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  • Facebook app submit action type

    - by Axel
    I've been reading about this on StackOverflow and facebook doc, yet I dont seem to be able to submit my action type. I have the following code from the FB doc <script type="text/javascript"> console.log("Function begins"); function postForm() { console.log(FB); FB.api( '/me/concoursvelirium:form', 'post', { recipe: 'http://concours.gestev.com/fbvel2012/form.php' }, function(response) { console.log("Stay"); if (!response || response.error) { console.log("error: " + response); } else { console.log('Cook was successful! Action ID: ' + response.id); } }); } </script> I have added my values from FB autogenerated values: <head prefix="og: http://ogp.me/ns# fb: http://ogp.me/ns/fb# concoursvelirium: http://ogp.me/ns/fb/concoursvelirium#"> <meta property="fb:app_id" content="194081877384051" /> <meta property="og:type" content="concoursvelirium:form" /> <meta property="og:url" content="Put your own URL to the object here" /> <meta property="og:title" content="Sample Form" /> <meta property="og:image" content="https://s-static.ak.fbcdn.net/images/devsite/attachment_blank.png" /> And yet I see no output in the console past the console.log(FB); I have no idea what I'm doing wrong. I'm also getting the Unsafe JavaScript attempt to access frame with URL error, but I have read here that I should just ignore it. Ty, Axel

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  • Flash AS3 - XMLList - List items with number of times they occur

    - by Dale
    I have an XMLList 'Keywords', which consists of about 30 XML items. I want to count the number of unique keywords in the List, and how often they occur. Then display the top 3 most occuring keywords. There's probably a simple sorting/count function to carry this out, however, i'm quite new to as3 so please forgive my naivety. Cheers.

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  • Wordpress Custom Posts

    - by codedude
    I'm having a serious problem with custom post types in Wordpress. I made a post type called "Sermons". I then add a meta box with some text fields and echo out the results onto the web page. But here's my problem. The first time when you add a "Sermon", it works fine and the meta box fields output correctly. However, when I try to edit one of the meta boxes and do not edit the others, (say after I closed the web browser I remembered that I needed to add something to the fields,) the fields that were not edited become blank and the content in them is erased...not good at all. So, just to simplify this: the first time the meta boxes are filled they work fine. However, when editing the post for the second time, the fields that are not filled out, but left as they were, become blank upon saving the post. Help...I'm not too much of a developer so I'm not exactly sure how to fix this...(it was hard enough getting the meta fields to work.) (If you want the actual code used, please tell me and I will add is somewhere.

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  • Is this way of storing typed objects in memory good?

    - by Pindatjuh
    This is an "is this okay, or can it be done better" question. Topic: Storing typed objects in memory. Background information: I'm building a compiler for the x86-32 platform for my language. My goal includes typed objects. Idea: Every primitive is a semi-class (it can be used as if it was a normal class, but it's stored more compact). Every class is represented by primitives and some meta-data (containing class-properties, inheritance stuff, etc.). The meta-data is complex: it doesn't use fields but instead context-switches. For primitives, the meta-data is very small, compared to a "real" class, which is alot bigger. This enables another idea that "primitives are objects", in my language, which I found nessecairy. Example: If I have an array of 32 booleans, then the pure content of this array is exactly 4 byte (32 bits of booleans). The meta-data will contain flags that the type is an array of booleans, which contains 32 entries. The meta-data is very compacted, on bit-level: using a sort of "packing" mechanism, which is read by a FSM at runtime, when doing inspection of the type (like when passing the object to methods for checking, etc.) For instance (read from left to right, top to bottom, remember vertical possition when going to the right, and check nearest column header for meaning of switch): Primitive? Array? Type-Meta 1 Byte? || Size (1 byte) 1 1 [...] 1 [...] done 0 2 Bytes? || Size (2 bytes) 1 [...] done || Size (4 bytes) 0 [...] done Integer? 1 Byte? 2 Bytes? 0 1 0 1 done 1 done 0 done Boolean? Byte? 0 1 0 done 1 done More-Primitives 0 .... Class-Stuff (Huge) 0 ... (After reaching done the data is inserted. || = byte alignement. [...] is variable sized. ... is not described here, for simplicity. And let's call them cost-based-data-structures.) For an array of 32 booleans containing all true values, the memory for this type would be (read top-down): 1 Primitive 1 Array 1 ArrayType: Primitive 0 Not-Array 0 Not-Integer 1 Boolean 0 Not-Byte (thus bit) 1 Integer Size: 1 Byte 00100000 Array size 11111111 11111111 11111111 11111111 Data Thus, 8 bytes represent 32 booleans in an array: 11100101 00100000 11111111 11111111 11111111 11111111 Is this okay, or can it be done better?

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  • Lucene.Net Keyword based case insensitive query ?

    - by Yoann. B
    Hi, I need to make a Lucene exact case insensitive keyword match query. I tried using KeywordAnalyzer but it's case sensitive ... Sample : Keyword : "Windows Server 2003" = Got Results Keyword : "windows server 2003" = No results ... Another sample (multi keywords) : Keywords : "ASP.NET, SQL Server" = Got results Keywords : "asp.net, sql server" = No results

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  • Best way to store large dataset in SQL Server?

    - by gary
    I have a dataset which contains a string key field and up to 50 keywords associated with that information. Once the data has been inserted into the database there will be very few writes (INSERTS) but mostly queries for one or more keywords. I have read "Tagsystems: performance tests" which is MySQL based and it seems 2NF appears to be a good method for implementing this, however I was wondering if anyone had experience with doing this with SQL Server 2008 and very large datasets. I am likely to initially have 1 million key fields which could have up to 50 keywords each. Would a structure of keyfield, keyword1, keyword2, ... , keyword50 be the best solution or two tables keyid keyfield | 1 | | M keyid keyword Be a better idea if my queries are mostly going to be looking for results that have one or more keywords?

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  • GWT: Suggest box with multiple words

    - by Konoplianko
    Hi. I need to make suggestion TextBox where user can write some keywords ( to search across file archive with specified keywords ). But keywords can be entered sequentially with some delimiter. for example: keyword1; keyword2; key... I want to make it with GWT. Please, tell me if you know some implementation examples (may be in JavaScript/jQuery) or how to make this. TIA

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  • Mapping two tables 0..n in Hibernate

    - by simon
    I have a table Users CREATE TABLE "USERS" ( "ID" NUMBER NOT NULL , "LOGINNAME" VARCHAR2 (150) NOT NULL ) and I have a second table SpecialUsers. No UserId can occur twice in the SpecialUsers table, and only a small subset of the ids of users in the Users table are contained in the SpecialUsers table. CREATE TABLE "SPECIALUSERS" ( "USERID" NUMBER NOT NULL, CONSTRAINT "PK_SPECIALUSERS" PRIMARY KEY ("USERID") ) ALTER TABLE "SPECIALUSERS" ADD CONSTRAINT "FK_SPECIALUSERS_USERID" FOREIGN KEY ("USERID") REFERENCES "USERS" ("ID") / Mapping the Users table in Hibernate works ok <hibernate-mapping package="com.initech.domain"> <class name="com.initech.User" table="USERS"> <id name="id" column="ID" type="java.lang.Long"> <meta attribute="use-in-tostring">true</meta> <generator class="sequence"> <param name="sequence">SEQ_USERS_ID</param> </generator> </id> <property name="loginName" column="LOGINNAME" type="java.lang.String" not-null="true"> <meta attribute="use-in-tostring">true</meta> </property> </class> </hibernate-mapping> But I'm struggling in creating the mapping for the SpecialUsers table. All the examples (e.g. in Hibernate documentation) in Internet I found don't have this type of self-reference. I tried a mapping like this: <hibernate-mapping package="com.initech.domain"> <class name="com.initech.User" table="SPECIALUSERS"> <id name="id" column="USERID"> <meta attribute="use-in-tostring">true</meta> <generator class="foreign"> <param name="property">user</param> </generator> </id> <one-to-one name="user" class="User"/> </class> </hibernate-mapping> but got the error Invocation of init method failed; nested exception is org.hibernate.DuplicateMappingException: Duplicate class/entity mapping com.initech.User How should I map the SpecialUsers table? What I need on the application level is a list of the User objects contained in the SpecialUsers table.

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  • Advice on how to complete specific MySQL JOIN

    - by Tim
    Hello, I have a mysql table jobs. This is the basic structure of jobs. id booked_user_id assigned_user_id I then also have another table, meta. Meta has the structure: id user_id first_name last_name How can I join these tables so that both booked_user_id and assigned_user_id can access meta.first_name? Thanks for your advice Tim

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  • IE8 Inconsistent Rendering when Reloading

    - by leeand00
    I am working on fixing a website that doesn't work in the new release of IE8. After a bit I found out that you can force IE8 to render as IE7 with the following meta tag: <!-- Meta tag for IE8 so that it always displays the site in IE7 Compatibility mode --> <meta http-equiv="X-UA-Compatible" content="IE=EmulateIE7" /> I have found that although the page loads fine when you specify this meta-tag; However, when you click or press the refresh button after the initial load of the page, the page renders completely wrong (see bellow): This really seems like an IE8 bug to me, as I've never seen any other browser render inconstantly on a page refresh. As anyone else noticed this? Update! This was cause by having CompanionJS installed in IE8.

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  • How can I replace/speed up a text search query which uses LIKE ?

    - by Jules
    I'm trying to speed up my query... select PadID from Pads WHERE (keywords like '%$search%' or ProgramName like '%$search%' or English45 like '%$search%') AND RemovemeDate = '2001-01-01 00:00:00' ORDER BY VersionAddDate DESC I've done some work already, I have a keywords table so I can add ... PadID IN (SELECT PadID FROM Keywords WHERE word = '$search') ... However its going to be a nightmare to split up the words from English45 and ProgramName into a word table. Any ideas ? EDIT : (also provided actual table names)

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  • C# Joins/Where with Linq and Lambda

    - by David
    Hello, I'm having trouble with a query written in Linq and Lambda. So far, I'm getting allot of errors here's my code: int id = 1; var query = database.Posts.Join(database.Post_Metas, post => database.Posts.Where(x => x.ID == id), meta => database.Post_Metas.Where(x => x.Post_ID == id), (post, meta) => new { Post = post, Meta = meta }); I'm new to using Linq, so I'm not sure if this query is correct.

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  • how to check session upon start in masterpage or in global.asax

    - by user572276
    i am new in asp.net form authentication and sessions i would like to know how to save session in masterpage or in global.asax and how to clear session how to better handle session timeout by redirecting to a page this is my web.config session settings <sessionState mode="InProc" cookieless="false" timeout="1"></sessionState> code in my masterpage if (Request.Url.AbsolutePath.EndsWith("SessionExpired.aspx", StringComparison.InvariantCultureIgnoreCase)) { HtmlMeta meta = new HtmlMeta(); meta.HttpEquiv = "Refresh"; meta.Content = "7; URL=./Login.aspx"; Page.Header.Controls.Add(meta); } else HttpContext.Current.Response.AppendHeader("Refresh", Convert.ToString((Session.Timeout * 60)) + "; Url=./Public/SessionExpired.aspx");

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  • Can this way of storing typed objects be improved?

    - by Pindatjuh
    This is an "can it be improved"-question. Topic: Storing typed objects in memory. Background information: I'm building a compiler for the x86-32 Windows platform for my language. My goal includes typed objects. Idea: Every primitive is a semi-class (it can be used as if it was a normal class, but it's stored more compact). Every class is represented by primitives and some meta-data (containing class-properties, inheritance stuff, etc.). The meta-data is complex: it doesn't use fields but instead context-switches. For primitives, the meta-data is very small, compared to a "real" class, which is alot bigger. This enables another idea that "primitives are objects", in my language, which I found nessecairy. Example: If I have an array of 32 booleans, then the pure content of this array is exactly 4 byte (32 bits of booleans). The meta-data will contain flags that the type is an array of booleans, which contains 32 entries. The meta-data is very compacted, on bit-level: using a sort of "packing" mechanism, which is read by a FSM at runtime, when doing inspection of the type (like when passing the object to methods for checking, etc.) For instance (read from left to right, top to bottom, remember vertical position when going to the right, and check nearest column header for meaning of switch): Primitive? Array? Type-Meta 1 Byte? || Size (1 byte) 1 1 [...] 1 [...] done 0 2 Bytes? || Size (2 bytes) 1 [...] done || Size (4 bytes) 0 [...] done Integer? 1 Byte? 2 Bytes? 0 1 0 1 done 1 done 0 done Boolean? Byte? 0 1 0 done 1 done More-Primitives 0 .... Class-Stuff (Huge) 0 ... (After reaching done the data is inserted. || = byte alignment. [...] is variable sized. ... is not described here, for simplicity. And let's call them cost-based-data-structures.) For an array of 32 booleans containing all true values, the memory for this type would be (read top-down): 1 Primitive 1 Array 1 ArrayType: Primitive 0 Not-Array 0 Not-Integer 1 Boolean 0 Not-Byte (thus bit) 1 Integer Size: 1 Byte 00100000 Array size 01010101 01010101 01010101 01010101 Data (user defined) Thus, 8 bytes represent 32 booleans in an array: 11100101 00100000 01010101 01010101 01010101 01010101 How can I improve this? (Both performance- and memory-consumption wise)

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  • SQL IN Statement using like syntax?

    - by StackUnderflow
    I would like to do something like this i.e., use wild card characters in the in clause: SELECT * FROM mytable WHERE keywords IN ('%test%', '%testing%') This is not supported in MS SQL.... Is there some other way to achieve it... Looking for something other than: SELECT * FROM mytable WHERE keywords like '%test%' or keywords like '%testing%' or.....

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  • Can I get a table name from a join select resultset metadata

    - by Matt
    Below is my code trying to retrieve table name form Resultset ResultSet rs = stmt.executeQuery("select * from product"); ResultSetMetaData meta = rs.getMetaData(); int count = meta.getColumnCount(); for (int i=0; i<count; i++) { System.out.println(meta.getTableName(i)); } But it returns empty, no mention it is a join select resultset. Is there any other approaches to retrieve table name from reusltset metadata?

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  • Setting up relations/mappings for a SQLAlchemy many-to-many database

    - by Brent Ramerth
    I'm new to SQLAlchemy and relational databases, and I'm trying to set up a model for an annotated lexicon. I want to support an arbitrary number of key-value annotations for the words which can be added or removed at runtime. Since there will be a lot of repetition in the names of the keys, I don't want to use this solution directly, although the code is similar. My design has word objects and property objects. The words and properties are stored in separate tables with a property_values table that links the two. Here's the code: from sqlalchemy import Column, Integer, String, Table, create_engine from sqlalchemy import MetaData, ForeignKey from sqlalchemy.orm import relation, mapper, sessionmaker from sqlalchemy.ext.declarative import declarative_base engine = create_engine('sqlite:///test.db', echo=True) meta = MetaData(bind=engine) property_values = Table('property_values', meta, Column('word_id', Integer, ForeignKey('words.id')), Column('property_id', Integer, ForeignKey('properties.id')), Column('value', String(20)) ) words = Table('words', meta, Column('id', Integer, primary_key=True), Column('name', String(20)), Column('freq', Integer) ) properties = Table('properties', meta, Column('id', Integer, primary_key=True), Column('name', String(20), nullable=False, unique=True) ) meta.create_all() class Word(object): def __init__(self, name, freq=1): self.name = name self.freq = freq class Property(object): def __init__(self, name): self.name = name mapper(Property, properties) Now I'd like to be able to do the following: Session = sessionmaker(bind=engine) s = Session() word = Word('foo', 42) word['bar'] = 'yes' # or word.bar = 'yes' ? s.add(word) s.commit() Ideally this should add 1|foo|42 to the words table, add 1|bar to the properties table, and add 1|1|yes to the property_values table. However, I don't have the right mappings and relations in place to make this happen. I get the sense from reading the documentation at http://www.sqlalchemy.org/docs/05/mappers.html#association-pattern that I want to use an association proxy or something of that sort here, but the syntax is unclear to me. I experimented with this: mapper(Word, words, properties={ 'properties': relation(Property, secondary=property_values) }) but this mapper only fills in the foreign key values, and I need to fill in the other value as well. Any assistance would be greatly appreciated.

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  • How can i pass Twig sub parameter?

    - by aliocee
    hi, Help i cant pass my hash key to twig subroutine. here: foreach my $word (sort { $keywords{$a} <=> $keywords{$b} } keys (%keywords)) { my $t = XML::Twig->new( twig_roots => { 'Id' => \&insert($keywords{$word}) } ); $t->parse($docsums); sub insert { my($t, $id, $k)= @_; my $p = $id->text; my $query = "insert into pres (id, wid, p) values(DEFAULT, '$k', '$p')"; my $sql = $connect->prepare($query); $sql->execute( ); } } Thanks.

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  • How to let an average user design a boolean expression graphically

    - by Svein Bringsli
    In our application there's a list of customers, and a list of keywords (among other things). Each customer can have a number of keywords, but it's not mandatory. So for instance, one customer can have the keywords "retail" and "chain", one can have only "contractor" and a third can have none at all. I want to let the user make a selection of customers based on these keywords, but not having to write (retail AND chain) or contractor and not wholesale I would like to make it as user-friendly as possible, and ideally with only "simple" controls, like checkboxes, comboboxes etc. Does anyone have any suggestions on how to design this? Or maybe some examples of applications where there are similar functionality?

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  • Movable Type: Specify only one keyword from MTEntryKeywords

    - by kohei
    Hi, I have several keywords (1~3 words) stored in <MTEntryKeywords> field separated by commas. I want to take out the first keyword from MTEntryKeywords. Example 1: In the Keywords field I have entered: gadgets,phone,apple, Want to display: gadgets Example 2: In the Keywords field I have entered: food,coffee,apple, Want to display: food Any ideas?

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  • Python: find <title>

    - by Peter
    I have this: response = urllib2.urlopen(url) html = response.read() begin = html.find('<title>') end = html.find('</title>',begin) title = html[begin+len('<title>'):end].strip() if the url = http://www.google.com then the title have no problem as "Google", but if the url = "http://www.britishcouncil.org/learning-english-gateway" then the title become "<!doctype html public "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML> <HEAD> <base href="http://www.britishcouncil.org/" /> <META http-equiv="Content-Type" Content="text/html;charset=utf-8"> <meta name="WT.sp" content="Learning;Home Page Smart View" /> <meta name="WT.cg_n" content="Learn English Gateway" /> <META NAME="DCS.dcsuri" CONTENT="/learning-english-gateway.htm">..." What is actually happening, why I couldn't return the "title"?

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  • Combine Related Resources With TastyPie

    - by Aaron Ng
    How can I combine multiple Resources in TastyPie? I have 3 models I'd like to combine: users, profiles and posts. Ideally I'd like profiles nested within user. I'm not sure where to go from here. class UserResource(ModelResource): class Meta: queryset = User.objects.all() resource_name = 'user' fields = ['username','id','date_joined'] #Improper Auth authorization = Authorization() class UserProfileResource(ModelResource): class Meta: queryset = UserProfile.objects.all() resource_name = 'profile' class UserPostResource(ModelResource): user = fields.ForeignKey(UserResource,'user', full=True) class Meta: queryset = UserPost.objects.all() resource_name = 'userpost' #Improper Auth authorization = Authorization()

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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