures(); } // This is called from another function I'm not including because it's not relevant to the problem. // In it, I remove any creature that passes outside the viewport by setting its creatures[] spot to null. // Hence the if(creatures[i] == null) test is used to recreate "dead" creatures. Inelegant, I know. private void CreateCreatures() { for (int i = 0; i < creatures.Length; i++) { if (creatures[i] == null) { // In reality, the name selection is randomized creatures[i] = new BerryCreature("ant"); // Load content and texture (which I create elsewhere) creatures[i].LoadContent( FindAnimation(creatures[i].Name), creatureTextures[creatures[i].Name]); } } } private ActorAnimationGroupData FindAnimation(string animationName) { int yourAnimation = -1; for (int i = 0; i < animations.Length; i++) { if (animations[i].name == animationName) { yourAnimation = i; break; } } return animations[yourAnimation]; } public void Update(GameTime gameTime) { for (int i = 0; i < creatures.Length; i++) { creatures[i].Update(gameTime); } } } class Reader { public ActorAnimationGroupData[] LoadAnimations() { ActorAnimationGroupData[] animationGroup; XmlReader file = new XmlTextReader(filename); // Do loading... // Then later file.Close(); return animationGroup; } } class BerryCreature { private ActorAnimation animation; private string name; public BerryCreature(string name) { this.name = name; } public void LoadContent(ActorAnimationGroupData animationData, Texture2D sprite) { animation = new ActorAnimation(animationData); animation.LoadContent(sprite); } public void Update(GameTime gameTime) { animation.Update(gameTime); } } class ActorAnimation { private ActorAnimationGroupData animation; public ActorAnimation(ActorAnimationGroupData animation) { this.animation = animation; } public void LoadContent(Texture2D sprite) { this.sprite = sprite; } public void Update(GameTime gameTime) { animation.Update(gameTime); } } struct ActorAnimationGroupData { // There are lots of other members of this struct, but the timer is the only one I'm worried about. // TimerData is another struct private TimerData timer; public ActorAnimationGroupData() { timer = new TimerData(2); } public void Update(GameTime gameTime) { timer.Update(gameTime); } } struct TimerData { public float currentTime; public float maxTime; public TimerData(float maxTime) { this.currentTime = 0; this.maxTime = maxTime; } public void Update(GameTime gameTime) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (currentTime >= maxTime) { currentTime = maxTime; } } }

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • C++0x rvalue references and temporaries

    - by Doug
    (I asked a variation of this question on comp.std.c++ but didn't get an answer.) Why does the call to f(arg) in this code call the const ref overload of f? void f(const std::string &); //less efficient void f(std::string &&); //more efficient void g(const char * arg) { f(arg); } My intuition says that the f(string &&) overload should be chosen, because arg needs to be converted to a temporary no matter what, and the temporary matches the rvalue reference better than the lvalue reference. This is not what happens in GCC and MSVC. In at least G++ and MSVC, any lvalue does not bind to an rvalue reference argument, even if there is an intermediate temporary created. Indeed, if the const ref overload isn't present, the compilers diagnose an error. However, writing f(arg + 0) or f(std::string(arg)) does choose the rvalue reference overload as you would expect. From my reading of the C++0x standard, it seems like the implicit conversion of a const char * to a string should be considered when considering if f(string &&) is viable, just as when passing a const lvalue ref arguments. Section 13.3 (overload resolution) doesn't differentiate between rvalue refs and const references in too many places. Also, it seems that the rule that prevents lvalues from binding to rvalue references (13.3.3.1.4/3) shouldn't apply if there's an intermediate temporary - after all, it's perfectly safe to move from the temporary. Is this: Me misreading/misunderstand the standard, where the implemented behavior is the intended behavior, and there's some good reason why my example should behave the way it does? A mistake that the compiler vendors have somehow all made? Or a mistake based on common implementation strategies? Or a mistake in e.g. GCC (where this lvalue/rvalue reference binding rule was first implemented), that was copied by other vendors? A defect in the standard, or an unintended consequence, or something that should be clarified?

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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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  • C++: static assert for const variables?

    - by shoosh
    Static asserts are very convenient for checking things in compile time. A simple static assert idiom looks like this: template<bool> struct StaticAssert; template<> struct StaticAssert<true> {}; #define STATIC_ASSERT(condition) do { StaticAssert<condition>(); } while(0) This is good for stuff like STATIC_ASSERT(sizeof(float) == 4) and: #define THIS_LIMIT (1000) ... STATIC_ASSERT(THIS_LIMIT > OTHER_LIMIT); But using #define is not the "C++" way of defining constants. C++ would have you use an anonymous namespace: namespace { const int THIS_LIMIT = 1000; } or even: static const int THIS_LIMIT = 1000; The trouble with this is that with a const int you can't use STATIC_ASSERT() and you must resort to a run-time check which is silly. Is there a way to properly solve this in current C++? I think I've read C++0x has some facility to do this...

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  • Disallow taking pointer/reference to const to a temporary object in C++ (no C++0X)

    - by KRao
    Hi, I am faced with the following issue. Consider the following class: //Will be similar to bost::reference_wrapper template<class T> class Ref { public: explicit Ref(T& t) : m_ptr(&t) {} private: T* m_ptr; }; and this function returning a double double fun() {return 1.0;} If we now have double x = 1.0; const double xc = 1.0; Ref<double> ref1(x); //OK Ref<const double> refc1(cx); //OK good so far, however: //Ref<double> ref2( fun() ); //Fails as I want it to Ref<const double> refc2( fun() ); //Works but I would like it not to Is there a way to modify Ref (the way you prefer) but not the function fun, so that the last line returns a compile-time error? Please notice you can modify the constructor signature (as long as I am able to initialise the Ref as intended). Thank you in advance for your help!

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  • C++ const qualifier

    - by avd
    I have a Point2D class as follows: class Point2D{ int x; int y; public: Point2D(int inX, int inY){ x = inX; y = inY; }; int getX(){return x;}; int getY(){return y;}; }; Now I have defined a class Line as: class Line { Point2D p1,p2; public: LineVector(const Point2D &p1,const Point2D &p2):p1(p1),p2(p2) { int x1,y1,x2,y2; x1=p1.getX();y1=p1.getY();x2=p2.getX();y2=p2.getY(); } }; Now the compiler gives the error in the last line( where getX() etc are called): error: passing `const Point2D' as `this' argument of `int Point2D::getX()' discards qualifiers If I remove the const keyword at both places, then it compiles successfully. What is the error? Is it because getX() etc are defined inline? Is there any way to recify this retaining them inline?

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  • Is there a codeigniter api reference?

    - by ajsie
    whenever using a framework it's so good with a api reference so you could lookup the classes' methods and properties, which class they extend from and so on. is there a api reference for codeigniter similar to yii's excellent api referenc? http://www.yiiframework.com/doc/api/ how else could you know more about the details about the classes if there isn't a good api reference. java's api reference is also great: http://java.sun.com/j2se/1.4.2/docs/api/ why can't i find codeigniter's. thanks.

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