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  • C++ STL question related to insert iterators and sets

    - by rshepherd
    #include #include #include #include using namespace std; class MyContainer { public: string value; MyContainer& operator=(const string& s) { this->value = s; return *this; } }; int main() { list<string> strings; strings.push_back("0"); strings.push_back("1"); strings.push_back("2"); set<MyContainer> containers; copy(strings.begin(), strings.end(), inserter(containers, containers.end())); } The preceeding code does not compile. In typical STL style the error output is verbose and difficult to understand. The key part seems to be this... /usr/include/c++/4.4/bits/stl_algobase.h:313: error: no match for ‘operator=’ in ‘__result.std::insert_iterator::operator* [with _Container = std::set, std::allocator ]() = __first.std::_List_iterator::operator* [with _Tp = std::basic_string, std::allocator ]()’ ...which I interpet to mean that the assignment operator needed is not defined. I took a look at the source code for insert_iterator and noted that it has overloaded the assignment operator. The copy algorithm must uses the insert iterators overloaded assignment operator to do its work(?). I guess that because my input iterator is on a container of strings and my output iterator is on a container of MyContainers that the overloaded insert_iterator assignment operator can no longer work. This is my best guess, but I am probably wrong. So, why exactly does this not work and how can I accomplish what I am trying to do?

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  • C++ game loop example

    - by David
    Can someone write up a source for a program that just has a "game loop", which just keeps looping until you press Esc, and the program shows a basic image. Heres the source I have right now but I have to use SDL_Delay(2000); to keep the program alive for 2 seconds, during which the program is frozen. #include "SDL.h" int main(int argc, char* args[]) { SDL_Surface* hello = NULL; SDL_Surface* screen = NULL; SDL_Init(SDL_INIT_EVERYTHING); screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); hello = SDL_LoadBMP("hello.bmp"); SDL_BlitSurface(hello, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(2000); SDL_FreeSurface(hello); SDL_Quit(); return 0; } I just want the program to be open until I press Esc. I know how the loop works, I just don't know if I implement inside the main() function, or outside of it. I've tried both, and both times it failed. If you could help me out that would be great :P

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  • Why use shorter VARCHAR(n) fields?

    - by chryss
    It is frequently advised to choose database field sizes to be as narrow as possible. I am wondering to what degree this applies to SQL Server 2005 VARCHAR columns: Storing 10-letter English words in a VARCHAR(255) field will not take up more storage than in a VARCHAR(10) field. Are there other reasons to restrict the size of VARCHAR fields to stick as closely as possible to the size of the data? I'm thinking of Performance: Is there an advantage to using a smaller n when selecting, filtering and sorting on the data? Memory, including on the application side (C++)? Style/validation: How important do you consider restricting colunm size to force non-sensical data imports to fail (such as 200-character surnames)? Anything else? Background: I help data integrators with the design of data flows into a database-backed system. They have to use an API that restricts their choice of data types. For character data, only VARCHAR(n) with n <= 255 is available; CHAR, NCHAR, NVARCHAR and TEXT are not. We're trying to lay down some "good practices" rules, and the question has come up if there is a real detriment to using VARCHAR(255) even for data where real maximum sizes will never exceed 30 bytes or so. Typical data volumes for one table are 1-10 Mio records with up to 150 attributes. Query performance (SELECT, with frequently extensive WHERE clauses) and application-side retrieval performance are paramount.

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  • C++/Qt - Memory allocation question

    - by HardCoder1986
    Hello! I recently started investigating Qt for myself and have the following question: Suppose I have some QTreeWidget* widget. At some moment I want to add some items to it and this is done via the following call: QList<QTreeWidgetItem*> items; // Prepare the items QTreeWidgetItem* item1 = new QTreeWidgetItem(...); QTreeWidgetItem* item2 = new QTreeWidgetItem(...); items.append(item1); items.append(item2); widget->addTopLevelItems(items); So far it looks ok, but I don't actually understand who should control the objects' lifetime. I should explain this with an example: Let's say, another function calls widget->clear();. I don't know what happens beneath this call but I do think that memory allocated for item1 and item2 doesn't get disposed here, because their ownage wasn't actually transfered. And, bang, we have a memory leak. The question is the following - does Qt have something to offer for this kind of situation? I could use boost::shared_ptr or any other smart pointer and write something like shared_ptr<QTreeWidgetItem> ptr(new QTreeWidgetItem(...)); items.append(ptr.get()); but I don't know if the Qt itself would try to make explicit delete calls on my pointers (which would be disastrous since I state them as shared_ptr-managed). How would you solve this problem? Maybe everything is evident and I miss something really simple?

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  • can I store an id value in array of float type ?

    - by srikanth rongali
    I used, for(id value in values) to get the value from an NSArray. Now I want to store it in 2 dimensional float array[][]. When I try to assign the values to array it is giving error:incompatible types in assignment. I tried to cast the value but I got error: pointer value used where a floating point value was expected. I need to store the values in an 2 dimensional array . How can I make it ? Thank You. @implementation fromFileRead1 NSString *fileNameString; int numberOfEnemies, numberOfValues; -(id)init { if( (self = [super init]) ) { NSString *path = @"/Users/sridhar/Desktop/Projects/exampleOnFile2/enemyDetals.txt"; NSString *contentsOfFile = [[NSString alloc] initWithContentsOfFile:path]; NSArray *lines = [contentsOfFile componentsSeparatedByString:@"\n"]; numberOfEnemies = [lines count]; NSLog(@"The number of Lines: %d", numberOfEnemies); for (id line in lines) { NSLog(@"Line %@", line ); NSString *string1 = line; NSArray *split1 = [string1 componentsSeparatedByString:@","]; numberOfValues = [split1 count]; NSLog(@"The number of values in Row: %d", numberOfValues); for (id value in split1) { NSLog(@"value %@", value); float value1; value1 = [split1 objectAtIndex:2]); NSLog(@"VAlue of Value1 at index 2: %f", value1 ); } } } return self; } @end In enemyDetal.txt I have 1,3,3 2,3,2.8 10,2,1.6

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  • C++ CRTP question

    - by aaa
    following piece of code does not compile, the problem is in T::rank not be inaccessible (I think) or uninitialized in parent template. Can you tell me exactly what the problem is? is passing rank explicitly the only way? or is there a way to query tensor class directly? Thank you #include <boost/utility/enable_if.hpp> template<class T, // size_t N, class enable = void> struct tensor_operator; // template<class T, size_t N> template<class T> struct tensor_operator<T, typename boost::enable_if_c< T::rank == 4>::type > { tensor_operator(T &tensor) : tensor_(tensor) {} T& operator()(int i,int j,int k,int l) { return tensor_.layout.element_at(i, j, k, l); } T &tensor_; }; template<size_t N, typename T = double> // struct tensor : tensor_operator<tensor<N,T>, N> { struct tensor : tensor_operator<tensor<N,T> > { static const size_t rank = N; }; I know the workaround, however am interested in mechanics of template instantiation for self-education

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  • Python ctypes in_dll string assignment

    - by ackdesha
    I could use some help assigning to a global C variable in DLL using ctypes. The following is an example of what I'm trying: test.c contains the following #include <stdio.h> char name[60]; void test(void) { printf("Name is %s\n", name); } On windows (cygwin) I build a DLL (Test.dll) as follows: gcc -g -c -Wall test.c gcc -Wall -mrtd -mno-cygwin -shared -W1,--add-stdcall-alias -o Test.dll test.o When trying to modify the name variable and then calling the C test function using the ctypes interface I get the following... >>> from ctypes import * >>> dll = windll.Test >>> dll <WinDLL 'Test', handle ... at ...> >>> f = c_char_p.in_dll(dll, 'name') >>> f c_char_p(None) >>> f.value = 'foo' >>> f c_char_p('foo') >>> dll.test() Name is Name is 48+? 13 Why does the test function print garbage in this case?

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  • C++ Design Question on template types

    - by user231536
    I have a templated class template <typename T> class MyContainerClass For types to be substituted for T, it has to satisfy many requirements: for example, get_id(), int data(), etc. Obviously none of the fundamental types (PODs) are substitutable. One way I can provide this is via wrappers for the PODs that provide these functions. Is this an acceptable way? Another way would be to change the template to: template < typename T, typename C=traits<T> > class MyContainerClass and inside MyContainerClass, call traits::data() instead of data() on T objects. I will specialize traits<int>, traits<const char *> etc. Is this good design ? How do I design such a traits class (completely static methods or allow for inheritance) ? Or are the wrapper classes a good solution? What other alternatives are there?

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  • Optimizing C++ Tree Generation

    - by cam
    Hi, I'm generating a Tic-Tac-Toe game tree (9 seconds after the first move), and I'm told it should take only a few milliseconds. So I'm trying to optimize it, I ran it through CodeAnalyst and these are the top 5 calls being made (I used bitsets to represent the Tic-Tac-Toe board): std::_Iterator_base::_Orphan_me std::bitset<9::test std::_Iterator_base::_Adopt std::bitset<9::reference::operator bool std::_Iterator_base::~_Iterator_base void BuildTreeToDepth(Node &nNode, const int& nextPlayer, int depth) { if (depth > 0) { //Calculate gameboard states int evalBoard = nNode.m_board.CalculateBoardState(); bool isFinished = nNode.m_board.isFinished(); if (isFinished || (nNode.m_board.isWinner() > 0)) { nNode.m_winCount = evalBoard; } else { Ticboard tBoard = nNode.m_board; do { int validMove = tBoard.FirstValidMove(); if (validMove != -1) { Node f; Ticboard tempBoard = nNode.m_board; tempBoard.Move(validMove, nextPlayer); tBoard.Move(validMove, nextPlayer); f.m_board = tempBoard; f.m_winCount = 0; f.m_Move = validMove; int currPlay = (nextPlayer == 1 ? 2 : 1); BuildTreeToDepth(f,currPlay, depth - 1); nNode.m_winCount += f.m_board.CalculateBoardState(); nNode.m_branches.push_back(f); } else { break; } }while(true); } } } Where should I be looking to optimize it? How should I optimize these 5 calls (I don't recognize them=.

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  • How can I hide this overlay element intelligently?

    - by inkedmn
    The site I'm working on has a collection of navigation elements across the top ("Products", "Company", etc.). When you mouse over the Products link, an overlay appears that shows a list of products with links to each. There's a small link at the top of the container that, when clicked, closes the container. All of this works as advertised. The client has asked that, once a user's mouse pointer is a sufficient distance from the overlay element, the overlay element would close (without them having to click the 'close' link). This element appears on multiple pages that have disparate content, so I'm afraid it won't be as simple as adding a mouseover listener to another single element within the page and have it work everywhere. My question, I suppose, is this: is there a relatively easy way to know when the mouse cursor is x pixels away from this container and trigger an event when this occurs? My other thought is that I could just find several elements on the page that fit this criteria and add mouseover listeners to each, but I'm assuming there's a more elegant way of handling this. Thanks in advance - and please let me know if more detail is needed.

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  • How to make simple dicitonary J2ME

    - by batosai_fk
    Hi, I am beginner in JavaME. I'd like to make simple dicitionary. The source data is placed on "data.txt" file in "res" directory. The structure is like this: #apple=kind of fruit; #spinach=kind of vegetable; The flow is so simple. User enters word that he want to search in a text field, e.g "apple", system take the user input, read the "data.txt", search the matched word in it, take corresponding word, and display it to another textfield/textbox. I've managed to read whole "data.txt" using this code.. private String readDataText() { InputStream is = getClass().getResourceAsStream("data.txt"); try { StringBuffer sb = new StringBuffer(); int chr, i=0; while ((chr = is.read()) != -1) sb.append((char) chr); return sb.toString(); } catch (Exception e) { } return null; } but I still dont know how to split it, find the matched word with the user input and take corresponding word. Hope somebody willing to share his/her knowledge to help me.. Add to batosai_fk's Reputation

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  • C++ template and pointers

    - by Kary
    I have a problem with a template and pointers ( I think ). Below is the part of my code: /* ItemCollection.h */ #ifndef ITEMCOLLECTION_H #define ITEMCOLLECTION_H #include <cstddef> using namespace std; template <class T> class ItemCollection { public: // constructor //destructor void insertItem( const T ); private: struct Item { T price; Item* left; Item* right; }; Item* root; Item* insert( T, Item* ); }; #endif And the file with function defintion: /* ItemCollectionTemp.h-member functions defintion */ #include <iostream> #include <cstddef> #include "ItemCollection.h" template <class Type> Item* ItemCollection <T>::insert( T p, Item* ptr) { // function body } Here are the errors which are generated by this line of code: Item* ItemCollection <T>::insert( T p, Item* ptr) Errors: error C2143: syntax error : missing ';' before '*' error C4430: missing type specifier - int assumed. Note: C++ does not support default-int error C2065: 'Type' : undeclared identifier error C2065: 'Type' : undeclared identifier error C2146: syntax error : missing ')' before identifier 'p' error C4430: missing type specifier - int assumed. Note: C++ does not support default-int error C2470: 'ItemCollection::insert' : looks like a function definition, but there is no parameter list; skipping apparent body error C2072: 'ItemCollection::insert': initialization of a function error C2059: syntax error : ')' Any help is much appreciated.

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  • Interpretation of int (*a)[3]

    - by kapuzineralex
    When working with arrays and pointers in C, one quickly discovers that they are by no means equivalent although it might seem so at a first glance. I know about the differences in L-values and R-values. Still, recently I tried to find out the type of a pointer that I could use in conjunction with a two-dimensional array, i.e. int foo[2][3]; int (*a)[3] = foo; However, I just can't find out how the compiler "understands" the type definition of a in spite of the regular operator precedence rules for * and []. If instead I were to use a typedef, the problem becomes significantly simpler: int foo[2][3]; typedef int my_t[3]; my_t *a = foo; At the bottom line, can someone answer me the questions as to how the term int (*a)[3] is read by the compiler? int a[3] is simple, int *a[3] is simple as well. But then, why is it not int *(a[3])? EDIT: Of course, instead of "typecast" I meant "typedef" (it was just a typo).

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  • C macro issue: redefinition of functions / structure

    - by Andrei Ciobanu
    Given the following code (it's a macro that generates code for a list data structure, based on the contained type). list.h #ifndef _LIST_H #define _LIST_H #ifdef __cplusplus extern "C" { #endif #define LIST_TEMPLATE_INIT(type) \ typedef struct __list_s_##type { \ struct __list_s_##type *next; \ type value; \ } __list_##type; \ \ __list_##type * __list_##type##_malloc(type value){ \ __list_##type * list = NULL; \ list = malloc(sizeof(*list)); \ list->value = value; \ return list; \ }\ \ void __list_##type##_free(__list_##type *list){\ __list_##type * back = list;\ while(list=list->next){\ free(back);\ back = list;\ }\ } #define LIST_TYPE(type) __list_##type #define LIST_MALLOC(type,value) __list_##type##_malloc(value) #define LIST_FREE(type,list) __list_##type##_free(list) #define LIST_DATA(list) (list->value) #ifdef __cplusplus } #endif #endif /* _LIST_H */ And here is how the above code works: #include <stdio.h> #include <stdlib.h> #include "list.h" /* * */ LIST_TEMPLATE_INIT(int) int main(int argc, char** argv) { LIST_TYPE(int)* list = NULL; list = LIST_MALLOC(int, 5); printf("%d",LIST_DATA(list)); LIST_FREE(int,list); return (0); } My question, is it possible to somehow be able to call : LIST_TEMPLATE_INIT(int), as many times as I want, in a decentralized fashion ? The current issue with this right now is that calling LIST_TEMPLATE_INIT(int) in another file raise compilation errors (because of function redefinition): Example of error: error: redefinition of ‘struct __list_s_int’

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  • [jQuery] How to load vtip tooltip on a dynamically generated element?

    - by adaneko
    I'm new to jQuery and trying to combine the use of a tooltip plugin and a lightbox plugin. More specifically, I am using Colorbox (http://colorpowered.com/colorbox/) and vtip. Colorbox generates a div which displays an image like this: <div id="cboxLoadedContent" style="display: block; width: 400px; overflow: auto; height: 498px;"> <img src="image.jpg" id="cboxPhoto" style="margin: 49px auto auto; border: medium none; display: block; float: none; cursor: pointer;"> </div> I next add class="vtip" title="This is a tip." in order to use the vtip style, but for some reason it does not work when it's a title tag on an element dynamically generated by Colorbox, but works on anything already loaded on the page. Can anyone explain to me why this is and possibly offer some solutions to fix this problem?

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  • Errors not printing correctly..Is this logic flow correct? c++

    - by igor
    Example user input: PA1 9 //correct PJ1 9 //wrong, error printed "Invalid row" because it is not between A and I PA11 9 //wrong, error printer "Invalid column" because it is not between 1 and 9. The problem I am having is that it should clear the remaining input and then ask for the user to enter the "move" again, and it is not. Where did I go wrong? I've been at it for a while and still got no progress.. void clearInput() { cin.clear(); } bool getCoords(int & x, int & y) { char row; while(true){ cin>>row>>y; row=toupper(row); if(/*(id=='P' || id=='p' || id=='D' || id=='d') && */row>='A' && row<='I' && isalpha(row) && y>=1 && y<=9){ x=row-'A'; y=y-1; return true; } else if(!(y>=1 && y<=9)){ cout<<"Invalid column\n"<< endl << endl; cout<<y; clearInput(); cout<<y; //return false; } else{ cout<<"Invalid row\n"<< endl << endl; clearInput(); //cout<<x<<y; //return false; } } }

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  • Changing file permissions in kernel.

    - by Mehrdad
    I am writing kernel module(C in Linux) and I want to change the permission of the other files in it. any solution? since I am in kernel I can't use chmod syscall and ... thanks for your help This is my Makefile: > obj-m += ca.o > > all: > make -C /lib/modules/$(shell uname -r)/build M=$(PWD) modules > > clean: > make -C /lib/modules/$(shell uname -r)/build M=$(PWD) clean And this is my Code: > #include <linux/string.h> > #include <linux/mm.h> > /* Snip, tons of includes (all of them :))*/ > #include <linux/delay.h> .... int procfile_write(struct file *file, > const char *buffer, unsigned long > count, > void *data) { ... sys_chmod(path, per); ... } ... When Making it gives a warning: WARNING: "sys_chmod" [file] undefiened and when loading the module with "sudo insmod" it gives this error: Unknown sybol in module it seems that this error happens especialy in kernel modules. any idea? again thanks!

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  • is there a simple timed lock algorithm avoiding deadlock on multiple mutexes?

    - by Vicente Botet Escriba
    C++0x thread library or Boost.thread define a non-member variadic template function that locks all mutex at once that helps to avoid deadlock. template <class L1, class L2, class... L3> void lock(L1&, L2&, L3&...); The same can be applied to a non-member variadic template function try_lock_until, which locks all the mutex until a given time is reached that helps to avoid deadlock like lock(...). template <class Clock, class Duration, class L1, class L2, class... L3> void try_lock_until( const chrono::time_point<Clock,Duration>& abs_time, L1&, L2&, L3&...); I have an implementation that follows the same design as the Boost function boost::lock(...). But this is quite complex. As I can be missing something evident I wanted to know if: is there a simple timed lock algorithm avoiding deadlock on multiple mutexes? If no simple implementation exists, can this justify a proposal to Boost? P.S. Please avoid posting complex solutions.

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  • mutableCopyWithZone updating a property value.

    - by Jim
    I have a Class that I need to copy with the ability to make changes the value of a variable on both Classes. Simply put the classes need to remain clones of each other at all times. My understanding of the documentation is that I can do this using a shallow copy of the Class which has also been declared mutable. By shallow copying the pointer value for the variable will be cloned so that it is an exact match in both classes. So when I update the variable in the original the copy will be updated simultaneously. Is this right? As you can see below I have used mutableCopyWithZone in the class I want to copy. I have tried both NSCopyObject and allocWithZone methods to get this to work. Although I'm able to copy the class and it appears as intended, when updating the variable it is not changing value in the copied Class. - (id)mutableCopyWithZone:(NSZone *)zone { //ReviewViewer *copy = NSCopyObject(self, 0, zone); ReviewViewer *copy = [[[self class] allocWithZone:zone] init]; copy->infoTextViews = [infoTextViews copy]; return copy; } infoTextViews is a property declared as nonatomic, retain in the header file of the class being copied. I have also implemented the NSMutableCopying protocol accordingly. Any help would be great.

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  • What does the destructor do silently?

    - by zhanwu
    Considering the following code which looks like that the destructor doesn't do any real job, valgrind showed me clearly that it has memory leak without using the destructor. Any body can explain me what does the destructor do in this case? #include <iostream> using namespace std; class A { private: int value; A* follower; public: A(int); ~A(); void insert(int); }; A::A(int n) { value = n; follower = NULL; } A::~A() { if (follower != NULL) delete follower; cout << "do nothing!" << endl; } void A::insert(int n) { if (this->follower == NULL) { A* f = new A(n); this->follower = f; } else this->follower->insert(n); } int main(int argc, char* argv[]) { A* objectA = new A(1); int i; for (i = 0; i < 10; i++) objectA->insert(i); delete objectA; }

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  • How to store <TR> id value in array, when I toggle?

    - by James123
    I am toggling 'tr.subCategory1'and its siblings .RegText. at the same time I am trying to store its ids in the array like this list_Visible_Ids[$(this).attr('id')] = $(this).css('display') != 'none' ? 1 : null; (When I collapsed I need store 'null' in array at its id place, If I expand I need store I need store 1 at its id place). But everytime alert($(this).css('display')) showing block. How can I handle this?. So When I collapsed or expanded it is storing 1 only. $(document).ready(function() { $('tr[@class^=RegText]').hide().children('td'); list_Visible_Ids = []; var idsString, idsArray; idsString = $('#myVisibleRows').val(); idsArray = idsString.split(','); $.each(idsArray, function() { if (this != "" || this != null) { $('#' + this).siblings('.RegText').toggle(); list_Visible_Ids[this] = 1; } }); $('tr.subCategory1') .css("cursor", "pointer") .attr("title", "Click to expand/collapse") .click(function() { $(this).siblings('.RegText').toggle(); $(this).siblings('.VolumeRegText').toggle(); //alert($(this).css('display')) list_Visible_Ids[$(this).attr('id')] = $(this).css('display') != 'none' ? 1 : null; }); $('#form1').submit(function() { idsString = ''; for (var index in list_Visible_Ids) { idsString += (idsString != '' ? ',' : '') + index; } $('#myVisibleRows').val(idsString); form1.submit(); }); });

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  • JMS message. Model to include data or pointers to data?

    - by John
    I am trying to resolve a design difference of opinion where neither of us has experience with JMS. We want to use JMS to communicate between a j2ee application and the stand-alone application when a new event occurs. We would be using a single point-to-point queue. Both sides are Java-based. The question is whether to send the event data itself in the JMS message body or to send a pointer to the data so that the stand-alone program can retrieve it. Details below. I have a j2ee application that supports data entry of new and updated persons and related events. The person records and associated events are written to an Oracle database. There are also stand-alone, separate programs that contribute new person and event records to the database. When a new event occurs through any of 5-10 different application functions, I need to notify remote systems through an outbound interface using an industry-specific standard messaging protocol. The outbound interface has been designed as a stand-alone application to support scalability through asynchronous operation and by moving it to a separate server. The j2ee application currently has most of the data in memory at the time the event is entered. The data would consist of approximately 6 different objects; a person object and some with multiple instances for an average size in the range of 3000 to 20,000 bytes. Some special cases could be many times this amount. From a performance and reliability perspective, should I model the JMS message to pass all the data needed to create the interface message, or model the JMS message to contain record keys for the data and have the stand-alone Java application retrieve the data to create the interface message?

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  • remove versioning on boost xml serialization

    - by cppanda
    hi, i just can't find a way to remove the version tracking from the boost xmlarchives. example <Settings class_id="0" tracking_level="0" version="1"> <px class_id="1" tracking_level="1" version="0" object_id="_0"> <TestInt>3</TestInt> <Resolution class_id="2" tracking_level="0" version="0"> <x>800</x> <y>600</y> </Resolution> <SomeStuff>0</SomeStuff> </px> </Settings> I want to get ride of the class_id="0" tracking_level="0" version="1" stuff, because for in this case i just don't need it and want a simple clean config like file code void serialize(Archive & ar, const unsigned int version) { ar & make_nvp("TestInt", TestInt); ar & make_nvp("Resolution", resolution); ar & make_nvp("SomeStuff", SomeStuff); } i found boost::serialization::track_never, but nowhere to use it

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  • Can a member struct be zero-init from the constructor initializer list without calling memset?

    - by selbie
    Let's say I have the following structure declaration (simple struct with no constructor). struct Foo { int x; int y; int z; char szData[DATA_SIZE]; }; Now let's say this struct is a member of a C++ class as follows: class CFoobar { Foo _foo; public: CFoobar(); }; If I declare CFoobar's constructor as follows: CFoobar::CFoobar() { printf("_foo = {%d, %d, %d}\n", _foo.x, _foo.y,_foo.z); for (int x = 0; x < 100; x++) printf("%d\n", _foo.szData[x]); } As you would expect, when CFoobar's constructor runs, garbage data gets printed out Obviously, the easy fix is to memset or ZeroMemory &_foo. It's what I've always done... However, I did notice that if add _foo to the constructor's initialization list with no parameters as follows: CFoobar::CFoobar() : _foo() { That this appears to zero-out the member variables of _foo. At least that was the case with g++ on linux. Now here's my question: Is this standard C++, or is this compiler specific behavior? If it's standard behavior, can someone quote me a reference from an official source? Any "gotchas" in regards to implicit zero-init behavior with more complicated structs and classes?

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  • opengl: question about glutMainLoop()

    - by lego69
    can somebody explain how does glutMainLoop work? and second question, why glClearColor(0.0f, 0.0f, 1.0f, 1.0f); defined after glutDisplayFunc(RenderScene); cause firstly we call glClear(GL_COLOR_BUFFER_BIT); and only then define glClearColor(0.0f, 0.0f, 1.0f, 1.0f); int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(800, 00); glutInitWindowPosition(300,50); glutCreateWindow("GLRect"); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glClearColor(0.0f, 0.0f, 1.0f, 1.0f); <-- glutMainLoop(); return 0; } void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT); // Set current drawing color to red // R G B glColor3f(1.0f, 0.0f, 1.0f); // Draw a filled rectangle with current color glRectf(0.0f, 0.0f, 50.0f, -50.0f); // Flush drawing commands glFlush(); }

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