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  • In Python, how to use a C++ function which returns an allocated array of structs via a ** parameter?

    - by Jon-Eric
    I'd like to use some existing C++ code, NvTriStrip, in a Python tool. SWIG easily handles the functions with simple parameters, but the main function, GenerateStrips, is much more complicated. What do I need to put in the SWIG interface file to indicate that primGroups is really an output parameter and that it must be cleaned up with delete[]? /////////////////////////////////////////////////////////////////////////// // GenerateStrips() // // in_indices: input index list, the indices you would use to render // in_numIndices: number of entries in in_indices // primGroups: array of optimized/stripified PrimitiveGroups // numGroups: number of groups returned // // Be sure to call delete[] on the returned primGroups to avoid leaking mem // bool GenerateStrips( const unsigned short* in_indices, const unsigned int in_numIndices, PrimitiveGroup** primGroups, unsigned short* numGroups, bool validateEnabled = false ); FYI, here is the PrimitiveGroup declaration: enum PrimType { PT_LIST, PT_STRIP, PT_FAN }; struct PrimitiveGroup { PrimType type; unsigned int numIndices; unsigned short* indices; PrimitiveGroup() : type(PT_STRIP), numIndices(0), indices(NULL) {} ~PrimitiveGroup() { if(indices) delete[] indices; indices = NULL; } };

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  • Strange Error - "Object moved to here."

    - by Dkong
    I get the strange error "Object moved to here." on a blank white page when I try to login on a site I created. It works fine locally but not when I deploy it to the test or production server. I am not doing anything odd, just using basic authentication code in a helper function as follows... public static bool AuthenticateUser(string Username, string Password, bool PersistLogin, string RedirectionURL) { if (Membership.ValidateUser(Username, Password)) { FormsAuthentication.SetAuthCookie(Username, PersistLogin); HttpContext.Current.Response.Redirect(RedirectionURL,true); return true; } else return false; }

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  • .NET XmlSerializer fails with List<T>

    - by Redshirt
    I'm using a singleton class to save all my settings info. It's first utilized by calling Settings.ValidateSettings(@"C:\MyApp"). The problem I'm having is that 'List Contacts' is causing the xmlserializer to fail to write the settings file, or to load said settings. If I comment out the List<T> then I have no problems saving/loading the xml file. What am I doing wrong? // The actual settings to save public class MyAppSettings { public bool FirstLoad { get; set; } public string VehicleFolderName { get; set; } public string ContactFolderName { get; set; } public List<ContactInfo> Contacts { get { if (contacts == null) contacts = new List<ContactInfo>(); return contacts; } set { contacts = value; } } private List<ContactInfo> contacts; } // The class in which the settings are manipulated public static class Settings { public static string SettingPath; private static MyAppSettings instance; public static MyAppSettings Instance { get { if (instance == null) instance = new MyAppSettings(); return instance; } set { instance = value; } } public static void InitializeSettings(string path) { SettingPath = Path.GetFullPath(path + "\\MyApp.xml"); if (File.Exists(SettingPath)) { LoadSettings(); } else { Instance.FirstLoad = true; Instance.VehicleFolderName = "Cars"; Instance.ContactFolderName = "Contacts"; SaveSettingsFile(); } } // load the settings from the xml file private static void LoadSettings() { XmlSerializer ser = new XmlSerializer(typeof(MyAppSettings)); TextReader reader = new StreamReader(SettingPath); Instance = (MyAppSettings)ser.Deserialize(reader); reader.Close(); } // Save the settings to the xml file public static void SaveSettingsFile() { XmlSerializer ser = new XmlSerializer(typeof(MyAppSettings)); TextWriter writer = new StreamWriter(SettingPath); ser.Serialize(writer, Settings.Instance); writer.Close(); } public static bool ValidateSettings(string initialFolder) { try { Settings.InitializeSettings(initialFolder); } catch (Exception e) { return false; } // Do some validation logic here return true; } } // A utility class to contain each contact detail public class ContactInfo { public string ContactID; public string Name; public string PhoneNumber; public string Details; public bool Active; public int SortOrder; }

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  • Does C# compile code inside an if(false) block?

    - by aximili
    I am just wondering if these code blocks gets compiled into .dll I don't think this one gets compiled at all #if SOMETHING_UNDEFINED // some code - this is ignored by the compiler #endif Now what about these? 1. if(false) { // some code - is this compiled? } 2. const bool F = false; if(F) { // some code - is this compiled? } 3. bool F = false; if(F) { // some code - is this compiled? }

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  • C++ DLL creation for C# project - No functions exported

    - by Yeti
    I am working on a project that requires some image processing. The front end of the program is C# (cause the guys thought it is a lot simpler to make the UI in it). However, as the image processing part needs a lot of CPU juice I am making this part in C++. The idea is to link it to the C# project and just call a function from a DLL to make the image processing part and allow to the C# environment to process the data afterwards. Now the only problem is that it seems I am not able to make the DLL. Simply put the compiler refuses to put any function into the DLL that I compile. Because the project requires some development time testing I have created two projects into a C++ solution. One is for the Dll and another console application. The console project holds all the files and I just include the corresponding header into my DLL project file. I thought the compiler should take out the functions that I marked as to be exported and make the DLL from them. Nevertheless this does not happens. Here it is how I defined the function in the header: extern "C" __declspec(dllexport) void _stdcall RobotData(BYTE* buf, int** pToNewBackgroundImage, int* pToBackgroundImage, bool InitFlag, ObjectInformation* robot1, ObjectInformation* robot2, ObjectInformation* robot3, ObjectInformation* robot4, ObjectInformation* puck); extern "C" __declspec(dllexport) CvPoint _stdcall RefPointFinder(IplImage* imgInput, CvRect &imgROI, CvScalar &refHSVColorLow, CvScalar &refHSVColorHi ); Followed by the implementation in the cpp file: extern "C" __declspec(dllexport) CvPoint _stdcall RefPointFinder(IplImage* imgInput, CvRect &imgROI,&refHSVColorLow, CvScalar &refHSVColorHi ) { \\... return cvPoint((int)( M10/M00) + imgROI.x, (int)( M01/M00 ) + imgROI.y) ;} extern "C" __declspec(dllexport) void _stdcall RobotData(BYTE* buf, int** pToNewBackgroundImage, int* pToBackgroundImage, bool InitFlag, ObjectInformation* robot1, ObjectInformation* robot2, ObjectInformation* robot3, ObjectInformation* robot4, ObjectInformation* puck) { \\ ...}; And my main file for the DLL project looks like: #ifdef _MANAGED #pragma managed(push, off) #endif /// <summary> Include files. </summary> #include "..\ImageProcessingDebug\ImageProcessingTest.h" #include "..\ImageProcessingDebug\ImageProcessing.h" BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { return TRUE; } #ifdef _MANAGED #pragma managed(pop) #endif Needless to say it does not work. A quick look with DLL export viewer 1.36 reveals that no function is inside the library. I don't get it. What I am doing wrong ? As side not I am using the C++ objects (and here it is the C++ DLL part) such as the vector. However, only for internal usage. These will not appear in the headers of either function as you can observe from the previous code snippets. Any ideas? Thx, Bernat

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  • DataTriggered animation is triggered only in the first time

    - by Pavel
    I just wanted to create very simple example of DataTriggers and animation. Two checkboxes and Rectangle. Checking the first cb makes the rectangle fade away. (CodeBehind var is true) Checking the second cb makes the rectangle come back. (var is false) App is loading - the rectangle is showing (true) Firs cb is checked by default. I'm checking second cb - rect is dissapearing. It's OK. But when I then check the first cb rect isn't showing up. But checking the second cb still makes rect show up and fade away. here's my xaml and code behind: <StackPanel> <RadioButton IsChecked="True" Checked="RadioButton_Checked"></RadioButton> <RadioButton Checked="RadioButton_Checked_1"></RadioButton> <Rectangle Name="r1" Width="100" Height="300" Fill="Green"> <Rectangle.Style> <Style TargetType="Rectangle"> <Style.Triggers> <DataTrigger Binding="{Binding Active}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" From="0" To="1" Duration="0:0:1" /> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger> <DataTrigger Binding="{Binding Active}" Value="False"> <DataTrigger.EnterActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" From="1" To="0" Duration="0:0:1" /> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> </DataTrigger> </Style.Triggers> </Style> </Rectangle.Style> </Rectangle> </StackPanel> public bool Active { get { return (bool) GetValue(ActiveProperty); } set { SetValue(ActiveProperty, value); } } public static readonly DependencyProperty ActiveProperty = DependencyProperty.Register("Active", typeof(bool), typeof(MainWindow), new UIPropertyMetadata(false)); private void RadioButton_Checked(object sender, RoutedEventArgs e) { Active = true; } private void RadioButton_Checked_1(object sender, RoutedEventArgs e) { Active = false; }

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  • std::map insert segmentation fault

    - by Jakub Czaplicki
    Why does this code stop with segmentation fault : class MapFile { public: /* ... */ std::map <unsigned int, unsigned int> inToOut; }; bool MapFile::LoadMapFile( const wxString& fileName ) { /* ... */ inToOut.insert( std::make_pair(input,output) ); } but this one works fine : class MapFile { public: /* ... */ }; bool MapFile::LoadMapFile( const wxString& fileName ) { /* ... */ std::map <unsigned int, unsigned int> inToOut; inToOut.insert( std::make_pair(input,output) ); } ?

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  • default value for a static property

    - by Blitzz
    I like c#, but why can I do : public static bool Initialized { private set; get; } or this : public static bool Initialized = false; but not a mix of both in one line ? I just need to set access level to my variable (private set), and I need it set at false on startup. I wouldn't like to make that boring private _Initialized variable, which would be returned by the getter of the public Initialized var. I like my code to be beautiful. (NB: my variable is static, it can't be initialized in the constructor). Thanks

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  • C# where keyword

    - by Carra
    Our Indian overseas developers have written the following piece of code (C# 2.0): public abstract class ObjectMapperBase<T> where T : new() { internal abstract bool UpdateObject(T plainObjectOrginal, T plainObjectNew, WebMethod fwm, IDbTransaction transaction); } Inheritor example: public abstract class OracleObjectMapperBase<T> : ObjectMapperBase<T> where T : new() { internal override bool UpdateObject(T plainObjectOrginal, T plainObjectNew, WebMethod fwm, IDbTransaction transaction) { //Fancy Reflection code } } I've never seen the where keyword before after the class name. What does this do?

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  • Linq to SQL Strange SQL Translation

    - by Master Morality
    I have a simple query that is generating some odd SQL translations, which is blowing up my code when the object is saturated. from x in DataContext.MyEntities select new { IsTypeCDA = x.EntityType == "CDA" //x.EntityType is a string and EntityType.CDA is a const string... } I would expect this query should translate to: SELECT (CASE WHEN [t0].[EntityType] = @p1 THEN 1 ELSE 0 END) as [IsTypeCDA] ... Instead I get this : SELECT (CASE WHEN @p1 = [t0].[EntityType] THEN 1 WHEN NOT (@p1 = [t0].[EntityType]) THEN 0 ELSE NULL END) AS [IsTypeCDA] ... Since I'm saturating a POCO where IsTypeCDA is a bool, it blows up stating I can't assign null to bool. Any thoughts? Edit: fixed the property names so they make sense...

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  • Anonymous functions in C#

    - by Maxim Gershkovich
    The following syntax is valid VB.NET code Dim myCollection As New List(Of Stock) myCollection.Add(New Stock(Guid.NewGuid, "Item1")) myCollection.Add(New Stock(Guid.NewGuid, "Item2")) Dim res As List(Of Stock) = myCollection.FindAll(Function(stock As Stock) As Boolean If stock.Description = "Item2" Then Return True End If Return False End Function) How can I accomplish the same thing in C#? I have tried... myCollection.FindAll(bool delegate(Stock stock) { if (blah blah) { } }); But it appears I have somehow structured it incorrectly as I get the following error. "Error 1 Invalid expression term 'bool'"

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  • QList as a function parameter - Linking Error - LNK2019

    - by user2445136
    I have an issue with QList as a function parameter and I'll be glad if you can assist me. I have this code for example: void SpinBoxList_Enable(QList spinBoxList) { foreach(QWidget mWidget,*spinBoxList) mWidget-setEnabled(false); } and in the implemantation file I use the QList variable as a pointer: SpinBoxList_Enable(&controlBoardSpinBoxList); ( controlBoardSpinBoxList is a variable of QList ). The Function ToggleBoards_Slot(bool) is a slot that uses When I compile, I get this error message: 1cmosaixserialnumber.obj : error LNK2019: unresolved external symbol "private: void __cdecl CMosaixSerialNumber::SpinBoxList_Disable(class QList *)" (?SpinBoxList_Disable@CMosaixSerialNumber@@AEAAXPEAV?$QList@PEAVQWidget@@@@@Z) referenced in function "public: void __cdecl CMosaixSerialNumber::ToggleBoards_Slot(bool)" (?ToggleBoards_Slot@CMosaixSerialNumber@@QEAAX_N@Z) 1cmosaixserialnumber.obj : error LNK2019: unresolved external symbol "private: void __cdecl CMosaixSerialNumber::SpinBoxList_Enable(class QList *)" (?SpinBoxList_Enable@CMosaixSerialNumber@@AEAAXPEAV?$QList@PEAVQWidget@@@@@Z) referenced in function "private: void __cdecl CMosaixSerialNumber::on_ControlBoardCheckBox_StateChanged(int)" (?on_ControlBoardCheckBox_StateChanged@CMosaixSerialNumber@@AEAAXH@Z) How can I fix this ? Thanks, EVH671

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  • C++ Segementation fault in binary_function

    - by noryb009
    I'm using Visual Studio 2010 Beta 2 (also tried with NetBeans), and I'm having a segmentation fault in the following code: // One of the @link s20_3_3_comparisons comparison functors@endlink. template <class _Tp> struct less : public binary_function<_Tp, _Tp, bool> { bool operator()(const _Tp& __x, const _Tp& __y) const { return __x < __y; } //this is the problem line }; I don't know what in my program calls it, but I am trying to find out. (I think it's a map) Does anyone know what to do, or has encountered this before?

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  • JNI: dll function works ok in C++ main, but not with dll wrapper

    - by Joseph Lim
    I have an a.dll (not modifiable as i do not have the source) with a function bool openPort(DWORD mem).I wrote a c++ main, loaded this dll using LoadLibrary, and the function works well.It returns true. Now, I need to call this function from Java via JNI. I wrote another b.dll with a function like so JNIEXPORT void JNICALL Java_MyClass_openPortFunc (JNIEnv *env, jobject obj, jint pMemPhy) { hInstLibrary = LoadLibrary("a.dll"); typedef bool (*openPort)(DWORD); openPort _openPort; _openPort = (openPort)GetProcAddress(hInstLibrary, "openPort"); DWORD memAddr = 0xda000; if(_openPort(memAddr)){ cout << "ok" << endl; }else{ cout << "failed " << endl; } } This however, causes the openPort to return false despite using the same parameters. I hope someone can advise me. Thank you. :)

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  • Receive messages for derived types in MVVMLight

    - by Hrvoje
    Shouldn't this test pass: [TestMethod] public void derived_message_subscription() { bool handled = false; Messenger.Default.Register<GenericMessage<baseClass>>(this, true, (msg) => handled = true); Messenger.Default.Send(new GenericMessage<testClass>(new testClass())); Assert.IsTrue(handled); } public abstract class baseClass { } public class testClass : baseClass { } I have to receive all messages for classes that inherits from one base class. MVVMLight has bool property receiveDerivedMessagesToo in Register method, but it seems to me that it isn't working.

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  • Context dependent validation

    - by Ole Lynge
    I would like to be able to validate an object in different contexts using DataAnnotations in .NET 4. For example: If I have a class with these annotated properties [Required] public string Name { get; set; } [Required] public string PhoneNumber { get; set; } [Required] public string Address { get; set; } I would like to be able to do something like bool namePhoneValid = Validator.TryValidateObject(entity, contextNamePhone, results1); bool allValid = Validator.TryValidateObject(entity, contextAll, results2); where contextNamePhone only validates Name and Phone, and contextAll validates all properties (Name, Phone and Address in this case). Is this possible? How should the validation context be constructed? Are there other/smarter ways to do this?

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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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  • XSD: xs:sequence & xs:choice combination for xs:extension elements of a common base type?

    - by bguiz
    Hi, My question is about defining an XML schema that will validate the following XML: <rules> <other>...</other> <bool>...</bool> <other>...</other> <string>...</string> <other>...</other> </rules> The order of the child nodes does not matter. The cardinality of the child nodes is 0..unbounded. All the child elements of the rules node have a common base type, rule, like so: <xs:complexType name="booleanRule"> <xs:complexContent> <xs:extension base="rule"> ... </xs:extension> </xs:complexContent> </xs:complexType> <xs:complexType name="stringFilterRule"> <xs:complexContent> <xs:extension base="filterRule"> ... </xs:extension> </xs:complexContent> </xs:complexType> My current (feeble) attempt at defining the schema for the rules node is below. However, Can I nest xs:choice within xs:sequence? If, where do I specify the maxOccurs="unbounded" attribute? Is there a better way to do this, such as an xs:sequence which specifies only the base type of its child elements? <xs:element name="rules"> <xs:complexType> <xs:sequence> <xs:choice> <xs:element name="bool" type="booleanRule" /> <xs:element name="string" type="stringRule" /> <xs:element name="other" type="someOtherRule" /> </xs:choice> </xs:sequence> </xs:complexType> </xs:element>

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  • C++ Segmentation fault in binary_function

    - by noryb009
    I'm using Visual Studio 2010 Beta 2 (also tried with NetBeans), and I'm having a segmentation fault in the following code: // One of the @link s20_3_3_comparisons comparison functors@endlink. template <class _Tp> struct less : public binary_function<_Tp, _Tp, bool> { bool operator()(const _Tp& __x, const _Tp& __y) const { return __x < __y; } //this is the problem line }; I don't know what in my program calls it, but I am trying to find out. (I think it's a map) Does anyone know what to do, or has encountered this before?

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  • stxxl Assertion `it != root_node_.end()' failed

    - by Fabrizio Silvestri
    I am receiving this assertion failed error when trying to insert an element in a stxxl map. The entire assertion error is the following: resCache: /usr/include/stxxl/bits/containers/btree/btree.h:470: std::pair , bool stxxl::btree::btree::insert(const value_type&) [with KeyType = e_my_key, DataType = unsigned int, CompareType = comp_type, unsigned int RawNodeSize = 16384u, unsigned int RawLeafSize = 131072u, PDAllocStrategy = stxxl::SR, stxxl::btree::btree::value_type = std::pair]: Assertion `it != root_node_.end()' failed. Aborted Any idea? Edit: Here's the code fragment void request_handler::handle_request(my_key& query, reply& rep) { c_++; strip(query.content); std::cout << "Received query " << query.content << " by thread " << boost::this_thread::get_id() << ". It is number " << c_ << "\n"; strcpy(element.first.content, query.content); element.second = c_; testcache_.insert(element); STXXL_MSG("Records in map: " << testcache_.size()); } Edit2 here's more details (I omit constants, e.g. MAX_QUERY_LEN) struct comp_type : std::binary_function<my_key, my_key, bool> { bool operator () (const my_key & a, const my_key & b) const { return strncmp(a.content, b.content, MAX_QUERY_LEN) < 0; } static my_key max_value() { return max_key; } static my_key min_value() { return min_key; } }; typedef stxxl::map<my_key, my_data, comp_type> cacheType; cacheType testcache_; request_handler::request_handler() :testcache_(NODE_CACHE_SIZE, LEAF_CACHE_SIZE) { c_ = 0; memset(max_key.content, (std::numeric_limits<unsigned char>::max)(), MAX_QUERY_LEN); memset(min_key.content, (std::numeric_limits<unsigned char>::min)(), MAX_QUERY_LEN); testcache_.enable_prefetching(); STXXL_MSG("Records in map: " << testcache_.size()); }

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  • passing a class method as opposed to a function in std::sort

    - by memC
    hi, Within a class, I am trying to sort a vector, by passing a method of the same class. But it gives errors at the time of compilation. Can anyone tell what the problem is? Thank you! it gives the following error: argument of type bool (Sorter::)(D&, D&)' does not matchbool (Sorter::*)(D&, D&)' I have also tried using sortBynumber(D const& d1, D const& d2) #include<vector> #include<stdio.h> #include<iostream> #include<algorithm> class D { public: int getNumber(); D(int val); ~D(){}; private: int num; }; D::D(int val){ num = val; }; int D::getNumber(){ return num; }; class Sorter { public: void doSorting(); bool sortByNumber(D& d1, D& d2); std::vector<D> vec_D; Sorter(); ~Sorter(){}; private: int num; }; Sorter::Sorter(){ int i; for ( i = 0; i < 10; i++){ vec_D.push_back(D(i)); } }; bool Sorter::sortByNumber(D& d1, D& d2){ return d1.getNumber() < d2.getNumber(); }; void Sorter::doSorting(){ std::sort(vec_D.begin(), vec_D.end(), this->sortByNumber); }; int main(){ Sorter s; s.doSorting(); std::cout << "\nPress RETURN to continue..."; std::cin.get(); return 0; }

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  • Conditional Required Attribute for validation

    - by jeriley
    We're trying to get a conditional attribute to work, case in point, there's a boolean (checkbox) that if checked, its related text is required. So, ideally we'd have something like ... public bool Provision { get; set; } [ConditionalRequirement(IsNeededWhenTrue = Provision)] public string ProvisionText { get; set; } Is this even possible? Alternate idea (not as elegant?) public bool Provision2 { get; set; } [PropertyRequired(RequiredBooleanPropertyName = "Provision2")] public string Provision2Text { get; set; } I'd hate to use the magic string method ... but any other ideas?

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  • UIView animation does not animate at first try?

    - by Bacalso Vincent
    Considering that my _palette's frame is like this: _palette.frame = CGRectMake(0,480,320,200); I have this code here to slide up/down a UIView: if(![_pallete superview]) { [self.view addSubview:_pallete]; [self.view insertSubview:_tempViewPaletteListener belowSubview:_pallete]; [UIView animateWithDuration:0.3 animations:^{ _pallete.top -= kPaletteHeight; } completion:^(BOOL isFinished) { }]; } else { [UIView animateWithDuration:0.3 animations:^{ _pallete.top += kPaletteHeight; } completion:^(BOOL isFinished) { [_tempViewPaletteListener removeFromSuperview]; [_pallete removeFromSuperview]; }]; } *the _tempViewPaletteListener is just a view with a tap gesture use to dismiss the palette* The problem is when I first try to run code here, the _palette view will just stiffly display right away. What I expected is, it should slide up the _palette view. Though it works fine after the first try

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  • search text in pdf in iphone

    - by Jaimin
    i m trying to do search funtionality in iphone.. i pass the page number and the string to be searched.. but it is not getting the proper output. in contentStream i get nothing.. i got this code by googling. i dont know what will be dere in contentStream object. -(BOOL)page:(CGPDFPageRef)inPage containsString:(NSString *)inSearchString; { [self setCurrentData:[NSMutableString string]]; CGPDFContentStreamRef contentStream = CGPDFContentStreamCreateWithPage(inPage); CGPDFScannerRef scanner = CGPDFScannerCreate(contentStream, table, self); bool ret = CGPDFScannerScan(scanner); CGPDFScannerRelease(scanner); CGPDFContentStreamRelease(contentStream); return ([[currentData uppercaseString] rangeOfString:[inSearchString uppercaseString]].location != NSNotFound); } need help urgently.. and if there is any other solution than also it is fine..

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