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  • Monads and custom traversal functions in Haskell

    - by Bill
    Given the following simple BST definition: data Tree x = Empty | Leaf x | Node x (Tree x) (Tree x) deriving (Show, Eq) inOrder :: Tree x -> [x] inOrder Empty = [] inOrder (Leaf x) = [x] inOrder (Node root left right) = inOrder left ++ [root] ++ inOrder right I'd like to write an in-order function that can have side effects. I achieved that with: inOrderM :: (Show x, Monad m) => (x -> m a) -> Tree x -> m () inOrderM f (Empty) = return () inOrderM f (Leaf y) = f y >> return () inOrderM f (Node root left right) = inOrderM f left >> f root >> inOrderM f right -- print tree in order to stdout inOrderM print tree This works fine, but it seems repetitive - the same logic is already present in inOrder and my experience with Haskell leads me to believe that I'm probably doing something wrong if I'm writing a similar thing twice. Is there any way that I can write a single function inOrder that can take either pure or monadic functions?

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  • Embedding Lua functions as member variables in Java

    - by Zarion
    Although the program I'm working on is in Java, answering this from a C perspective is also fine, considering that most of this is either language-agnostic, or happens on the Lua side of things. In the outline I have for the architecture of a game I'm programming, individual types of game objects within a particular class (eg: creatures, items, spells, etc.) are loaded from a data file. Most of their properties are simple data types, but I'd like a few of these members to actually contain simple scripts that define, for example, what an item does when it's used. The scripts will be extremely simple, since all fundamental game actions will be exposed through an API from Java. The Lua is simply responsible for stringing a couple of these basic functions together, and setting arguments. The question is largely about the best way to store a reference to a specific Lua function as a member of a Java class. I understand that if I store the Lua code as a string and call lua_dostring, Lua will compile the code fresh every time it's called. So the function needs to be defined somehow, and a reference to this specific function wrapped in a Java function object. One possibility that I've considered is, during the data loading process, when the loader encounters a script definition in a data file, it extracts this string, decorates the function name using the associated object's unique ID, calls lua_dostring on the string containing a full function definition, and then wraps the generated function name in a Java function object. A function declared in script run with lua_dostring should still be added to the global function table, correct? I'm just wondering if there's a better way of going about this. I admit that my knowledge of Lua at this point is rather superficial and theoretical, so it's possible that I'm overlooking something obvious.

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  • error C3662: override specifier 'new' only allowed on member functions of managed classes

    - by William
    Okay, so I'm trying to override a function in a parent class, and getting some errors. here's a test case #include <iostream> using namespace std; class A{ public: int aba; void printAba(); }; class B: public A{ public: void printAba() new; }; void A::printAba(){ cout << "aba1" << endl; } void B::printAba() new{ cout << "aba2" << endl; } int main(){ A a = B(); a.printAba(); return 0; } And here's the errors I'm getting: Error 1 error C3662: 'B::printAba' : override specifier 'new' only allowed on member functions of managed classes c:\users\test\test\test.cpp 12 test Error 2 error C2723: 'B::printAba' : 'new' storage-class specifier illegal on function definition c:\users\test\test\test.cpp 19 test How the heck do I do this?

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  • Calling functions from the Immediate Window during debugging -- advanced Visual Studio kung-fu test

    - by kizzx2
    I see some related questions have been asked, but they're either too advanced for me to grasp or lacking a step-by-step guide from start to finish (most of them end up being insider talk of their own experiment results). OK here it is, given this simple program: #include <stdio.h> #include <string.h> int main() { FILE * f; char buffer[100]; memset(buffer, 0, 100); fun(); f = fopen("main.cpp", "r"); fread(buffer, 1, 99, f); printf(buffer); fclose(f); return 0; } What it does is basically print itself (assume file name is main.cpp). Question How can I have it print another file, say foobar.txt without modifying the source code? It has something to do with running it through VS's, stepping through the functions and hijacking the FILE pointer right before fread() is called. No need to worry about leaking resources by calling fclose(). I tried the simple f = fopen("foobar.txt", "r") which gave CXX0017: Error: symbol "fopen" not found Any ideas?

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  • How do programming languages bind identifiers to functions

    - by sub
    I'm talking about C and/or C++ here as this are the only languages I know used for interpreters where the following could be a problem: If we have an interpreted language X how can a library written for it add functions to the language which can then be called from within programs written in the language? PHP example: substr( $str, 5, 10 ); How is the function substr added to the "function pool" of PHP so it can be called from within scripts? It is easy for PHP storing all registered function names in an array and searching through it as a function is called in a script. However, as there obviously is no eval in C(++), how can the function then be called? I assume PHP doesn't have 100MB of code like: if( identifier == "substr" ) { return PHP_SUBSTR(...); } else if( ... ) { ... } Ha ha, that would be pretty funny. I hope you have understood my question so far. How do interpreters solve this problem? How can I solve this for my own experimental toy interpreter?

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  • Using GNU Octave FFT functions

    - by CFP
    Hello world! I'm playing with octave's fft functions, and I can't really figure out how to scale their output: I use the following (very short) code to approximate a function: function y = f(x) y = x .^ 2; endfunction; X=[-4096:4095]/64; Y = f(X); # plot(X, Y); F = fft(Y); S = [0:2047]/2048; function points = approximate(input, count) size = size(input)(2); fourier = [fft(input)(1:count) zeros(1, size-count)]; points = ifft(fourier); endfunction; Y = f(X); plot(X, Y, X, approximate(Y, 10)); Basically, what it does is take a function, compute the image of an interval, fft-it, then keep a few harmonics, and ifft the result. Yet I get a plot that is vertically compressed (the vertical scale of the output is wrong). Any ideas? Thanks!

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  • Demangling typeclass functions in GHC profiler output

    - by Paul Kuliniewicz
    When profiling a Haskell program written in GHC, the names of typeclass functions are mangled in the .prof file to distinguish one instance's implementations of them from another. How can I demangle these names to find out which type's instance it is? For example, suppose I have the following program, where types Fast and Slow both implement Show: import Data.List (foldl') sum' = foldl' (+) 0 data Fast = Fast instance Show Fast where show _ = show $ sum' [1 .. 10] data Slow = Slow instance Show Slow where show _ = show $ sum' [1 .. 100000000] main = putStrLn (show Fast ++ show Slow) I compile with -prof -auto-all -caf-all and run with +RTS -p. In the .prof file that gets generated, I see that the top cost centers are: COST CENTRE MODULE %time %alloc show_an9 Main 71.0 83.3 sum' Main 29.0 16.7 And in the tree, I likewise see (omitting irrelevant lines): individual inherited COST CENTRE MODULE no. entries %time %alloc %time %alloc main Main 232 1 0.0 0.0 100.0 100.0 show_an9 Main 235 1 71.0 83.3 100.0 100.0 sum' Main 236 0 29.0 16.7 29.0 16.7 show_anx Main 233 1 0.0 0.0 0.0 0.0 How do I figure out that show_an9 is Slow's implementation of show and not Fast's?

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  • Converted some PHP functions to c# but getting different results

    - by Tom Beech
    With a bit of help from people on here, i've converted the following PHP functions to C# - But I get very different results between the two and can't work out where i've gone wrong: PHP: function randomKey($amount) { $keyset = "abcdefghijklmABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; $randkey = ""; for ($i=0; $i<$amount; $i++) $randkey .= substr($keyset, rand(0, strlen($keyset)-1), 1); return $randkey; } public static function hashPassword($password) { $salt = self::randomKey(self::SALTLEN); $site = new Sites(); $s = $site->get(); return self::hashSHA1($s->siteseed.$password.$salt.$s->siteseed).$salt; } c# public static string randomKey(int amount) { string keyset = "abcdefghijklmABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; string randkey = string.Empty; Random random = new Random(); for (int i = 0; i < amount; i++) { randkey += keyset.Substring(0, random.Next(2, keyset.Length - 2)); } return randkey; } static string hashPassword(string password) { string salt = randomKey(4); string siteSeed = "6facef08253c4e3a709e17d9ff4ba197"; return CalculateSHA1(siteSeed + password + salt + siteSeed) + siteSeed; } static string CalculateSHA1(string ipString) { SHA1 sha1 = new SHA1CryptoServiceProvider(); byte[] ipBytes = Encoding.Default.GetBytes(ipString.ToCharArray()); byte[] opBytes = sha1.ComputeHash(ipBytes); StringBuilder stringBuilder = new StringBuilder(40); for (int i = 0; i < opBytes.Length; i++) { stringBuilder.Append(opBytes[i].ToString("x2")); } return stringBuilder.ToString(); } EDIT The string 'password' in the PHP function comes out as "d899d91adf31e0b37e7b99c5d2316ed3f6a999443OZl" in the c# it comes out as: "905d25819d950cf73f629fc346c485c819a3094a6facef08253c4e3a709e17d9ff4ba197"

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  • Passing filtering functions to Where() in LINQ-to-SQL

    - by Daniel
    I'm trying to write a set of filtering functions that can be chained together to progressively filter a data set. What's tricky about this is that I want to be able to define the filters in a different context from that in which they'll be used. I've gotten as far as being able to pass a very basic function to the Where() clause in a LINQ statement: filters file: Func<item, bool> returnTrue = (i) => true; repository file: public IQueryable<item> getItems() { return DataContext.Items.Where(returnTrue); } This works. However, as soon as I try to use more complicated logic, the trouble begins: filters file: Func<item, bool> isAssignedToUser = (i) => i.assignedUserId == userId; repository file: public IQueryable<item> getItemsAssignedToUser(int userId) { return DataContext.Items.Where(isAssignedToUser); } This won't even build because userId isn't in the same scope as isAssignedToUser(). I've also tried declaring a function that takes the userId as a parameter: Func<item, int, bool> isAssignedToUser = (i, userId) => i.assignedUserId == userId; The problem with this is that it doesn't fit the function signature that Where() is expecting: Func<item, bool> There must be a way to do this, but I'm at a loss for how. I don't feel like I'm explaining this very well, but hopefully you get the gist. Thanks, Daniel

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  • How to use VC++ intrinsic functions w/o run-time library

    - by Adrian McCarthy
    I'm involved in one of those challenges where you try to produce the smallest possible binary, so I'm building my program without the C or C++ run-time libraries (RTL). I don't link to the DLL version or the static version. I don't even #include the header files. I have this working fine. For some code constructs, the compiler generates calls to memset(). For example: struct MyStruct { int foo; int bar; }; MyStruct blah = {}; // calls memset() Since I don't include the RTL, this results in a missing symbol at link time. I've been getting around this by avoiding those constructs. For the given example, I'll explicitly initialize the struct. MyStruct blah; blah.foo = 0; blah.bar = 0; But memset() can be useful, so I tried adding my own implementation. It works fine in Debug builds, even for those places where the compiler generates an implicit call to memset(). But in Release builds, I get an error saying that I cannot define an intrinsic function. You see, in Release builds, intrinsic functions are enabled, and memset() is an intrinsic. I would love to use the intrinsic for memset() in my release builds, since it's probably inlined and smaller and faster than my implementation. But I seem to be a in catch-22. If I don't define memset(), the linker complains that it's undefined. If I do define it, the compiler complains that I cannot define an intrinsic function. I've tried adding #pragma intrinsic(memset) with and without declarations of memset, but no luck. Does anyone know the right combination of definition, declaration, #pragma, and compiler and linker flags to get an intrinsic function without pulling in RTL overhead? Visual Studio 2008, x86, Windows XP+.

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  • Need feedback on two member functions of a Table class in C++

    - by George
    int Table::addPlayer(Player player, int position) { deque<Player>::iterator it = playerList.begin()+position; deque<Player>::iterator itStart = playerList.begin()+postion; while(*it != "(empty seat)") { it++; if (it == playerList.end()) { it = playerList.begin(); } if (it == itStart) { cout << "Table full" << endl; return -1; } } //TODO overload Player assignment, << operator *it = player; cout << "Player " << player << " sits at position " << it - playerList.begin() << endl; return it - playerList.begin(); } } int Table::removePlayer(Player player) { deque<Player>::iterator it = playerList.begin(); //TODO Do I need to overload != in Player? while(*it != player) { it++; if (it == playerList.end()) { cout << "Player " << player << " not found" << endl; return -1; } } *it = "(empty seat)"; cout << "Player " << player << " stands up from position " << it - playerList.begin() << endl; return it - playerList.begin(); } Would like some feedback on these two member functions of a Table class for Texas Hold Em Poker simulation. Any information syntax, efficiency or even common practices would be much appreciated.

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  • C++: Calling class functions within a switch

    - by user1446002
    i've been trying to study for my finals by practicing classes and inheritance, this is what I've come up with so far for inheritance and such however I'm unsure how to fix the error occuring below. #include<iostream> #include<iomanip> #include<cmath> #include<string.h> using namespace std; //BASE CLASS DEFINITION class hero { protected: string name; string mainAttr; int xp; double hp; double mana; double armour; int range; double attkDmg; bool attkType; public: void dumpData(); void getName(); void getMainAttr(); void getAttkData(); void setAttkData(string); void setBasics(string, string, double, double, double); void levelUp(); }; //CLASS FUNCTIONS void hero::dumpData() { cout << "Name: " << name << endl; cout << "Main Attribute: " << mainAttr << endl; cout << "XP: " << xp << endl; cout << "HP: " << hp << endl; cout << "Mana: " << mana << endl; cout << "Armour: " << armour << endl; cout << "Attack Range: " << range << endl; cout << "Attack Damage: " << attkDmg << endl; cout << "Attack Type: " << attkType << endl << endl; } void hero::getName() { cout << "Name: " << name << endl; } void hero::getMainAttr() { cout << "Main Attribute: " << mainAttr << endl; } void hero::getAttkData() { cout << "Attack Range: " << range << endl; cout << "Attack Damage: " << attkDmg << endl; cout << "Attack Type: " << attkType << endl; } void hero::setAttkData(string attr) { int choice = 0; if (attr == "Strength") { choice = 1; } if (attr == "Agility") { choice = 2; } if (attr == "Intelligence") { choice = 3; } switch (choice) { case 1: range = 128; attkDmg = 80.0; attkType = 0; break; case 2: range = 350; attkDmg = 60.0; attkType = 0; break; case 3: range = 600; attkDmg = 35.0; attkType = 1; break; default: break; } } void hero::setBasics(string heroName, string attribute, double health, double mp, double armourVal) { name = heroName; mainAttr = attribute; hp = health; mana = mp; armour = armourVal; } void hero::levelUp() { xp = 0; hp = hp + (hp * 0.1); mana = mana + (mana * 0.1); armour = armour + ((armour*0.1) + 1); attkDmg = attkDmg + (attkDmg * 0.05); } //INHERITED CLASS DEFINITION class neutHero : protected hero { protected: string drops; int xpGain; public: int giveXP(int); void dropItems(); }; //INHERITED CLASS FUNCTIONS int neutHero::giveXP(int exp) { xp += exp; } void neutHero::dropItems() { cout << name << " has dropped the following items: " << endl; cout << drops << endl; } /* END OF OO! */ //FUNCTION PROTOTYPES void dispMenu(); int main() { int exit=0, choice=0, mainAttrChoice=0, heroCreated=0; double health, mp, armourVal; string heroName, attribute; do { dispMenu(); cin >> choice; switch (choice) { case 1: system("cls"); cout << "Please enter your hero name: "; cin >> heroName; cout << "\nPlease enter your primary attribute\n"; cout << "1. Strength\n" << "2. Agility\n" << "3. Intelligence\n"; cin >> mainAttrChoice; switch (mainAttrChoice) { case 1: attribute = "Strength"; health = 750; mp = 150; armourVal = 2; break; case 2: attribute = "Agility"; health = 550; mp = 200; armourVal = 6; break; case 3: attribute = "Intelligence"; health = 450; mp = 450; armourVal = 1; break; default: cout << "Choice invalid, please try again."; exit = 1; break; hero player; player.setBasics(heroName, attribute, health, mp, armourVal); player.setAttkData(attribute); heroCreated=1; system("cls"); cout << "Your hero has been created!\n\n"; player.dumpData(); system("pause"); break; } case 2: system("cls"); if (heroCreated == 1) { cout << "Your hero has been detailed below.\n\n"; **player.dumpData(); //ERROR OCCURS HERE !** system("pause"); } else { cout << "You have not created a hero please exit this prompt " "and press 1 on the menu to create a hero."; } break; case 3: system("cls"); cout << "Still Under Development"; system("pause"); break; case 4: system("cls"); exit = 1; break; default: cout << "Your command has not been recognised, please try again.\n"; system("pause"); break; } } while (exit != 1); system("pause"); return 0; } void dispMenu() { system("cls"); cout << "1. Create New Hero\n" "2. View Current Hero\n" "3. Fight Stuff\n" "4. Exit\n\n" "Enter your choice: "; } However upon compilation I get the following errors: 220 `player' undeclared (first use this function) Unsure exactly how to fix it as I've only recently started using OO approach. The error has a comment next to it above and is in case 2 in the main. Cheers guys.

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  • Programming style question on how to code functions

    - by shawnjan
    Hey all! So, I was just coding a bit today, and I realized that I don't have much consistency when it comes to a coding style when programming functions. One of my main concerns is whether or not its proper to code it so that you check that the input of the user is valid OUTSIDE of the function, or just throw the values passed by the user into the function and check if the values are valid in there. Let me sketch an example: I have a function that lists hosts based on an environment, and I want to be able to split the environment into chunks of hosts. So an example of the usage is this: listhosts -e testenv -s 2 1 This will get all the hosts from the "testenv", split it up into two parts, and it is displaying part one. In my code, I have a function that you pass it in a list, and it returns a list of lists based on you parameters for splitting. BUT, before I pass it a list, I first verify the parameters in my MAIN during the getops process, so in the main I check to make sure there are no negatives passed by the user, I make sure the user didnt request to split into say, 4 parts, but asking to display part 5 (which would not be valid), etc. tl;dr: Would you check the validity of a users input the flow of you're MAIN class, or would you do a check in your function itself, and either return a valid response in the case of valid input, or return NULL in the case of invalid input? Obviously both methods work, I'm just interested to hear from experts as to which approach is better :) Thanks for any comments and suggestions you guys have!

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  • Perl program for extracting the functions alone in a Ruby file

    - by thillaiselvan
    Hai all, I am having the following Ruby program. puts "hai" def mult(a,b) a * b end puts "hello" def getCostAndMpg cost = 30000 # some fancy db calls go here mpg = 30 return cost,mpg end AltimaCost, AltimaMpg = getCostAndMpg puts "AltimaCost = #{AltimaCost}, AltimaMpg = {AltimaMpg}" I have written a perl script which will extract the functions alone in a Ruby file as follows while (<DATA>){ print if ( /def/ .. /end/ ); } Here the <DATA> is reading from the ruby file. So perl prograam produces the following output. def mult(a,b) a * b end def getCostAndMpg cost = 30000 # some fancy db calls go here mpg = 30 return cost,mpg end But, if the function is having block of statements, say for example it is having an if condition testing block means then it is not working. It is taking only up to the "end" of "if" block. And it is not taking up to the "end" of the function. So kindly provide solutions for me. Example: def function if x > 2 puts "x is greater than 2" elsif x <= 2 and x!=0 puts "x is 1" else puts "I can't guess the number" end #----- My code parsing only up to this end Thanks in Advance!

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  • handling pointer to member functions within hierachy in C++

    - by anatoli
    Hi, I'm trying to code the following situation: I have a base class providing a framework for handling events. I'm trying to use an array of pointer-to-member-functions for that. It goes as following: class EH { // EventHandler virtual void something(); // just to make sure we get RTTI public: typedef void (EH::*func_t)(); protected: func_t funcs_d[10]; protected: void register_handler(int event_num, func_t f) { funcs_d[event_num] = f; } public: void handle_event(int event_num) { (this->*(funcs_d[event_num]))(); } }; Then the users are supposed to derive other classes from this one and provide handlers: class DEH : public EH { public: typedef void (DEH::*func_t)(); void handle_event_5(); DEH() { func_t f5 = &DEH::handle_event_5; register_handler(5, f5); // doesn't compile ........ } }; This code wouldn't compile, since DEH::func_t cannot be converted to EH::func_t. It makes perfect sense to me. In my case the conversion is safe since the object under this is really DEH. So I'd like to have something like that: void EH::DEH_handle_event_5_wrapper() { DEH *p = dynamic_cast<DEH *>(this); assert(p != NULL); p->handle_event_5(); } and then instead of func_t f5 = &DEH::handle_event_5; register_handler(5, f5); // doesn't compile in DEH::DEH() put register_handler(5, &EH::DEH_handle_event_5_wrapper); So, finally the question (took me long enough...): Is there a way to create those wrappers (like EH::DEH_handle_event_5_wrapper) automatically? Or to do something similar? What other solutions to this situation are out there? Thanks.

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  • C callback functions defined in an unnamed namespace?

    - by Johannes Schaub - litb
    Hi all. I have a C++ project that uses a C bison parser. The C parser uses a struct of function pointers to call functions that create proper AST nodes when productions are reduced by bison: typedef void Node; struct Actions { Node *(*newIntLit)(int val); Node *(*newAsgnExpr)(Node *left, Node *right); /* ... */ }; Now, in the C++ part of the project, i fill those pointers class AstNode { /* ... */ }; class IntLit : public AstNode { /* ... */ }; extern "C" { Node *newIntLit(int val) { return (Node*)new IntLit(val); } /* ... */ } Actions createActions() { Actions a; a.newIntLit = &newIntLit; /* ... */ return a; } Now the only reason i put them within extern "C" is because i want them to have C calling conventions. But optimally, i would like their names still be mangled. They are never called by-name from C code, so name mangling isn't an issue. Having them mangled will avoid name conflicts, since some actions are called like error, and the C++ callback function has ugly names like the following just to avoid name clashes with other modules. extern "C" { void uglyNameError(char const *str) { /* ... */ } /* ... */ } a.error = &uglyNameError; I wondered whether it could be possible by merely giving the function type C linkage extern "C" void fty(char const *str); namespace { fty error; /* Declared! But i can i define it with that type!? */ } Any ideas? I'm looking for Standard-C++ solutions.

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  • Lambda Functions in PHP aren't Logical

    - by Chacha102
    Note: I have condensed this article into my person wiki: http://wiki.chacha102.com/Lambda - Enjoy I am having some troubles with Lambda style functions in PHP. First, This Works: $foo = function(){ echo "bar"; }; $foo(); Second, This Works: class Bar{ public function foo(){ echo "Bar"; } Third, This works: $foo = new stdClass; $foo->bar = function(){ echo "bar"; }; $test = $foo->bar; $test(); But, this does not work: $foo = new stdClass; $foo->bar = function(){ echo "bar"; }; $foo->bar(); And, this does not work class Bar{ public function foo(){ echo "Bar"; } $foo = new Bar; $foo->foo = function(){ echo "foo"; }; $foo->foo(); // echo's bar instead of Foo. My Question is Why?, and how can I assure that both this: $foo->bar = function(){ echo "test"; }; $foo->bar(); and this $foo = new Bar; $foo->bar(); are called properly? Extra Points if you can point to documentation stating why this problem occurs.

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  • Calling Base Class Functions with Inherited Type

    - by Kein Mitleid
    I can't describe exactly what I want to say but I want to use base class functions with an inherited type. Like I want to declare "Coord3D operator + (Coord3D);" in one class, but if I use it with Vector3D operands, I want it to return Vector3D type instead of Coord3D. With this line of code below, I add two Vector3D's and get a Coord3D in return, as told to me by the typeid().name() function. How do I reorganize my classes so that I get a Vector3D on return? #include <iostream> #include <typeinfo> using namespace std; class Coord3D { public: float x, y, z; Coord3D (float = 0.0f, float = 0.0f, float = 0.0f); Coord3D operator + (Coord3D &); }; Coord3D::Coord3D (float a, float b, float c) { x = a; y = b; z = c; } Coord3D Coord3D::operator+ (Coord3D &param) { Coord3D temp; temp.x = x + param.x; temp.y = y + param.y; temp.z = z + param.z; return temp; } class Vector3D: public Coord3D { public: Vector3D (float a = 0.0f, float b = 0.0f, float c = 0.0f) : Coord3D (a, b, c) {}; }; int main () { Vector3D a (3, 4, 5); Vector3D b (6, 7, 8); cout << typeid(a + b).name(); return 0; }

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  • C++ using typedefs in non-inline functions

    - by ArunSaha
    I have a class like this template< typename T > class vector { public: typedef T & reference; typedef T const & const_reference; typedef size_t size_type; const_reference at( size_t ) const; reference at( size_t ); and later in the same file template< typename T > typename vector<T>::const_reference // Line X vector<T>::at( size_type i ) const { rangecheck(); return elems_[ i ]; } template< typename T > reference // Line Y vector<T>::at( size_type i ) { rangecheck(); return elems_[ i ]; } Line X compiles fine but Line Y does not compile. The error message from g++ (version 4.4.1) is: foo.h:Y: error: expected initializer before 'vector' From this I gather that, if I want to have non-inline functions then I have to fully qualify the typedef name as in Line X. (Note that, there is no problem for size_type.) However, at least to me, Line X looks clumsy. Is there any alternative approach?

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  • Nested functions not allowed in drawrect problem

    - by Martin
    I have a custom view onto which I draw some graphics from the drawrect function, which works fine. However I like to draw based on the contens of an array I pass on the the view just before I do a setNeedsDisplay. In the drawRect function I try to access the array but then I get a nested functions error which I do not understand. Here's my code: // // MyView.h // window // #import <UIKit/UIKit.h> @interface MyView : UIView { NSArray * nary; } @property (nonatomic, copy) NSArray *nary; @end // // MyView.m // window // #import "MyView.h" @implementation MyView @synthesize nary; CGContextRef c; CGFloat black[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)drawRect:(CGRect)rect { c = UIGraphicsGetCurrentContext(); CGContextSetStrokeColor(c, black); NSLog(@"mview"); NSArray *ns = [nary objectAtIndex:0]; } - (void)dealloc { [super dealloc]; } @end

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  • typedef a functions prototype

    - by bitmask
    I have a series of functions with the same prototype, say int func1(int a, int b) { // ... } int func2(int a, int b) { // ... } // ... Now, I want to simplify their definition and declaration. Of course I could use a macro like that: #define SP_FUNC(name) int name(int a, int b) But I'd like to keep it in C, so I tried to use the storage specifier typedef for this: typedef int SpFunc(int a, int b); This seems to work fine for the declaration: SpFunc func1; // compiles but not for the definition: SpFunc func1 { // ... } which gives me the following error: error: expected '=', ',', ';', 'asm' or '__attribute__' before '{' token Is there a way to do this correctly or is it impossible? To my understanding of C this should work, but it doesn't. Why? Note, gcc understands what I am trying to do, because, if I write SpFunc func1 = { /* ... */ } it tells me error: function 'func1' is initialized like a variable Which means that gcc understands that SpFunc is a function type.

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  • How do interpreters written in C and C++ bind identifiers to C(++) functions

    - by sub
    I'm talking about C and/or C++ here as this are the only languages I know used for interpreters where the following could be a problem: If we have an interpreted language X how can a library written for it add functions to the language which can then be called from within programs written in the language? PHP example: substr( $str, 5, 10 ); How is the function substr added to the "function pool" of PHP so it can be called from within scripts? It is easy for PHP storing all registered function names in an array and searching through it as a function is called in a script. However, as there obviously is no eval in C(++), how can the function then be called? I assume PHP doesn't have 100MB of code like: if( identifier == "substr" ) { return PHP_SUBSTR(...); } else if( ... ) { ... } Ha ha, that would be pretty funny. I hope you have understood my question so far. How do interpreters written in C/C++ solve this problem? How can I solve this for my own experimental toy interpreter written in C++?

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  • Writing functions of tuples conveniently in Scala

    - by Alexey Romanov
    Quite a few functions on Map take a function on a key-value tuple as the argument. E.g. def foreach(f: ((A, B)) ? Unit): Unit. So I looked for a short way to write an argument to foreach: > val map = Map(1 -> 2, 3 -> 4) map: scala.collection.immutable.Map[Int,Int] = Map(1 -> 2, 3 -> 4) > map.foreach((k, v) => println(k)) error: wrong number of parameters; expected = 1 map.foreach((k, v) => println(k)) ^ > map.foreach({(k, v) => println(k)}) error: wrong number of parameters; expected = 1 map.foreach({(k, v) => println(k)}) ^ > map.foreach(case (k, v) => println(k)) error: illegal start of simple expression map.foreach(case (k, v) => println(k)) ^ I can do > map.foreach(_ match {case (k, v) => println(k)}) 1 3 Any better alternatives?

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  • JavaScript functions in footer

    - by Djave
    I'm currently using html5 boilerplate, which puts jQuery and your plugins into the footer. The only problem is, I use the same footer.php file in every page. How do I go about including page specific functions if the plugins aren't loaded yet? I.e. <?php include_layout_template('header.php', '../');?> <div id='mediaspace'>This text will be replaced</div> <!-- Video for this page: --> <script type='text/javascript'> jwplayer('mediaspace').setup({ 'flashplayer': '../resources/player.swf', 'file': 'http://content.longtailvideo.com/videos/flvplayer.flv', 'controlbar': 'bottom', 'width': '470', 'height': '320' }); </script> <?php //This file has the jwplayer function in it: include_layout_template('footer.php', '../'); ?> Doing this I get Uncaught ReferenceError: jwplayer is not defined Is it going to be easier to just put the plugin includes in the header? How do people usually tackle stuff like this in boilerplate/loading scripts at the end?

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  • Python parsing error message functions

    - by user1716168
    The code below was created by me with the help of many SO veterans: The code takes an entered math expression and splits it into operators and operands for later use. I have created two functions, the parsing function that splits, and the error function. I am having problems with the error function because it won't display my error messages and I feel the function is being ignored when the code runs. An error should print if an expression such as this is entered: 3//3+4,etc. where there are two operators together, or there are more than two operators in the expression overall, but the error messages dont print. My code is below: def errors(): numExtrapolation,opExtrapolation=parse(expression) if (len(numExtrapolation) == 3) and (len(opExtrapolation) !=2): print("Bad1") if (len(numExtrapolation) ==2) and (len(opExtrapolation) !=1): print("Bad2") def parse(expression): operators= set("*/+-") opExtrapolate= [] numExtrapolate= [] buff=[] for i in expression: if i in operators: numExtrapolate.append(''.join(buff)) buff= [] opExtrapolate.append(i) opExtrapolation=opExtrapolate else: buff.append(i) numExtrapolate.append(''.join(buff)) numExtrapolation=numExtrapolate #just some debugging print statements print(numExtrapolation) print("z:", len(opExtrapolation)) return numExtrapolation, opExtrapolation errors() Any help would be appreciated. Please don't introduce new code that is any more advanced than the code already here. I am looking for a solution to my problem... not large new code segments. Thanks.

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