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  • Property hiding and reflection (C#)

    - by tehMick
    Declaring a property in a derived class that matches the name of a property in the base class "hides" it (unless it overrides it with the override keyword). Both the base and derived class properties will be returned by Type.GetProperties() if their types don't match. However, if their types do match, shockingly only the derived class's property is returned. For instance: class A { protected double p; public int P { get { return (int)p; } set { p = value; } } } class B : A { public new int P { get { return (int)p; } set { p = value; } } } class C : B { public new float P { get { return (float)p; } set { p = value; } } } Calling typeof(C).GetProperties() will only return B.P and C.P. Is it possible to call GetProperties() in a way that returns all three? There is almost certainly a way to do it by traversing the inheritance hierarchy, but is there a cleaner solution?

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  • Logic in the db for maintaining a points system relationship?

    - by MarcusBooster
    I'm making a little web based game and need to determine where to put logic that checks the integrity of some underlying data in the sql database. Each user keeps track of points assigned to him, and points are awarded by various tasks. I keep a record of each task transaction to make sure they're not repeated, and to keep track of the value of the task at the time of completion, since an individual award level my fluctuate over time. My schema looks like this so far: create table player ( player_ID serial primary key, player_Points int not null default 0 ); create table task ( task_ID serial primary key, task_PointsAwarded int not null ); create table task_list ( player_ID int references player(player_ID), task_ID int references task(task_ID), when_completed timestamp default current_timestamp, point_value int not null, --not fk because task value may change later constraint pk_player_task_id primary key (player_ID, task_ID) ); So, the player.player_Points should be the total of all his cumulative task points in the task_list. Now where do I put the logic to enforce this? Should I do away with player.player_Points altogether and do queries every time I want to know the total score? Which seems wasteful since I'll be doing that query a lot over the course of a game. Or, put a trigger in the task_list that automatically updates the player.player_Points? Is that too much logic to have in the database and should just maintain this relationship in the application? Thanks.

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  • Scan file contents into an array of a structure.

    - by ZaZu
    Hello, I have a structure in my program that contains a particular array. I want to scan a random file with numbers and put the contents into that array. This is my code : ( NOTE : This is a sample from a bigger program, so I need the structure and arrays as declared ) The contents of the file are basically : 5 4 3 2 5 3 4 2 #include<stdio.h> #define first 500 #define sec 500 struct trial{ int f; int r; float what[first][sec]; }; int trialtest(trial *test); main(){ trial test; trialtest(&test); } int trialtest(trial *test){ int z,x,i; FILE *fin; fin=fopen("randomfile.txt","r"); for(i=0;i<5;i++){ fscanf(fin,"%5.2f\t",(*test).what[z][x]); } fclose(fin); return 0; } But the problem is, whenever this I run this code, I get this error : (25) : warning 508 - Data of type 'double' supplied where a pointer is required I tried adding do{ for(i=0;i<5;i++){ q=fscanf(fin,"%5.2f\t",(*test).what[z][x]); } }while(q!=EOF); But that didnt work either, it gives the same error. Does anyone have a solution to this problem ?

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  • C# newbie problem with variable types

    - by ile
    int newWidth = 100; int newHeight = 100; double ratio = 0; if (img1.Width > img1.Height) { ratio = img1.Width / img1.Height; newHeight = (int)(newHeight / ratio); } else { ratio = img1.Height / img1.Width; newWidth = (int)(newWidth / ratio); } Image bmp1 = img1.GetThumbnailImage(newWidth, newHeight, null, IntPtr.Zero); bmp1.Save(Server.MapPath("~/Uploads/Photos/Thumbnails/") + photo.PhotoID + ".jpg"); I always get Image with both height and width having same values (100) I am obiously doing something wrong with type conversion?

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  • Reading a variable messes it up?!?!

    - by EpsilonVector
    We have the following line of code: printf("%d\n", toc->runlist.next); printf("%d\n", toc->runlist.next); These are the definitions: typedef struct thread_overview_control{ int id[NR_UTHREADS]; list_t runlist; int active_counter; int main_thread; int need_resched; } thread_overview_control; thread_overview_control* toc; What I'm trying to do is implement user threads. For some reason the output of the above code at the point where our test run crushes is: 12345678 //some address 0 //NOW IT'S NULL?!?!?! How can this happen?? All we do is read a variable. And the strange thing is, without printf's there are no crashes. What's going on?

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  • How to find the largest power of 2 less than the given number

    - by nazar_art
    I need to find the largest power of 2 less than the given number. And I stuck and can't find any solution. Code: public class MathPow { public int largestPowerOf2 (int n) { int res = 2; while (res < n) { res =(int)Math.pow(res, 2); } return res; } } This doesn't work correctly. Testing output: Arguments Actual Expected ------------------------- 9 16 8 100 256 64 1000 65536 512 64 256 32 How to solve this issue?

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  • Correct way to take absolute value of INT_MIN

    - by aka.nice
    I want to perform some arithmetic in unsigned, and need to take absolute value of negative int, something like do_some_arithmetic_in_unsigned_mode(int some_signed_value) { unsigned int magnitude; int negative; if(some_signed_value<0) { magnitude = 0 - some_signed_value; negative = 1; } else { magnitude = some_signed_value; negative = 0; } ...snip... } But INT_MIN might be problematic, 0 - INT_MIN is UB if performed in signed arithmetic. What is a standard/robust/safe/efficient way to do this in C?

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  • Copy Constructor in C++

    - by user265260
    i have this code #include <iostream> using namespace std; class Test{ public: int a; Test(int i=0):a(i){} ~Test(){ cout << a << endl; } Test(const Test &){ cout << "copy" << endl; } void operator=(const Test &){ cout << "=" << endl; } Test operator+(Test& p){ Test res(a+p.a); return res; } }; int main (int argc, char const *argv[]){ Test t1(10), t2(20); Test t3=t1+t2; return 0; } Output: 30 20 10 Why isnt the copy constructor called here?

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  • Base class Undefined WEIRD problem . Need help

    - by nXqd
    My CGameStateLogo which inherit from CGameState: CGameStateLogo.h #pragma once #include "GameState.h" class CGameMain; class CGameState; class CGameStateLogo: public CGameState { public: void MessageEnter (); void MessageUpdate( int iKey ); void MessagePaint( HDC* pDC ); public: CGameStateLogo(CGameMain* pGameMain); CGameStateLogo(void); ~CGameStateLogo(void); }; CGameState.h #pragma once #include "GameMain.h" #include "MyBitmap.h" class CGameMain; class CMyBitmap; class CGameState { public: CMyBitmap* pbmCurrent; CGameMain* pGM; int GameStateID; virtual void MessageEnter () = 0; virtual void MessageUpdate( int iKey ) = 0; virtual void MessagePaint( HDC* pDC ) = 0; void StateHandler ( int msg, HDC* pDC, int key ); public: CGameState(void); ~CGameState(void); }; Thanks for reading this :)

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  • seg violation using pycapsule_new

    - by user1733051
    I am trying some simple c API, where I am using PyCapsule_New to encapsulate a pointer. I am running into segment violation, can some body help me. mystruct *func1(int streamno, char mode,unsigned int options) { char * s; s=malloc(100); return s; } PyObject *Wrapper_func1(PyObject *self, PyObject *args) { int streamno; char mode; unsigned int options; mystruct* result; if (!PyArg_ParseTuple(args,"icI",&streamno,&mode,&options)) return NULL; result = func1(streamno,mode,options); return PyCapsule_New( result,NULL,NULL); }

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  • Please explain how Trial Division works for Primality Test

    - by mister_dani
    I came across this algorithm for testing primality through trial division I fully understand this algorithm static boolean isPrime(int N) { if (N < 2) return false; for (int i = 2; i <= Math.sqrt(N); i++) if (N % i == 0) return false; return true; } It works just fine. But then I came across this other one which works just as good but I do not fully understand the logic behind it. static boolean isPrime(int N) { if (N < 2) return false; for (int i = 2; i * i<N; i++) if (N % i == 0) return false; return true; } It seems like i *i < N behaves like i <= Math.sqrt(N). If so, why?

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  • How to inherit methods from a parent class in C++

    - by Pat
    When inheriting classes in C++ I understand members are inherited. But how does one inherit the methods as well? For example, in the below code, I'd like the method "getValues" to be accessible not through just CPoly, but also by any class that inherits it. So one can call "getValues" on CRect directly. class CPoly { private: int width, height; public: void getValues (int* a, int* b) { *a=width; *b=height;} }; class CRect: public CPoly { public: int area () { return (width * height); } }; In other words, is there any way to inherit methods for simple generic methods like getters and setters?

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  • Confusion regarding a function definition in C

    - by user34790
    I found this function definition void *func(void *param) { } Actually, I have a certain confusion regarding this function definition. What does void * mean in the return type of the function as well as the argument. I am a beginner in C. So please don't mind. Thank you void *func(void *param) { int s = (int)param; .... } Well looking at the above program which I found. I think it should have been int *s = (int *)param; isn't it? I am confused

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  • Is there any well-known paradigm for iterating enum values?

    - by SadSido
    I have some C++ code, in which the following enum is declared: enum Some { Some_Alpha = 0, Some_Beta, Some_Gamma, Some_Total }; int array[Some_Total]; The values of Alpha, Beta and Gamma are sequential, and I gladly use the following cycle to iterate through them: for ( int someNo = (int)Some_Alpha; someNo < (int)Some_Total; ++someNo ) {} This cycle is ok, until I decide to change the order of the declarations in the enum, say, making Beta the first value and Alpha - the second one. That invalidates the cycle header, because now I have to iterate from Beta to Total. So, what are the best practices of iterating through enum? I want to iterate through all the values without changing the cycle headers every time. I can think of one solution: enum Some { Some_Start = -1, Some_Alpha, ... Some_Total }; int array[Some_Total]; and iterate from (Start + 1) to Total, but it seems ugly and I have never seen someone doing it in the code. Is there any well-known paradigm for iterating through the enum, or I just have to fix the order of the enum values? (let's pretend, I really have some awesome reasons for changing the order of the enum values)...

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  • Running for loop depending on size of string vector

    - by xbonez
    I have made a string vector vector actor_; and then added elements in it using push_back. I now want to display all of them, for which I need to run a loop according to the number of elements in the vector. For that, I need to run the following loop: for (int i = 0; i < (int)actor_.size; i++) { } but this returns the following error: error C2440: 'type cast' : cannot convert from 'unsigned int (__thiscall std::vector<_Ty::* )(void) const' to 'int' 1 with 1 [ 1 _Ty=std::string 1 ] 1 There is no context in which this conversion is possible

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  • ANSI C++: Diferences between delete and delete[]

    - by Sunscreen
    I was looking a snipset of code: int* ip; ip = new int[100]; delete ip; The example above states that: "This code will work with many compilers, but it should instead read:" int* ip; ip = new int[100]; delete [] ip; Is this indeed the case? I use the compiler "Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 11.00.7022 for 80x86" and does not complain (first example) while compiling. At runtime the pointer is set to NULL. Other compilers behave diferrently? Can a compiler not compain and issues can appear at runtime? Thanks, Sun

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  • Return the difference between the lowest and highest key

    - by stan
    This is a past exam paper i am attempting and have no way to check if the out put is correct as i am not capable of building one of these things the question is in the title class Tree{ Tree left; Tree right; int key; public static int span(Tree tree) { if ( tree == null ){ return null; } if( tree.left != null) int min = span(tree.left); } if( tree.right != null){ int max = span(tree.right); } return max - min; } } Could anyone suggest what i need to change to get 5/5 marks :D - the only thing we have to do is write the span method, the header was given for us Thanks

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  • OnSize() Problem in VC++

    - by Anu
    Hi, In my VC++ MFC applcaiton,i have different views.And in each view,when i maximize it,i changed the size and position to new thing(Normally it fully get maximixed to screen size).But i dont want tht.So in OnSize() i coded like this. void CChildFrame::OnSize(UINT nType, int cx, int cy) { CMDIChildWnd::OnSize(nType, cx, cy); int XBorder = GetSystemMetrics(SM_CXMAXIMIZED); int YBorder = GetSystemMetrics(SM_CYMAXIMIZED); switch (nType) { case SIZE_MAXIMIZED: SetWindowPos(NULL,0,60,XBorder-45,YBorder-60,SWP_NOZORDER ); break; } } But what happened is?When i maximize the view,its get maximized to above mention size only.But in that blue bar,there si no minimize,maximize,close button. When i double click in the blue bar,its get to resumed to previous postion with all buttons. How can i get that?

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  • C++ How fast is passing around objects?

    - by wndsr
    Assuming we are running a compiled C++ binary: Is passing around an int (e.g. function to function, or writing it into variables) slower than passing around structs/class objects like the following? class myClass { int a; int b; char c; vector d; string e; }

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  • StackOverflow Error at java.util.AbstractColllection.<init>(Unknown Source)

    - by thebulge
    I fixed my prior problem yesterday by just separating all the classes into separate files. Nevertheless, I wrote all the code down and seeing no errors was able to compile the program. Or so I thought. Here's the error code: Exception in thread "main" java.lang.StackOverflowError at java.util.AbstractCollection.<init>(Unknown Source) at java.util.AbstractList.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source) at java.util.Vector.<init>(Unknown Source Here are the spots where my I get the errors(marked with problem?) public class GameWorld implements IObservable, IGameWorld { // create collections class public Vector<GameObject> GameObjectList = new Vector<GameObject>(); // PROBLEM private Vector<IObserver> ObserverList = new Vector<IObserver>(); // declare objects Tank pTank = new Tank(10, 10); // other objects and variables to declare public GameWorld() { // add objects to GameObjectList } // accessors/mutators } I get another error here public class Tank extends Movable implements ISteerable { private int armorStrength; private int missileCount; public Tank() {} public Tank(int armStr, int misslCt) // problem? { armorStrength = armStr; // default armorStrength missileCount = misslCt; // default missileCount } public void setDirection(int direction) { this.setDirection(direction); // get input from left turn or right turn // updateValues(); } // access/mutators here I'm stumped on what to do here.

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  • MySQL Multiple Table Join

    - by hitman001
    I have a 3 tables that I'm trying to join and get distinct results. CREATE TABLE `car` ( `id` int(10) unsigned NOT NULL AUTO_INCREMENT, `name` varchar(255) NOT NULL DEFAULT '', PRIMARY KEY (`id`) ) ENGINE=InnoDB mysql> select * from car; +----+-------+ | id | name | +----+-------+ | 1 | acura | +----+-------+ CREATE TABLE `tires` ( `id` int(10) unsigned NOT NULL AUTO_INCREMENT, `tire_desc` varchar(255) DEFAULT NULL, `car_id` int(10) unsigned NOT NULL, PRIMARY KEY (`id`), KEY `new_fk_constraint` (`car_id`), CONSTRAINT `new_fk_constraint` FOREIGN KEY (`car_id`) REFERENCES `car` (`id`) ON DELETE CASCADE ON UPDATE CASCADE ) ENGINE=InnoDB mysql> select * from tires; +----+-------------+--------+ | id | tire_desc | car_id | +----+-------------+--------+ | 1 | front_right | 1 | | 2 | front_left | 1 | +----+-------------+--------+ CREATE TABLE `lights` ( `id` int(10) unsigned NOT NULL AUTO_INCREMENT, `lights_desc` varchar(255) NOT NULL, `car_id` int(10) unsigned NOT NULL, PRIMARY KEY (`id`), KEY `new1_fk_constraint` (`car_id`), CONSTRAINT `new1_fk_constraint` FOREIGN KEY (`car_id`) REFERENCES `car` (`id`) ON DELETE CASCADE ON UPDATE CASCADE ) ENGINE=InnoDB mysql> select * from lights; +----+-------------+--------+ | id | lights_desc | car_id | +----+-------------+--------+ | 1 | right_light | 1 | | 2 | left_light | 1 | +----+-------------+--------+ Here is my query. mysql> SELECT name, group_concat(tire_desc), group_concat(lights_desc) FROM car left join tires on car.id = tires.car_id left join lights on car.id = car_id group by car.id; +-------+-----------------------------------------------+-----------------------------------------------+ | name | group_concat(tire_desc) | group_concat(lights_desc) | +-------+-----------------------------------------------+-----------------------------------------------+ | acura | front_right,front_right,front_left,front_left | right_light,left_light,right_light,left_light | +-------+-----------------------------------------------+-----------------------------------------------+ I get duplicate entires and this is what I would like to get. +-------+-----------------------------------------------+--------------------------------+ | name | group_concat(tire_desc) | group_concat(lights_desc) | +-------+-----------------------------------------------+--------------------------------+ | acura | front_right,front_left | right_light,left_light | +-------+-----------------------------------------------+--------------------------------+ I cannot use distinct in group_concat because I might have legitimate duplicates which I would like to keep. Is there any way to do this query using joins and not using inner selects like the statement below? SELECT name, (select group_concat(tire_desc) from tires where car.id = tires.car_id), (select group_concat(lights_desc) from lights where car.id = lights.car_id) FROM car Also, if I will use inner selects, will there be any performance issues over joins?

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  • Processing a resultset to look up foriegn keys (and poulate a new table!)

    - by Gilly
    Hi, I've been handed a dataset that has some fairly basic table structures with no keys at all. eg {myRubishTable} - Area(varchar),AuthorityName(varchar),StartYear(varchar),StartMonth(varcha),EndYear(varchar),EndMonth(varchar),Amount(Money) there are other tables that use the Area and AuthorityName columns as well as a general use of Month and Years so I I figured a good first step was to pull Area and Authority into their own tables. I now want to process the data in the original table and lookup the key value to put into my new table with foreign keys which looks like this. (lookup Tables) {Area} - id (int, PK), name (varchar(50)) {AuthorityName} - id(int, PK), name(varchar(50) (TargetTable) {myBetterTable} - id (int,PK), area_id(int FK-Area),authority_name_id(int FK-AuthorityName),StartYear (varchar),StartMonth(varchar),EndYear(varchar),EndMonth(varchar),Amount(money) so row one in the old table read MYAREA, MYAUTHORITY,2009,Jan,2010,Feb,10000 and I want to populate the new table with 1,1,1,2009,Jan,2010,Feb,10000 where the first '1' is the primary key and the second two '1's are the ids in the lookup tables. Can anyone point me to the most efficient way of achieving this using just SQL? Thanks in advance Footnote:- I've achieved what I needed with some pretty simple WHERE clauses (I had left a rogue tablename in the FROM which was throwing me :o( ) but would be interested to know if this is the most efficient. ie SELECT [area].[area_id], [authority].[authority_name_id], [myRubishTable].[StartYear], [myRubishTable].[StartMonth], [myRubishTable].[EndYear], [myRubishTable].[EndMonth], [myRubishTable].[Amount] FROM [myRubishTable],[Area],[AuthorityName] WHERE [myRubishTable].[Area]=[Area].[name] AND [myRubishTable].[Authority Name]=[dim_AuthorityName].[name] TIA

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  • ActionScript 3 Cant see Movieclip

    - by user3697993
    When I play my game it does not show my _Player Movieclip, but it does collide with the ground which is very confusing. So I believe the movieclip is there but not showing the texture/Sprite. I think the problem is in "function Spawn" (First Function). public class PewdyBird extends MovieClip { //Player variables public var Up_Speed:int = 25; public var speed:Number = 0; public var _grav:Number = 0.5; public var isJump:Boolean = false; public var Score:int = 0; public var Player_Live:Boolean = true; public var _Player:Player = new Player(); //Other variables //Environment variables var Floor:int = 480; var Clock:Number = 0; var Clock_restart:Number = 0; var Clock_ON:Boolean = false; var Clock_max:int = 15; var Player_Stage:Boolean = true; private var _X:int; private var _Y:int; private var hit_ground:Boolean = false; private var width_BG:int = 479; //SPAWN function Spawn(e:Event){ _Player.x = 200; _Player.y = 200; stage.addChild(_Player); } //Keyboard Input private function KeyboardListener(e:KeyboardEvent){ if(e.keyCode == Keyboard.SPACE){ Clock = Clock_restart; Clock_ON = true; isJump = true; if(isJump){ _Player.gotoAndPlay("Fly"); speed = -Up_Speed; isJump = false; } } } //Mouse Input & Spawn Listener private function MouseListener(m:MouseEvent){ if(MouseEvent.CLICK){ Clock = Clock_restart; Clock_ON = true; isJump = true; if(isJump){ _Player.gotoAndPlay("Fly"); speed = -Up_Speed; isJump = false; } } } //Rotation Fly function Rot_Fly(){ if(Clock < Clock_max){ _Player.rotation = -15; }else if(Clock >= Clock_max){ if(_Player.rotation < 90){ _Player.rotation += 10; }else if(_Player.rotation >= 90){ _Player.rotation = 90; } } } //END //Update Function function enter_frame(e:Event):void{ Rot_Fly(); //Clock if(Clock_ON){ Clock++; }else if(Clock > Clock_max){ Clock = Clock_max; } //Fall Limits if(speed >= 20){ _Player.y += 20; return; _Player.gotoAndPlay("Fall"); } //Physics speed += _grav*3; _Player.y += speed; } //Hit Ground function Hit_Ground(e:Event){ if(_Player.hitTestObject(Ground1)){ _grav = 0; speed = 0; trace("HIT GROUND"); }else if(_Player.hitTestObject(Ground2)){ _grav = 0; speed = 0; trace("HIT GROUND"); }else if(_Player.hitTestObject(Ground1) == false){ _grav = 1; }else if(_Player.hitTestObject(Ground2) == false){ _grav = 1; } } //Background Slide (Left) private function Background_Move(e:Event):void{ Background1.x -= 1.5; Background2.x -= 1.5; Ground1.x -= 4; Ground2.x -= 4; if(Background1.x < -width_BG){ Background1.x = width_BG; } else if(Background2.x < -width_BG){ Background2.x = width_BG; } else if(Ground1.x < -width_BG){ Ground1.x = width_BG; } else if(Ground2.x < -width_BG){ Ground2.x = width_BG; } } } The eventListeners are in flash it self stage.addEventListener(Event.ENTER_FRAME, enter_frame); stage.addEventListener(Event.ENTER_FRAME, Hit_Ground); stage.addEventListener(KeyboardEvent.KEY_UP, KeyboardListener); stage.addEventListener(MouseEvent.CLICK, MouseListener); stage.addEventListener(Event.ENTER_FRAME, Background_Move); stage.addEventListener(Event.ADDED_TO_STAGE, Spawn);

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  • Operator+ for a subtype of a template classe.

    - by baol
    I have a template class that defines a subtype. I'm trying to define the binary operator+ as a template function, but the compiler cannot resolve the template version of the operator+. #include <iostream> template<typename other_type> struct c { c(other_type v) : cs(v) {} struct subtype { subtype(other_type v) : val(v) {} other_type val; } cs; }; template<typename other_type> typename c<other_type>::subtype operator+(const typename c<other_type>::subtype& left, const typename c<other_type>::subtype& right) { return typename c<other_type>::subtype(left.val + right.val); } // This one works // c<a>::subtype operator+(const c<a>::subtype& left, // const c<a>::subtype& right) // { return c<a>::subtype(left.val + right.val); } int main() { c<int> c1 = 1; c<int> c2 = 2; c<int>::subtype cs3 = c1.cs + c2.cs; std::cerr << cs3.val << std::endl; } I think the reason is because the compiler (g++4.3) cannot guess the template type so it's searching for operator+<int> instead of operator+. What's the reason for that? What elegant solution can you suggest?

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