Search Results

Search found 9934 results on 398 pages for 'lambda functions'.

Page 41/398 | < Previous Page | 37 38 39 40 41 42 43 44 45 46 47 48  | Next Page >

  • 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!

    Read the article

  • 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!

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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; }

    Read the article

  • 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?

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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++?

    Read the article

  • 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?

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

  • How do C and C++ interpreters 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 C/C++ interpreters solve this problem? How can I solve this for my own experimental toy interpreter?

    Read the article

  • Problems with Window Functions Wndproc and about

    - by BrianHuangverinem
    I really having problems with this problem ,it would be nice if someone help me on this. Every time I try to build my source file the same errors occur every time for the two window functions CALLBACK Wndproc and CALLBACK About. error: "local function definitions are illegal" Can you tell me what mistake I made? LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); switch (message) { case WM_COMMAND: // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); CaptureImage(hWnd); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; }

    Read the article

  • PHP checking/refreashing functions

    - by user1284360
    ok i have a main document that displays a chatbox, what i want is for the chatbox to refreash on everyone who is logged in's screen whenever someone posts a new message... ive tried many methods including sleep timers and new functions that call then sleep and get recalled but this just generates an endless line of the same or little diffrent data making the form unusable until error... this is my code <?php // set error reporting level if (version_compare(phpversion(), "5.3.0", ">=") == 1) error_reporting(E_ALL & ~E_NOTICE & ~E_DEPRECATED); else error_reporting(E_ALL & ~E_NOTICE); require_once('inc/login.inc.php'); require_once('inc/chat.inc.php'); // initialization of login system and generation code $oSimpleLoginSystem = new SimpleLoginSystem(); $oSimpleChat = new SimpleChat(); // draw login box echo $oSimpleLoginSystem->getLoginBox(); // draw chat application $sChatResult = '<font color="0x99000"> <a href="Register_form.html">New Account</a><br> login to send a message<br> or register for a new account</font>'; if ($_COOKIE['member_name'] && $_COOKIE['member_pass']) { if ($oSimpleLoginSystem->check_login($_COOKIE['member_name'], $_COOKIE['member_pass'])) { $sChatResult = ""; if($oSimpleLoginSystem->check_privledges($_COOKIE['member_name']) >= 2) { $sChatResult .= "<br>privledge check Working<br>"; } $sChatResult .= "<form action=$_SERVER[PHP_SELF] method='post'> <input type='hidden' name='foo' value='<?= $foo ?>' /> <input type='submit' name='submit' value='Refresh Messages' /> </form>"; $sChatResult .= $oSimpleChat->acceptMessages(); $sChatResult .= "<br><br>"; $sChatResult .= $oSimpleChat->getMessages(); } } echo $sChatResult; ?>

    Read the article

  • How to override jquery's show() and hide() functions

    - by Max Williams
    hi all Short version of question: see title Long version of question: I've used jquery's show() and hide() functions extensively in my code and just encountered a bit of a problem: they work by changing the display attribute of the element to 'block' or 'none' respectively, so that if you have somethin that has display: inline and then hide and show it, you've changed its display to block, which screws up the layout in a couple of cases. In my code, whenever i want something to be hidden initially i give it a class 'hidden'. This class is simply {display: none}. I'd like the change show and hide to remove or add this class, instead of directly changing the display attribute, so that if you add the hidden class and then remove it again (ie hide and show something) then it's back to exactly how it was to start off with (since adding a class overrides the attributes rather than directly changing them). Something like this (this is a little pseucodey as i don't know how to set the function up properly - let's assume that 'this' is the object that show/hide was called on) function show(){ this.removeClass("hidden"); } function hide(){ this.addClass("hidden"); } how and where would i go about overriding the jquery methods? (I'm not a javascript expert) thanks - max

    Read the article

  • What are the linkage of the following functions?

    - by Derui Si
    When I was reading the c++ 03 standard (7.1.1 Storage class specifiers [dcl.stc]), there are some examples as below, I'm not able to tell how the linkage of each successive declarations is determined? Could anyone help here? Thanks in advance! static char* f(); // f() has internal linkage char* f() { /* ... */ } // f() still has internal linkage char* g(); // g() has external linkage static char* g() { /* ... */ } // error: inconsistent linkage void h(); inline void h(); // external linkage inline void l(); void l(); // external linkage inline void m(); extern void m(); // external linkage static void n(); inline void n(); // internal linkage static int a; // a has internal linkage int a; // error: two definitions static int b; // b has internal linkage extern int b; // b still has internal linkage int c; // c has external linkage static int c; // error: inconsistent linkage extern int d; // d has external linkage static int d; // error: inconsistent linkage UPD: Additionally, how can I understand the statement in the standard, " The linkages implied by successive declarations for a given entity shall agree. That is, within a given scope, each declaration declaring the same object name or the same overloading of a function name shall imply the same linkage. Each function in a given set of overloaded functions can have a different linkage, however."

    Read the article

  • Calling Multiple functions simultaneously

    - by Noob
    I'm trying to call two different functions for two different HTML elements at the same time, but the second function isn't being read at all. I'm also trying to use the id to specify which corresponding elements to grab data from. Here's what I have: function changeImage(id) { var s = document.getElementById('showcase'); var simg = s.getElementsByTagName('img'); var slen = simg.length; for(i=0; i < slen; i++) { simg[i].style.display = 'none'; } $('#' + id).fadeIn('slow', 0); function createComment(jim) { //alert('hello?'); var d = document.getElementById('description'); var dh = document.getElementsByTagName('p'); var dlen = dh.length; //alert(dh); for(i=0; i < dlen; i++) { alert(dh); dh[i].style.display = 'none'; } $('#' + jim).fadeIn('slow', 0); }

    Read the article

  • Using enum values to represent binary operators (or functions)

    - by Bears will eat you
    I'm looking for an elegant way to use values in a Java enum to represent operations or functions. My guess is, since this is Java, there just isn't going to be a nice way to do it, but here goes anyway. My enum looks something like this: public enum Operator { LT, LTEQ, EQEQ, GT, GTEQ, NEQ; ... } where LT means < (less than), LTEQ means <= (less than or equal to), etc - you get the idea. Now I want to actually use these enum values to apply an operator. I know I could do this just using a whole bunch of if-statements, but that's the ugly, OO way, e.g.: int a = ..., b = ...; Operator foo = ...; // one of the enum values if (foo == Operator.LT) { return a < b; } else if (foo == Operator.LTEQ) { return a <= b; } else if ... // etc What I'd like to be able to do is cut out this structure and use some sort of first-class function or even polymorphism, but I'm not really sure how. Something like: int a = ..., b = ...; Operator foo = ...; return foo.apply(a, b); or even int a = ..., b = ...; Operator foo = ...; return a foo.convertToOperator() b; But as far as I've seen, I don't think it's possible to return an operator or function (at least, not without using some 3rd-party library). Any suggestions?

    Read the article

  • Javascript object properties access functions in parent constructor?

    - by Bob Spryn
    So I'm using this pretty standard jquery plugin pattern whereby you can grab an api after applying the jquery function to a specific instance. This API is essentially a javascript object with a bunch of methods and data. So I wanted to essentially create some private internal methods for the object only to manipulate data etc, which just doesn't need to be available as part of the API. So I tried this: // API returned with new $.TranslationUI(options, container) $.TranslationUI = function (options, container) { // private function? function monkey(){ console.log("blah blah blah"); } // extend the default settings with the options object passed this.settings = $.extend({},$.TranslationUI.defaultSettings,options); // set a reference for the container dom element this.container = container; // call the init function this.init(); }; The problem I'm running into is that init can't call that function "monkey". I'm not understanding the explanation behind why it can't. Is it because init is a prototype method?($.TranslationUI's prototype is extended with a bunch of methods including init elsewhere in the code) $.extend($.TranslationUI, { prototype: { init : function(){ // doesn't work monkey(); // editing flag this.editing = false; // init event delegates here for // languagepicker $(this.settings.languageSelector, this.container).bind("click", {self: this}, this.selectLanguage); } } }); Any explanations would be helpful. Would love other thoughts on creating private methods with this model too. These particular functions don't HAVE to be in prototype, and I don't NEED private methods protected from being used externally, but I want to know how should I have that requirement in the future.

    Read the article

  • JS best practice for member functions

    - by MickMalone1983
    I'm writing a little mobile games library, and I'm not sure the best practice for declaring member functions of instantiated function objects. For instance, I might create a simple object with one property, and a method to print it: function Foo(id){ this.id = id; this.print = function(){ console.log(this.id); }; }; However, a function which does not need access to 'private' members of the function does not need to be declared in the function at all. I could equally have written: function print(){ console.log(this.id); }; function Foo(id){ this.id = id; this.print = print; }; When the function is invoked through an instance of Foo, the instance becomes the context for this, so the output is the same in either case. I'm not entirely sure how memory is allocated with JS, and I can't find anything that I can understand about something this specific, but it seems to me that with the first example all members of Foo, including the print function, are duplicated each time it is instantiated - but with the second, it just gets a pointer to one, pre-declared function, which would save any more memory having to be allocated as more instances of Foo are created. Am I correct, and if I am, is there any memory/performance benefit to doing this?

    Read the article

  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

    Read the article

  • Importing Conditionally Compiled Functions From a Perl Module

    - by Robert S. Barnes
    I have a set of logging and debugging functions which I want to use across multiple modules / objects. I'd like to be able to turn them on / off globally using a command line switch. The following code does this, however, I would like to be able to omit the package name and keep everything in a single file. This is related to two previous questions I asked, here and here. #! /usr/bin/perl -w use strict; use Getopt::Long; { package LogFuncs; use threads; use Time::HiRes qw( gettimeofday ); # provide tcpdump style time stamp sub _gf_time { my ( $seconds, $microseconds ) = gettimeofday(); my @time = localtime($seconds); return sprintf( "%02d:%02d:%02d.%06ld", $time[2], $time[1], $time[0], $microseconds ); } sub logerr; sub compile { my %params = @_; *logerr = $params{do_logging} ? sub { my $msg = shift; warn _gf_time() . " Thread " . threads->tid() . ": $msg\n"; } : sub { }; } } { package FooObj; sub new { my $class = shift; bless {}, $class; }; sub foo_work { my $self = shift; # do some foo work LogFuncs::logerr($self); } } { package BarObj; sub new { my $class = shift; my $data = { fooObj => FooObj->new() }; bless $data, $class; } sub bar_work { my $self = shift; $self->{fooObj}->foo_work(); LogFuncs::logerr($self); } } my $do_logging = 0; GetOptions( "do_logging" => \$do_logging, ); LogFuncs::compile(do_logging => $do_logging); my $bar = BarObj->new(); LogFuncs::logerr("Created $bar"); $bar->bar_work();

    Read the article

  • More GCC link time issues: undefined reference to main

    - by vikramtheone
    Hi Guys, I'm writing software for a Cortex-A8 processor and I have to write some ARM assembly code to access specific registers. I'm making use of the gnu compilers and related tool chains, these tools are installed on the processor board(Freescale i.MX515) with Ubuntu. I make a connection to it from my host PC(Windows) using WinSCP and the PuTTY terminal. As usual I started with a simple C project having main.c and functions.s. I compile the main.c using GCC, assemble the functions.s using as and link the generated object files using once again GCC, but I get strange errors during this process. An important finding - Meanwhile, I found out that my assembly code may have some issues because when I individually assemble it using the command as -o functions.o functions.s and try running the generated functions.o using ./functions.o command, the bash shell is failing to recognize this file as an executable(on pressing tab functions.o is not getting selected/PuTTY is not highlighting the file). Can anyone suggest whats happening here? Are there any specific options I have to send, to GCC during the linking process? The errors I see are strange and beyond my understanding, I don't understand to what the GCC is referring. I'm pasting here the contents of main.c, functions.s, the Makefile and the list of errors. Help, please!!! Vikram main.c #include <stdio.h> #include <stdlib.h> int main(void) { puts("!!!Hello World!!!"); /* prints !!!Hello World!!! */ return EXIT_SUCCESS; } functions.s * Main program */ .equ STACK_TOP, 0x20000800 .text .global _start .syntax unified _start: .word STACK_TOP, start .type start, function start: movs r0, #10 movs r1, #0 .end Makefile all: hello hello: main.o functions.o gcc -o main.o functions.o main.o: main.c gcc -c -mcpu=cortex-a8 main.c functions.o: functions.s as -mcpu=cortex-a8 -o functions.o functions.s Errors ubuntu@ubuntu-desktop:~/Documents/Project/Others/helloworld$ make gcc -c -mcpu=cortex-a8 main.c as -mcpu=cortex-a8 -o functions.o functions.s gcc -o main.o functions.o functions.o: In function `_start': (.text+0x0): multiple definition of `_start' /usr/lib/gcc/arm-linux-gnueabi/4.3.3/../../../crt1.o:init.c:(.text+0x0): first defined here /usr/lib/gcc/arm-linux-gnueabi/4.3.3/../../../crt1.o: In function `_start': init.c:(.text+0x30): undefined reference to `main' collect2: ld returned 1 exit status make: *** [hello] Error 1

    Read the article

  • Jquery toggle functions

    - by ozsenegal
    I've a code to sort table using Jquery.I use toggle function to alternate clicks,and toggle beetween 'ascend' and 'descend' sort.Once you click header's table it should sort it contents. However,there's a bug: I click once,it sorts,then when i click again,nothing happens.I need to click again (second time) to execute the second function,and sort again. Toggle should switch functions with single clicks,not double,am i right? Here is the code: firstRow.toggle(function() { $(this).find("th:first").removeClass("ascendFirst").addClass("descendFirst"); $(this).find("th:not(first)").removeClass("ascend").addClass("descend"); sorted = $.makeArray($("td:eq(0)", "tr")).sort().reverse(); sorted2 = $.makeArray($("td:eq(1)", "tr")).sort().reverse(); sorted3 = $.makeArray($("td:eq(2)", "tr")).sort().reverse(); for (var i = 0; i < sorted.length; i++) { $("td", "tr:eq(" + (i + 1) + ")").remove(); $("tr:eq(" + (i + 1) + ")").append($("<td></td>").text($(sorted[i]).text())); $("tr:eq(" + (i + 1) + ")").append($("<td></td>").text($(sorted2[i]).text())); $("tr:eq(" + (i + 1) + ")").append($("<td></td>").text($(sorted3[i]).text())); } }, function() { $(this).find("th:first").removeClass("descendFirst").addClass("ascendFirst"); $(this).find("th:not(first)").removeClass("descend").addClass("ascend"); sorted = $.makeArray($("td:eq(0)", "tr")).sort(); sorted2 = $.makeArray($("td:eq(1)", "tr")).sort(); sorted3 = $.makeArray($("td:eq(2)", "tr")).sort(); for (var i = 0; i < sorted.length; i++) { $("td", "tr:eq(" + (i + 1) + ")").remove(); $("tr:eq(" + (i + 1) + ")").append($("<td></td>").text($(sorted[i]).text())); $("tr:eq(" + (i + 1) + ")").append($("<td></td>").text($(sorted2[i]).text())); $("tr:eq(" + (i + 1) + ")").append($("<td></td>").text($(sorted3[i]).text())); } });

    Read the article

< Previous Page | 37 38 39 40 41 42 43 44 45 46 47 48  | Next Page >