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  • System.InvalidOperationException in Output Window

    - by user318068
    I constantly get the following message in my output/debug windows. The app doesn't crash but I was wondering what the deal with it is: A first chance exception of type 'System.InvalidOperationException' occurred in System.dll my code :sol.cs using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication1 { class Sol { public LinkedList<int> tower1 = new LinkedList<int>(); public LinkedList<int> tower2 = new LinkedList<int>(); public LinkedList<int> tower3 = new LinkedList<int>(); public static LinkedList<string> BFS = new LinkedList<string>(); public static LinkedList<string> DFS = new LinkedList<string>(); public static LinkedList<string> IDS = new LinkedList<string>(); public int depth; public LinkedList<Sol> neighbors; public Sol() { } public Sol(LinkedList<int> tower1, LinkedList<int> tower2, LinkedList<int> tower3) { this.tower1 = tower1; this.tower2 = tower2; this.tower3 = tower3; neighbors = new LinkedList<Sol>(); } public virtual void getneighbors() { Sol temp = this.copy(); Sol neighbor1 = this.copy(); Sol neighbor2 = this.copy(); Sol neighbor3 = this.copy(); Sol neighbor4 = this.copy(); Sol neighbor5 = this.copy(); Sol neighbor6 = this.copy(); if (temp.tower1.Count != 0) { if (neighbor1.tower2.Count != 0) { if (neighbor1.tower1.First.Value < neighbor1.tower2.First.Value) { neighbor1.tower2.AddFirst(neighbor1.tower1.First); neighbor1.tower1.RemoveFirst(); neighbors.AddLast(neighbor1); } } else { neighbor1.tower2.AddFirst(neighbor1.tower1.First); neighbor1.tower1.RemoveFirst(); neighbors.AddLast(neighbor1); } if (neighbor2.tower3.Count != 0) { if (neighbor2.tower1.First.Value < neighbor2.tower3.First.Value) { neighbor2.tower3.AddFirst(neighbor2.tower1.First); neighbor2.tower1.RemoveFirst(); neighbors.AddLast(neighbor2); } } else { neighbor2.tower3.AddFirst(neighbor2.tower1.First); neighbor2.tower1.RemoveFirst(); neighbors.AddLast(neighbor2); } } //------------- if (temp.tower2.Count != 0) { if (neighbor3.tower1.Count != 0) { if (neighbor3.tower2.First.Value < neighbor3.tower1.First.Value) { neighbor3.tower1.AddFirst(neighbor3.tower2.First); neighbor3.tower2.RemoveFirst(); neighbors.AddLast(neighbor3); } } else { neighbor3.tower1.AddFirst(neighbor3.tower2.First); neighbor3.tower2.RemoveFirst(); neighbors.AddLast(neighbor3); } if (neighbor4.tower3.Count != 0) { if (neighbor4.tower2.First.Value < neighbor4.tower3.First.Value) { neighbor4.tower3.AddFirst(neighbor4.tower2.First); neighbor4.tower2.RemoveFirst(); neighbors.AddLast(neighbor4); } } else { neighbor4.tower3.AddFirst(neighbor4.tower2.First); neighbor4.tower2.RemoveFirst(); neighbors.AddLast(neighbor4); } } //------------------------ if (temp.tower3.Count() != 0) { if (neighbor5.tower1.Count() != 0) { if (neighbor5.tower3.ElementAtOrDefault(0) < neighbor5.tower1.ElementAtOrDefault(0)) { neighbor5.tower1.AddFirst(neighbor5.tower3.First); neighbor5.tower3.RemoveFirst(); neighbors.AddLast(neighbor5); } } else { neighbor5.tower1.AddFirst(neighbor5.tower3.First); neighbor5.tower3.RemoveFirst(); neighbors.AddLast(neighbor5); } if (neighbor6.tower2.Count() != 0) { if (neighbor6.tower3.ElementAtOrDefault(0) < neighbor6.tower2.ElementAtOrDefault(0)) { neighbor6.tower2.AddFirst(neighbor6.tower3.First); neighbor6.tower3.RemoveFirst(); neighbors.AddLast(neighbor6); } } else { neighbor6.tower2.AddFirst(neighbor6.tower3.First); neighbor6.tower3.RemoveFirst(); neighbors.AddLast(neighbor6); } } } public override string ToString() { string str; str = "tower1" + tower1.ToString() + " tower2" + tower2.ToString() + " tower3" + tower3.ToString(); return str; } public Sol copy() { Sol So; LinkedList<int> l1 = new LinkedList<int>(); LinkedList<int> l2 = new LinkedList<int>(); LinkedList<int> l3 = new LinkedList<int>(); for (int i = 0; i <= this.tower1.Count() - 1; i++) { l1.AddLast(tower1.ElementAt(i)); } for (int i = 0; i <= this.tower2.Count - 1; i++) { l2.AddLast(tower2.ElementAt(i)); } for (int i = 0; i <= this.tower3.Count - 1; i++) { l3.AddLast(tower3.ElementAt(i)); } So = new Sol(l1, l2, l3); return So; } public bool Equals(Sol sol) { if (this.tower1.Equals(sol.tower1) & this.tower2.Equals(sol.tower2) & this.tower3.Equals(sol.tower3)) return true; return false; } public virtual bool containedin(Stack<Sol> vec) { bool found = false; for (int i = 0; i <= vec.Count - 1; i++) { if (vec.ElementAt(i).tower1.Equals(this.tower1) && vec.ElementAt(i).tower2.Equals(this.tower2) && vec.ElementAt(i).tower3.Equals(this.tower3)) { found = true; break; } } return found; } public virtual bool breadthFirst(Sol start, Sol goal) { Stack<Sol> nextStack = new Stack<Sol>(); Stack<Sol> traversed = new Stack<Sol>(); bool found = false; start.depth = 0; nextStack.Push(start); while (nextStack.Count != 0) { Sol sol = nextStack.Pop(); BFS.AddFirst("poped State:" + sol.ToString() + "level " + sol.depth); traversed.Push(sol); if (sol.Equals(goal)) { found = true; BFS.AddFirst("Goal:" + sol.ToString()); break; } else { sol.getneighbors(); foreach (Sol neighbor in sol.neighbors) { if (!neighbor.containedin(traversed) && !neighbor.containedin(nextStack)) { neighbor.depth = (sol.depth + 1); nextStack.Push(neighbor); } } } } return found; } public virtual bool depthFirst(Sol start, Sol goal) { Stack<Sol> nextStack = new Stack<Sol>(); Stack<Sol> traversed = new Stack<Sol>(); bool found = false; start.depth = 0; nextStack.Push(start); while (nextStack.Count != 0) { //Dequeue next State for comparison //And add it 2 list of traversed States Sol sol = nextStack.Pop(); DFS.AddFirst("poped State:" + sol.ToString() + "level " + sol.depth); traversed.Push(sol); if (sol.Equals(goal)) { found = true; DFS.AddFirst("Goal:" + sol.ToString()); break; } else { sol.getneighbors(); foreach (Sol neighbor in sol.neighbors) { if (!neighbor.containedin(traversed) && !neighbor.containedin(nextStack)) { neighbor.depth = sol.depth + 1; nextStack.Push(neighbor); } } } } return found; } public virtual bool iterativedeepening(Sol start, Sol goal) { bool found = false; for (int level = 0; ; level++) { Stack<Sol> nextStack = new Stack<Sol>(); Stack<Sol> traversed = new Stack<Sol>(); start.depth = 0; nextStack.Push(start); while (nextStack.Count != 0) { Sol sol = nextStack.Pop(); IDS.AddFirst("poped State:" + sol.ToString() + "Level" + sol.depth); traversed.Push(sol); if (sol.Equals(goal)) { found = true; IDS.AddFirst("Goal:" + sol.ToString()); break; } else if (sol.depth < level) { sol.getneighbors(); foreach (Sol neighbor in sol.neighbors) { if (!neighbor.containedin(traversed) && !neighbor.containedin(nextStack)) { neighbor.depth = sol.depth + 1; nextStack.Push(neighbor); } //end if } //end for each } //end else if } // end while if (found == true) break; } // end for return found; } } } Just wondering if I may be doing something wrong somewhere or something.

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  • Looking for some thoughts on an image printing app

    - by Alex
    Hey All, Im looking for thoughts/advice. I have an upcoming project (all .net) that will require the following: pulls data once a day from an online service provider based on certain criteria. saves data locally for reference and reporting the data thats pulled will be used to create gift cards. So after the data is loaded, a process will run to generate "virtual cards" and send them to a network printer. Once printed, the system will updated the local data recording a successful or failed print. My initial thought was to create a windows service to pull the data...but then I couldnt decide how I was going to put a "virtual card" together and get it to print. Then I considered doing it as a WPF app. I figure that will give me access to the graphics and printing ability. Maybe neither of these are the right direction....Any ideas or thoughts would be greatly appreciated. Alex

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  • compiler warning at C++ template base class

    - by eike
    I get a compiler warning, that I don't understand in that context, when I compile the "Child.cpp" from the following code. (Don't wonder: I stripped off my class declarations to the bare minuum, so the content will not make much sense, but you will see the problem quicker). I get the warning with VS2003 and VS2008 on the highest warning level. The code AbstractClass.h : #include <iostream> template<typename T> class AbstractClass { public: virtual void Cancel(); // { std::cout << "Abstract Cancel" << std::endl; }; virtual void Process() = 0; }; //outside definition. if I comment out this and take the inline //definition like above (currently commented out), I don't get //a compiler warning template<typename T> void AbstractClass<T>::Cancel() { std::cout << "Abstract Cancel" << std::endl; } Child.h : #include "AbstractClass.h" class Child : public AbstractClass<int> { public: virtual void Process(); }; Child.cpp : #include "Child.h" #include <iostream> void Child::Process() { std::cout << "Process" << std::endl; } The warning The class "Child" is derived from "AbstractClass". In "AbstractClass" there's the public method "AbstractClass::Cancel()". If I define the method outside of the class body (like in the code you see), I get the compiler warning... AbstractClass.h(7) : warning C4505: 'AbstractClass::Cancel' : unreferenced local function has been removed with [T=int] ...when I compile "Child.cpp". I do not understand this, because this is a public function and the compiler can't know if I later reference this method or not. And, in the end, I reference this method, because I call it in main.cpp and despite this compiler warning, this method works if I compile and link all files and execute the program: //main.cpp #include <iostream> #include "Child.h" int main() { Child child; child.Cancel(); //works, despite the warning } If I do define the Cancel() function as inline (you see it as out commented code in AbstractClass.h), then I don't get the compiler warning. Of course my program works, but I want to understand this warning or is this just a compiler mistake? Furthermore, if do not implement AbsctractClass as a template class (just for a test purpose in this case) I also don't get the compiler warning...?

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  • Is there any way to limit the size of an STL Map?

    - by Nathan Fellman
    I want to implement some sort of lookup table in C++ that will act as a cache. It is meant to emulate a piece of hardware I'm simulating. The keys are non-integer, so I'm guessing a hash is in order. I have no intention of inventing the wheel so I intend to use stl::map for this (though suggestions for alternatives are welcome). The question is, is there any way to limit the size of the hash to emulate the fact that my hardware is of finite size? I'd expect the hash's insert method to return an error message or throw an exception if the limit is reached. If there is no such way, I'll simply check its size before trying to insert, but that seems like an inelegant way to do it.

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  • How to control a NSView, located in a dedicated NSWindow, from the main NSWindow designed to support

    - by Michael
    Hi, This is probably a simple problem for the high skilled Cocoa programmers, but I can't find how to control the graph in a separate window. I read carefully the Cocoa related books, go through many web notes,but I can't find a solution to my problem. The purpose is to use a dedicated window to draw the I=F(Vg) curves extracted by the GUI from a specific hardware. All the GUI and the hardware works fine ( thanks to the help provided by several members of stackoverflow) , but no way to send the parameters to the NSView to display the results. So far, the GUI class is based on a NSObject, the graphic class is NSView. Any idea, examples, links will be appreciated. Thank you so much. Michael

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  • C++ type-checking at compile-time

    - by Masterofpsi
    Hi, all. I'm pretty new to C++, and I'm writing a small library (mostly for my own projects) in C++. In the process of designing a type hierarchy, I've run into the problem of defining the assignment operator. I've taken the basic approach that was eventually reached in this article, which is that for every class MyClass in a hierarchy derived from a class Base you define two assignment operators like so: class MyClass: public Base { public: MyClass& operator =(MyClass const& rhs); virtual MyClass& operator =(Base const& rhs); }; // automatically gets defined, so we make it call the virtual function below MyClass& MyClass::operator =(MyClass const& rhs); { return (*this = static_cast<Base const&>(rhs)); } MyClass& MyClass::operator =(Base const& rhs); { assert(typeid(rhs) == typeid(*this)); // assigning to different types is a logical error MyClass const& casted_rhs = dynamic_cast<MyClass const&>(rhs); try { // allocate new variables Base::operator =(rhs); } catch(...) { // delete the allocated variables throw; } // assign to member variables } The part I'm concerned with is the assertion for type equality. Since I'm writing a library, where assertions will presumably be compiled out of the final result, this has led me to go with a scheme that looks more like this: class MyClass: public Base { public: operator =(MyClass const& rhs); // etc virtual inline MyClass& operator =(Base const& rhs) { assert(typeid(rhs) == typeid(*this)); return this->set(static_cast<Base const&>(rhs)); } private: MyClass& set(Base const& rhs); // same basic thing }; But I've been wondering if I could check the types at compile-time. I looked into Boost.TypeTraits, and I came close by doing BOOST_MPL_ASSERT((boost::is_same<BOOST_TYPEOF(*this), BOOST_TYPEOF(rhs)>));, but since rhs is declared as a reference to the parent class and not the derived class, it choked. Now that I think about it, my reasoning seems silly -- I was hoping that since the function was inline, it would be able to check the actual parameters themselves, but of course the preprocessor always gets run before the compiler. But I was wondering if anyone knew of any other way I could enforce this kind of check at compile-time.

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  • How to convert an existing callback interface to use boost signals & slots

    - by the_mandrill
    I've currently got a class that can notify a number of other objects via callbacks: class Callback { virtual NodulesChanged() =0; virtual TurkiesTwisted() =0; }; class Notifier { std::vector<Callback*> m_Callbacks; void AddCallback(Callback* cb) {m_Callbacks.push(cb); } ... void ChangeNodules() { for (iterator it=m_Callbacks.begin(); it!=m_Callbacks.end(); it++) { (*it)->NodulesChanged(); } } }; I'm considering changing this to use boost's signals and slots as it would be beneficial to reduce the likelihood of dangling pointers when the callee gets deleted, among other things. However, as it stands boost's signals seems more oriented towards dealing with function objects. What would be the best way of adapting my code to still use the callback interface but use signals and slots to deal with the connection and notification aspects?

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  • What is the reverse of GetVirtualPath for asp.net routing?

    - by Fredou
    From a virtualpath, I need to get his name. How can I do this? Since people think that I'm talking about file system here an example of what I need. With asp.net routing you can associate a name to a virtual file linked to a physical file. For an example, I can give the name homeEn to http://mysite.com/home which is linked to the physical file ~/homepage.aspx. What I need is from the virtual file http://mysite.com/home to get back homeEn name.

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  • operator+ overload returning object causing memory leaks, C++

    - by lampshade
    The problem i think is with returing an object when i overload the + operator. I tried returning a reference to the object, but doing so does not fix the memory leak. I can comment out the two statements: dObj = dObj + dObj2; and cObj = cObj + cObj2; to free the program of memory leaks. Somehow, the problem is with returning an object after overloading the + operator. #include <iostream> #include <vld.h> using namespace std; class Animal { public : Animal() {}; virtual void eat() = 0 {}; virtual void walk() = 0 {}; }; class Dog : public Animal { public : Dog(const char * name, const char * gender, int age); Dog() : name(NULL), gender(NULL), age(0) {}; virtual ~Dog(); Dog operator+(const Dog &dObj); private : char * name; char * gender; int age; }; class MyClass { public : MyClass() : action(NULL) {}; void setInstance(Animal &newInstance); void doSomething(); private : Animal * action; }; Dog::Dog(const char * name, const char * gender, int age) : // allocating here, for data passed in ctor name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Dog::~Dog() { delete name; delete gender; age = 0; } Dog Dog::operator+(const Dog &dObj) { Dog d; d.age = age + dObj.age; return d; } void MyClass::setInstance(Animal &newInstance) { action = &newInstance; } void MyClass::doSomething() { action->walk(); action->eat(); } int main() { MyClass mObj; Dog dObj("Scruffy", "Male", 4); // passing data into ctor Dog dObj2("Scooby", "Male", 6); mObj.setInstance(dObj); // set the instance specific to the object. mObj.doSomething(); // something happens based on which object is passed in dObj = dObj + dObj2; // invoke the operator+ return 0; }

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  • How can I get latency info from Android's AudioTrack class?

    - by Ryan
    I've noticed that the C++ classes underlying the AudioTrack and AudioRecord APIs in Android both have a latency() method that is not exposed via JNI. As far as I can see, the latency() method in AudioRecord still does not take into account the hardware latency (they have a TODO comment for that), but the latency() method in AudioTrack does add in the hardware latency. I absolutely need to get this latency value from AudioTrack. Is there any possible way I can do this? I don't care what kind of crazy hack is needed as long as it doesn't require a rooted phone (the resulting code must still be packaged as an app on the market).

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  • Licensing your code in Mono

    - by Jerry
    I'm working with some code in Visual Studio. My parter-in-crime fellow developer has suggested that the code also be available to work under Mono. I'm impresed witht he work that is already done in Mono, but I'm very new to Mono, so I don't know what it can/cannot do. I've already written a class in C# using the .NET LicenseManager object. It writes to the windows registry, so I know I'll have to modify it so that it will use some compiler flags like #if Win32 or #if MONO. My question is two-fold: 1) Does Mono implement the same LicenseManager class structure? 2) If so, how do you guys lock down your code using LicenseManager in Linux? (i.e. Write to files, use a hardware dongle, compare to hardware serials, etc??)

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  • How do I improve the efficiency of the queries executed by this generic Linq-to-SQL data access clas

    - by Lee D
    Hi all, I have a class which provides generic access to LINQ to SQL entities, for example: class LinqProvider<T> //where T is a L2S entity class { DataContext context; public virtual IEnumerable<T> GetAll() { return context.GetTable<T>(); } public virtual T Single(Func<T, bool> condition) { return context.GetTable<T>().SingleOrDefault(condition); } } From the front end, both of these methods appear to work as you would expect. However, when I run a trace in SQL profiler, the Single method is executing what amounts to a SELECT * FROM [Table], and then returning the single entity that meets the given condition. Obviously this is inefficient, and is being caused by GetTable() returning all rows. My question is, how do I get the query executed by the Single() method to take the form SELECT * FROM [Table] WHERE [condition], rather than selecting all rows then filtering out all but one? Is it possible in this context? Any help appreciated, Lee

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  • Fluent nHibernate and mapping IDictionary<DaysOfWeek,IDictionay<int, decimal>> how to?

    - by JS Future Software
    Hello, I have problem with making mapping of classes with propert of type Dictionary and value in it of type Dictionary too, like this: public class Class1 { public virtual int Id { get; set; } public virtual IDictionary<DayOfWeek, IDictionary<int, decimal>> Class1Dictionary { get; set; } } My mapping looks like this: Id(i => i.Id); HasMany(m => m.Class1Dictionary); This doesn't work. The important thing I want have everything in one table not in two. WHet I had maked class from this second IDictionary I heve bigger problem. But first I can try like it is now.

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  • How would I access the Windows Login (Authentication) API from a C++ Service Application?

    - by Gabriel
    Let us imagine for a moment that I have a piece of hardware that can act as an authentication for a user on a given system. I want to write an application in C++ to run as a service, look for this device and if found log the appropriate user in. I believe I have found the API's I would need to use to perform the hardware and service portions of the application but am having a hard time nailing down a way to create a "real" user login. Is this possible? If so where would I look to find resources on accomplishing this? I think of it as being an analog to fingerprint scanner login type devices.

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  • generated service mock: everything but RhinoMocks fails?

    - by hko
    I have the "quest" to search for the next Mocking Framework for my company, and basically it's down to NSubstitute (simplest syntax, but no strict mocks), FakeItEasy(best reviews, Roy Osherove bonus, and slightly better lib support than NSubstitute), Moq (best "other libs support", biggest featureset, downside: mock.Object). We definitely want to move on from RhinoMocks, e.g. because of the unusefull interactiontest error messages (it should tell me what the parameter was instead, when a verification fails). So I was pretty surprised the other day (that was yesterday) when I found out RhinoMocks could do a thing where every other mock framework fails at: Mocking an autogenerated SomethingService (a typical VS autogenerated service with a default construtor in a partial class). Please don't argue about the design.. I intend to write lightweight integration tests (and some unit tests), and I can't mess around with the service, the product is installed on too many customers system. See this code: // here the NSubstitute and FakeItEasy equivalents throw an exception.. see below TicketStoreService fakeTicketStoreService = MockRepository.GenerateMock<TicketStoreService>(); fakeTicketStoreService.Expect(service => service.DoSomething(Arg.Is(new Guid())).Return(new Guid()); fakeTicketStoreService.DoSomething(Arg.Is(new Guid())); fakeTicketStoreService.VerifyAllExpectations(); Note that DoSomething is a non-virtual methodcall in an autogenerated class. So it shouldn't work, according to common knowledge. But it does. Problem is that it's the only (non commercial) framework that can do this: Rhino.Mocks works, and verification works too FakeItEasy says it doesn't find a default constructor (probably just wrong exception message): No default constructor was found on the type SomeNamespace.TicketStoreService Moq gives something sane and understandable: Invalid setup on a non-virtual (overridable in VB) member: service=> service.DoSomething Nsubstitute gives a message System.NotSupportedException: Cannot serialize member System.ComponentModel.Component.Site of type System.ComponentModel.ISite because it is an interface. I'm really wondering what's going on here with the frameworks, except Moq. The "fancy new" frameworks seem to have an initial perf hit too, probably preparing some Type cache and serializing stuff, whilst RhinoMocks somehow manages to create a very "slim" mock without recursion. I have to admit I didn't like RhinoMocks very well, but here it shines.. unfortunately. So, is there a way to get that to work with newer (non-commercial!) mocking frameworks, or somehow get a sane error message out of Rhino.Mocks? And why can Rhino.Mocks achieve this, when clearly every Mocking framework states it can only work with virtual methods when given a concrete class? Let's not derail the discussion by talking about alternative approaches like Extract&Override or runtime-proxy Mocking frameworks like JustMock/TypeMock/Moles or the new Fakes framework, I know these, but that would be less ideal solutions, for reasons beyond this topic. Any help appreciated..

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  • Is there a way to change the maximum width of a window without using the WM_GETMINMAXINFO message?

    - by David
    I want to change the imposed Windows maximum width that a window can be resized to, for an external application's window (not my C#/WinForms program's window). The documentation of GetSystemMetrics for SM_CXMAXTRACK says: "The default maximum width of a window that has a caption and sizing borders, in pixels. This metric refers to the entire desktop. The user cannot drag the window frame to a size larger than these dimensions. A window can override this value by processing the WM_GETMINMAXINFO message." Is there a way to modify this SM_CXMAXTRACK value (either system wide or for one particular window), without processing the WM_GETMINMAXINFO message? Maybe an undocumented function, a registry setting, etc.? (Or: The documentation for MINMAXINFO.ptMaxTrackSize says: "This value is based on the size of the virtual screen and can be obtained programmatically from the system metrics SM_CXMAXTRACK and SM_CYMAXTRACK." Maybe there is a way to change the size of the virtual screen?) Thank you

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  • Unresolved symbol when inheriting interface

    - by LeopardSkinPillBoxHat
    It's late at night here and I'm going crazy trying to solve a linker error. If I have the following abstract interface: class IArpPacketBuilder { public: IArpPacketBuilder(const DslPortId& aPortId); virtual ~IArpPacketBuilder(); // Other abstract (pure virtual methods) here... }; and I instantiate it like this: class DummyArpPacketBuilder : public IArpPacketBuilder { public: DummyArpPacketBuilder(const DslPortId& aPortId) : IArpPacketBuilder(aPortId) {} ~DummyArpPacketBuilder() {} }; why am I getting the following error when linking? Unresolved symbol references: IArpPacketBuilder::IArpPacketBuilder(DslPortId const&): ppc603_vxworks/_arpPacketQueue.o IArpPacketBuilder::~IArpPacketBuilder(): ppc603_vxworks/_arpPacketQueue.o typeinfo for IArpPacketBuilder: ppc603_vxworks/_arpPacketQueue.o *** Error code 1 IArpPacketBuilder is an abstract interface, so as long as I define the constructors and destructions in the concrete (derived) interface, I should be fine, no? Well it appears not.

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  • Oracle Professional Developer, Ver. 6.0.33 for MS-DOS

    - by Frank Developer
    Hi, I'm trying to install this fossil in DOS 6.22, which is running in Microsoft Virtual PC 2007. I'm hoping that some of you veteran Oracle developers have any recollection of in what order do these diskette images need to be loaded, since I don't have any documentation available for 6.0.33. A friend emailed me the following 720K diskette images: INSTALLE.IMG RDBMS1.IMG RDBMS2.IMG RDBMS3.IMG RSF.IMG SQLLDR1.IMG SQLLDR2.IMG UTIL1.IMG UTIL2.IMG UTIL3.IMG Within Virtual PC, I capture a diskette image, one at a time, into Drive A: VPC's floppy disk emulation supports FAT12, so the supported diskette formats can be: 720K or 1.44MB. If anyone happens to have documentation for this legacy version, I would greatly appreciate a copy of it! Thank You.

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  • Adding two different Objects by overloading operator+ C++

    - by lampshade
    Hello, I've been trying to figure out how to add a private member from Object A, to a private member from Object B. Both Cat and Dog Class's inheriate from the base class Animal. I have a thrid class 'MyClass', that I want to inheriate the private members of the Cat and Dog class. So in MyClass, I have a friend function to overload the + operator. THe friend function is defined as follows: MyClass operator+(const Dog &dObj, const Cat &cObj); I want to access dObj.age and cObj.age within the above function, invoke by this statement in main: mObj = dObj + cObj; Here is the entire source for a complete reference into the class objects: #include <iostream> #include <vld.h> using namespace std; class Animal { public : Animal() {}; virtual void eat() = 0 {}; virtual void walk() = 0 {}; }; class Dog : public Animal { public : Dog(const char * name, const char * gender, int age); Dog() : name(NULL), gender(NULL), age(0) {}; virtual ~Dog(); void eat(); void bark(); void walk(); private : char * name; char * gender; int age; }; class Cat : public Animal { public : Cat(const char * name, const char * gender, int age); Cat() : name(NULL), gender(NULL), age(0) {}; virtual ~Cat(); void eat(); void meow(); void walk(); private : char * name; char * gender; int age; }; class MyClass : private Cat, private Dog { public : MyClass() : action(NULL) {}; void setInstance(Animal &newInstance); void doSomething(); friend MyClass operator+(const Dog &dObj, const Cat &cObj); private : Animal * action; }; Cat::Cat(const char * name, const char * gender, int age) : name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Cat::~Cat() { delete name; delete gender; age = 0; } void Cat::walk() { cout << name << " is walking now.. " << endl; } void Cat::eat() { cout << name << " is eating now.. " << endl; } void Cat::meow() { cout << name << " says meow.. " << endl; } Dog::Dog(const char * name, const char * gender, int age) : name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Dog::~Dog() { delete name; delete gender; age = 0; } void Dog::eat() { cout << name << " is eating now.. " << endl; } void Dog::bark() { cout << name << " says woof.. " << endl; } void Dog::walk() { cout << name << " is walking now.." << endl; } void MyClass::setInstance(Animal &newInstance) { action = &newInstance; } void MyClass::doSomething() { action->walk(); action->eat(); } MyClass operator+(const Dog &dObj, const Cat &cObj) { MyClass A; //dObj.age; //cObj.age; return A; } int main() { MyClass mObj; Dog dObj("B", "Male", 4); Cat cObj("C", "Female", 5); mObj.setInstance(dObj); // set the instance specific to the object. mObj.doSomething(); // something happens based on which object is passed in dObj.bark(); mObj.setInstance(cObj); mObj.doSomething(); cObj.meow(); mObj = dObj + cObj; return 0; }

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  • android set hidden the keybord on press enter (in a EditText)

    - by user119333
    Hi, When my user press "ENTER" on the virtual android "user validate entry!" keybord my keybord stay visible ! (Why?) Here my Java code... private void initTextField() { entryUser = (EditText) findViewById(R.id.studentEntrySalary); entryUser.setOnKeyListener(new OnKeyListener() { public boolean onKey(View v, int keyCode, KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_DOWN) { switch (keyCode) { case KeyEvent.KEYCODE_DPAD_CENTER: case KeyEvent.KEYCODE_ENTER: userValidateEntry(); return true; } } return true; } }); } private void userValidateEntry() { System.out.println("user validate entry!"); } ... here my View <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <EditText android:id="@+id/studentEntrySalary" android:text="Foo" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout> Maybe something wrong on my virtual device ?

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  • What causes my borderless C++/CLI app to crash when overriding WndProc?

    - by Ste
    I use a form with border NONE. I need to override WndProc for resize and move form. However, using this code, my app crashes! static const int WM_NCHITTEST = 0x0084; static const int HTCLIENT = 1; static const int HTCAPTION = 2; protected: virtual void Form1::WndProc(System::Windows::Forms::Message %m) override { switch (m.Msg) { case WM_NCHITTEST: if (m.Result == IntPtr(HTCLIENT)) { m.Result = IntPtr(HTCAPTION); } break; } Form1::WndProc(m); } virtual System::Windows::Forms::CreateParams^ get() override { System::Windows::Forms::CreateParams^ cp = __super::CreateParams; cp->Style |= 0x40000; return cp; } How can I fix my code not to crash but still allow my form to be moved and resized?

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  • C++ Class Inheritance architecture - preventing casting

    - by Some One
    I have a structure of base class and a couple of inherited classed. Base class should be pure virtual class, it should prevent instantiation. Inherited classes can be instantiated. Code example below: class BaseClass { public: BaseClass(void); virtual ~BaseClass(void) = 0; }; class InheritedClass : public BaseClass { public: InheritedClass1(void); ~InheritedClass1(void); }; class DifferentInheritedClass : public BaseClass { public: DifferentInheritedClass(void); ~DifferentInheritedClass(void); }; I want to prevent the following operations to happen: InheritedClass *inherited1 = new InheritedClass(); DifferentInheritedClass *inherited2 = new DifferentInheritedClass (); BaseClass *base_1 = inherited1; BaseClass *base_2 = inherited2; *base_1 = *base_2;

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