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  • Knight movement.... " how to output all possible moves. "

    - by josh kant
    hi tried the following code and is still not working. it is having problem on backtracking. it just fills the squares of a board with numbers but not in expected order. The code is as follows : include include using namespace std; int i=0; int permuteno = 0; bool move(int *p[], int *used[] ,int x, int y,int n, int count); bool knights (int *p[], int *used[],int x,int y,int n, int count); void output(int *p[],int n); int main(char argc, char *argv[]) { int count = 1; int n; //for size of board int x,y; // starting pos int **p; // to hold no. of combinations int **used; // to keep track of used squares on the board if ( argc != 5) { cout << "Very few arguments. Please try again."; cout << endl; return 0; } n = atoi(argv[2]); if( argv[1] <= 0 ) { cout << " Invalid board size. "; return 0; } x = atoi(argv[4]); y = atoi(argv[4]); cout << "board size: " << n << ", "<< n << endl; cout << "starting pos: " << x << ", " << y << endl; //dynamic allocation of arrays to hold permutation p = new int *[n]; for (int i = 0; i < n; i++) p[i] = new int [n]; //dynamic allocation of used arrays used = new int*[n]; for (int i = 0; i < n; i++) used[i] = new int [n]; //initializing board int i, j; for (i=0; i output(p,n); if (knights(p,used,x, y, n, count)) { cout << "solution found: " << endl < int i, j; for (i=0; i else { cout << "Solution not found" << endl; output (p, n); } knights (p,used, x, y, n, 1); //knights (p,used,x, y, n, count); cout << "no. perm " << permuteno << endl; return 0; } void output(int *p[],int n) { int i = 0,j; while ( i !=n) { for ( j=0; j bool move(int *p[], int *used[] ,int x, int y,int n,int count) { if (x < 0 || x = n) { return false; } if ( y < 0 || y = n) { return false; } if( used[x][y] != 0) { return false; } if( p[x][y] != 0) { return false; } count++; return true; } bool knights (int *p[], int *used[], int x,int y,int n ,int count) { //used[x][y] = 1; if (!move(p,used,x,y,n, count)) { return false; } if (move(p,used,x,y,n, count)) { i++; } p[x][y] = count; used[x][y] = 1; cout << "knight moved " << x << ", " << y << " " << count << endl; if(n*n == count) { return true; } //move 1 if (!knights (p,used, x-1, y-2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 2 if (!knights (p,used, x+1, y-2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 3 if (!knights (p,used, x+2, y-1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 4 if (!knights (p,used, x+2, y+1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 5 if (!knights (p,used, x+1, y+2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 6 if (!knights (p,used, x-1, y+2, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 7 if (!knights (p,used, x-2, y+1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } //move 8 if (!knights (p,used, x-2, y-1, n, count+1)) { used[x][y] = 0; //p[x][y] = 0; } permuteno++; //return true; //}while ( x*y != n*n ); return false; } I has to output all the possible combinations of the knight in a nXn board.. any help would be appreciated...

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  • Why is my simple recusive method for this game always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • Binary data instead of actual image in C#

    - by acadia
    Hello, I am using the below mentioned library to create a barcode which is storing in a specified location as shown below: My question is, is there a way instead of saving it to a png file I get byte data? thanks Code39 code = new Code39("10090"); code.Paint().Save("c:/NewBARCODE.png", ImageFormat.Png); using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Diagnostics; namespace BarCode39 { public class Code39Settings { private int height = 60; public int BarCodeHeight { get { return height; } set { height = value; } } private bool drawText = true; public bool DrawText { get { return drawText; } set { drawText = value; } } private int leftMargin = 10; public int LeftMargin { get { return leftMargin; } set { leftMargin = value; } } private int rightMargin = 10; public int RightMargin { get { return rightMargin; } set { rightMargin = value; } } private int topMargin = 10; public int TopMargin { get { return topMargin; } set { topMargin = value; } } private int bottomMargin = 10; public int BottomMargin { get { return bottomMargin; } set { bottomMargin = value; } } private int interCharacterGap = 2; public int InterCharacterGap { get { return interCharacterGap; } set { interCharacterGap = value; } } private int wideWidth = 2; public int WideWidth { get { return wideWidth; } set { wideWidth = value; } } private int narrowWidth = 1; public int NarrowWidth { get { return narrowWidth; } set { narrowWidth = value; } } private Font font = new Font(FontFamily.GenericSansSerif, 12); public Font Font { get { return font; } set { font = value; } } private int codeToTextGapHeight = 10; public int BarCodeToTextGapHeight { get { return codeToTextGapHeight; } set { codeToTextGapHeight = value; } } } public class Code39 { #region Static initialization static Dictionary<char, Pattern> codes; static Code39() { object[][] chars = new object[][] { new object[] {'0', "n n n w w n w n n"}, new object[] {'1', "w n n w n n n n w"}, new object[] {'2', "n n w w n n n n w"}, new object[] {'3', "w n w w n n n n n"}, new object[] {'4', "n n n w w n n n w"}, new object[] {'5', "w n n w w n n n n"}, new object[] {'6', "n n w w w n n n n"}, new object[] {'7', "n n n w n n w n w"}, new object[] {'8', "w n n w n n w n n"}, new object[] {'9', "n n w w n n w n n"}, new object[] {'A', "w n n n n w n n w"}, new object[] {'B', "n n w n n w n n w"}, new object[] {'C', "w n w n n w n n n"}, new object[] {'D', "n n n n w w n n w"}, new object[] {'E', "w n n n w w n n n"}, new object[] {'F', "n n w n w w n n n"}, new object[] {'G', "n n n n n w w n w"}, new object[] {'H', "w n n n n w w n n"}, new object[] {'I', "n n w n n w w n n"}, new object[] {'J', "n n n n w w w n n"}, new object[] {'K', "w n n n n n n w w"}, new object[] {'L', "n n w n n n n w w"}, new object[] {'M', "w n w n n n n w n"}, new object[] {'N', "n n n n w n n w w"}, new object[] {'O', "w n n n w n n w n"}, new object[] {'P', "n n w n w n n w n"}, new object[] {'Q', "n n n n n n w w w"}, new object[] {'R', "w n n n n n w w n"}, new object[] {'S', "n n w n n n w w n"}, new object[] {'T', "n n n n w n w w n"}, new object[] {'U', "w w n n n n n n w"}, new object[] {'V', "n w w n n n n n w"}, new object[] {'W', "w w w n n n n n n"}, new object[] {'X', "n w n n w n n n w"}, new object[] {'Y', "w w n n w n n n n"}, new object[] {'Z', "n w w n w n n n n"}, new object[] {'-', "n w n n n n w n w"}, new object[] {'.', "w w n n n n w n n"}, new object[] {' ', "n w w n n n w n n"}, new object[] {'*', "n w n n w n w n n"}, new object[] {'$', "n w n w n w n n n"}, new object[] {'/', "n w n w n n n w n"}, new object[] {'+', "n w n n n w n w n"}, new object[] {'%', "n n n w n w n w n"} }; codes = new Dictionary<char, Pattern>(); foreach (object[] c in chars) codes.Add((char)c[0], Pattern.Parse((string)c[1])); } #endregion private static Pen pen = new Pen(Color.Black); private static Brush brush = Brushes.Black; private string code; private Code39Settings settings; public Code39(string code) : this(code, new Code39Settings()) { } public Code39(string code, Code39Settings settings) { foreach (char c in code) if (!codes.ContainsKey(c)) throw new ArgumentException("Invalid character encountered in specified code."); if (!code.StartsWith("*")) code = "*" + code; if (!code.EndsWith("*")) code = code + "*"; this.code = code; this.settings = settings; } public Bitmap Paint() { string code = this.code.Trim('*'); SizeF sizeCodeText = Graphics.FromImage(new Bitmap(1, 1)).MeasureString(code, settings.Font); int w = settings.LeftMargin + settings.RightMargin; foreach (char c in this.code) w += codes[c].GetWidth(settings) + settings.InterCharacterGap; w -= settings.InterCharacterGap; int h = settings.TopMargin + settings.BottomMargin + settings.BarCodeHeight; if (settings.DrawText) h += settings.BarCodeToTextGapHeight + (int)sizeCodeText.Height; Bitmap bmp = new Bitmap(w, h, PixelFormat.Format32bppArgb); Graphics g = Graphics.FromImage(bmp); int left = settings.LeftMargin; foreach (char c in this.code) left += codes[c].Paint(settings, g, left) + settings.InterCharacterGap; if (settings.DrawText) { int tX = settings.LeftMargin + (w - settings.LeftMargin - settings.RightMargin - (int)sizeCodeText.Width) / 2; if (tX < 0) tX = 0; int tY = settings.TopMargin + settings.BarCodeHeight + settings.BarCodeToTextGapHeight; g.DrawString(code, settings.Font, brush, tX, tY); } return bmp; } private class Pattern { private bool[] nw = new bool[9]; public static Pattern Parse(string s) { Debug.Assert(s != null); s = s.Replace(" ", "").ToLower(); Debug.Assert(s.Length == 9); Debug.Assert(s.Replace("n", "").Replace("w", "").Length == 0); Pattern p = new Pattern(); int i = 0; foreach (char c in s) p.nw[i++] = c == 'w'; return p; } public int GetWidth(Code39Settings settings) { int width = 0; for (int i = 0; i < 9; i++) width += (nw[i] ? settings.WideWidth : settings.NarrowWidth); return width; } public int Paint(Code39Settings settings, Graphics g, int left) { #if DEBUG Rectangle gray = new Rectangle(left, 0, GetWidth(settings), settings.BarCodeHeight + settings.TopMargin + settings.BottomMargin); g.FillRectangle(Brushes.Gray, gray); #endif int x = left; int w = 0; for (int i = 0; i < 9; i++) { int width = (nw[i] ? settings.WideWidth : settings.NarrowWidth); if (i % 2 == 0) { Rectangle r = new Rectangle(x, settings.TopMargin, width, settings.BarCodeHeight); g.FillRectangle(brush, r); } x += width; w += width; } return w; } } } }

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  • Setting an XAML Window always on top (but no TopMost property)

    - by Brian Scherady
    I am developing an application based on OptiTrack SDK (from NaturalPoint). I need to run the application window as "Always on Top". The window is designed in XAML and is controled in the class "CameraView" but it does not seem to include a "TopMost" property or equivalent. Attached are the code of "CameraView.xaml.cs" and the code of "CameraView.xaml" that are part of OptiTrack SDK (NaturalPoint) called "Single_Camera_CSharp_.NET_3.0". One could expect the class CameraView to contain properties or members to set the position of the window on the screen or to set it to TopMost but as far as searched I found nothing. I wonder what I should do. Thank you, Brian ================ "CameraView.xaml.cs" using System; using System.IO; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Navigation; using System.Drawing.Imaging; using System.Drawing.Drawing2D; using System.Windows.Threading; namespace TestProject { public partial class CameraView { private const int NP_OPTION_OBJECT_COLOR_OPTION = 3; private const int NP_OPTION_VIDEO_TYPE = 48; private const int NP_OPTION_NUMERIC_DISPLAY_ON = 71; private const int NP_OPTION_NUMERIC_DISPLAY_OFF = 72; private const int NP_OPTION_FETCH_RLE = 73; private const int NP_OPTION_FETCH_GRAYSCALE = 74; private const int NP_OPTION_FRAME_DECIMATION = 52; private const int NP_OPTION_INTENSITY = 50; private const int NP_OPTION_SEND_EMPTY_FRAMES = 41; private const int NP_OPTION_THRESHOLD = 5; private const int NP_OPTION_EXPOSURE = 46; private const int NP_OPTION_SEND_FRAME_MASK = 73; private const int NP_OPTION_TEXT_OVERLAY_OPTION = 74; // public delegate void OnCameraViewCreate(CameraView camera); // public static OnCameraViewCreate onCameraViewCreate; private System.Drawing.Bitmap raw = new System.Drawing.Bitmap(353, 288, System.Drawing.Imaging.PixelFormat.Format32bppArgb); private int mFrameCounter; private int mDisplayCounter; private DispatcherTimer timer1 = new DispatcherTimer(); private bool mVideoFrameAvailable = false; private int mNumeric = -1; private bool mGreyscale = false; private bool mOverlay = true; public CameraView() { this.InitializeComponent(); timer1.Interval = new TimeSpan(0, 0, 0, 0, 10); timer1.Tick += new EventHandler(timer1_Tick); } public int Numeric { get { return mNumeric; } set { mNumeric = value % 100; if (mNumeric = 0) { if (Camera != null) Camera.SetOption(NP_OPTION_NUMERIC_DISPLAY_ON, value % 100); } } } private bool CameraRunning = false; private OptiTrack.NPCamera mCamera; public OptiTrack.NPCamera Camera { get { return mCamera; } set { if (mCamera == value) return; //== Don't do anything if you're assigning the same camera == if (mCamera != null) { //== Shut the selected camera down ==<< if (CameraRunning) { CameraRunning = false; mCamera.Stop(); mCamera.FrameAvailable -= FrameAvailable; } } mCamera = value; if (mCamera == null) { mNumeric = -1; } else { serialLabel.Content = "Camera "+mCamera.SerialNumber.ToString(); //mNumeric.ToString(); } } } private void FrameAvailable(OptiTrack.NPCamera Camera) { mFrameCounter++; try { OptiTrack.NPCameraFrame frame = Camera.GetFrame(0); int id = frame.Id; if (CameraRunning) { GetFrameData(Camera, frame); } frame.Free(); } catch (Exception) { int r = 0; r++; } } private void GetFrameData(OptiTrack.NPCamera camera, OptiTrack.NPCameraFrame frame) { BitmapData bmData = raw.LockBits(new System.Drawing.Rectangle(0, 0, raw.Width, raw.Height), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb); int stride = bmData.Stride; System.IntPtr bufferPtr = bmData.Scan0; unsafe { byte* buffer = (byte*)(void*)bufferPtr; camera.GetFrameImage(frame, bmData.Width, bmData.Height, bmData.Stride, 32, ref buffer[0]); } raw.UnlockBits(bmData); mVideoFrameAvailable = true; } private void timer1_Tick(object sender, EventArgs e) { if (CameraRunning && mVideoFrameAvailable) { mVideoFrameAvailable = false; cameraImage.Source = Img(raw); mDisplayCounter++; } } private System.Windows.Media.ImageSource Img(System.Drawing.Bitmap img) { System.Drawing.Imaging.BitmapData bmData = img.LockBits(new System.Drawing.Rectangle(0, 0, img.Width, img.Height), System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppPArgb); System.Windows.Media.Imaging.BitmapSource bitmap = System.Windows.Media.Imaging.BitmapSource.Create( img.Width, img.Height, 96, 96, PixelFormats.Bgra32, System.Windows.Media.Imaging.BitmapPalettes.WebPalette, bmData.Scan0, bmData.Stride * bmData.Height, bmData.Stride); img.UnlockBits(bmData); return bitmap; } private void startStopButton_Click(object sender, RoutedEventArgs e) { if (CameraRunning) StopCamera(); else StartCamera(); } public void StartCamera() { if (Camera != null) { mFrameCounter = 0; mDisplayCounter = 0; Camera.FrameAvailable += FrameAvailable; Camera.SetOption(NP_OPTION_VIDEO_TYPE, 0); Camera.SetOption(NP_OPTION_FRAME_DECIMATION, 1); Camera.SetOption(NP_OPTION_INTENSITY, 0); Camera.SetOption(NP_OPTION_EXPOSURE, 10); Camera.SetOption(NP_OPTION_THRESHOLD, 50); Camera.SetOption(NP_OPTION_OBJECT_COLOR_OPTION, 0); SetOverlayOption(); SetGreyscaleOption(); timer1.Start(); Camera.Start(); CameraRunning = true; this.Numeric = mNumeric; startStopButton.Content = "Stop Camera"; } } private void SetGreyscaleOption() { if(mGreyscale) Camera.SetOption(NP_OPTION_VIDEO_TYPE, 1); else Camera.SetOption(NP_OPTION_VIDEO_TYPE, 0); } private void SetOverlayOption() { if(mOverlay) Camera.SetOption(NP_OPTION_TEXT_OVERLAY_OPTION, 255); else Camera.SetOption(NP_OPTION_TEXT_OVERLAY_OPTION, 0); } public void StopCamera() { if (Camera != null) { Camera.Stop(); timer1.Stop(); CameraRunning = false; Camera.FrameAvailable -= FrameAvailable; Camera.SetOption(NP_OPTION_NUMERIC_DISPLAY_OFF, 0); startStopButton.Content = "Start Camera"; } } private void greyscaleButton_Click(object sender, RoutedEventArgs e) { if(mGreyscale) mGreyscale = false; else mGreyscale = true; SetGreyscaleOption(); } private void OverlayButton_Click(object sender, RoutedEventArgs e) { if(mOverlay) mOverlay = false; else mOverlay = true; SetOverlayOption(); } private void exposureSlider_ValueChanged(object sender, RoutedEventArgs e) { if (mCamera!=null) { mCamera.SetOption(NP_OPTION_EXPOSURE, (int) this.exposureSlider.Value); } } private void thresholdSlider_ValueChanged(object sender, RoutedEventArgs e) { if (mCamera != null) { mCamera.SetOption(NP_OPTION_THRESHOLD, (int)this.thresholdSlider.Value); } } private void optionsButton_Click(object sender, RoutedEventArgs e) { if (!propertyPanel.IsVisible) propertyPanel.Visibility = Visibility.Visible; else propertyPanel.Visibility = Visibility.Collapsed; } } } ================ "CameraView.xaml"

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  • Capturing Alt+PrintScreen hot key and clipboard contents

    - by kusanagi
    I setup catching hotkey on alt+printscreen. It catches perfectly but there is nothing in the buffer - no image. How can I get the image from Clipboard.GetImage() after catching hotkey? Here is the the code. using System; using System.Runtime.InteropServices; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; namespace Magic_Screenshot { public enum ModifierKey : uint { MOD_NULL = 0x0000, MOD_ALT = 0x0001, MOD_CONTROL = 0x0002, MOD_SHIFT = 0x0004, MOD_WIN = 0x0008, } public enum HotKey { PrintScreen, ALT_PrintScreen, CONTROL_PrintScreen } public class HotKeyHelper : IMessageFilter { const string MSG_REGISTERED = "??????? ??????? ??? ????????????????, ???????? UnRegister ??? ?????? ???????????."; const string MSG_UNREGISTERED = "??????? ??????? ?? ????????????????, ???????? Register ??? ???????????."; //?????? ?? ?????? ?????? singleton public HotKeyHelper() { } //public static readonly HotKeyHelper Instance = new HotKeyHelper(); public bool isRegistered; ushort atom; //ushort atom1; ModifierKey modifiers; Keys keyCode; public void Register(ModifierKey modifiers, Keys keyCode) { //??? ???????? ??? ????? ????? ? PreFilterMessage this.modifiers = modifiers; this.keyCode = keyCode; //?? ????????? ?? ??? ???????????? //if (isRegistered) // throw new InvalidOperationException(MSG_REGISTERED); //????????? atom, ??? ??????????? ?????? ??????????? atom = GlobalAddAtom(Guid.NewGuid().ToString()); //atom1 = GlobalAddAtom(Guid.NewGuid().ToString()); if (atom == 0) ThrowWin32Exception(); if (!RegisterHotKey(IntPtr.Zero, atom, modifiers, keyCode)) ThrowWin32Exception(); //if (!RegisterHotKey(IntPtr.Zero, atom1, ModifierKey.MOD_CONTROL, Keys.PrintScreen)) // ThrowWin32Exception(); //????????? ???? ? ??????? ???????? ????????? Application.AddMessageFilter(this); isRegistered = true; } public void UnRegister() { //?? ???????? ?? ??? ???????????? if (!isRegistered) throw new InvalidOperationException(MSG_UNREGISTERED); if (!UnregisterHotKey(IntPtr.Zero, atom)) ThrowWin32Exception(); GlobalDeleteAtom(atom); //??????? ???? ?? ??????? ???????? ????????? Application.RemoveMessageFilter(this); isRegistered = false; } //?????????? Win32Exception ? ????? ?? ????????? ????? ????????????? Win32 ??????? void ThrowWin32Exception() { throw new Win32Exception(Marshal.GetLastWin32Error()); } //???????, ???????????? ??? ??????????? ??????? HotKeys public event HotKeyHelperDelegate HotKeyPressed; public bool PreFilterMessage(ref Message m) { //???????? ?? ????????? WM_HOTKEY if (m.Msg == WM_HOTKEY && //???????? ?? ???? m.HWnd == IntPtr.Zero && //???????? virtual key code m.LParam.ToInt32() >> 16 == (int)keyCode && //???????? ?????? ????????????? (m.LParam.ToInt32() & 0x0000FFFF) == (int)modifiers && //???????? ?? ??????? ??????????? ????????? HotKeyPressed != null) { if ((m.LParam.ToInt32() & 0x0000FFFF) == (int)ModifierKey.MOD_CONTROL && (m.LParam.ToInt32() >> 16 == (int)Keys.PrintScreen)) { HotKeyPressed(this, EventArgs.Empty, HotKey.CONTROL_PrintScreen); } else if ((m.LParam.ToInt32() & 0x0000FFFF) == (int)ModifierKey.MOD_ALT && (m.LParam.ToInt32() >> 16 == (int)Keys.PrintScreen)) { HotKeyPressed(this, EventArgs.Empty, HotKey.ALT_PrintScreen); } else if (m.LParam.ToInt32() >> 16 == (int)Keys.PrintScreen) { HotKeyPressed(this, EventArgs.Empty, HotKey.PrintScreen); } } return false; } //??????????? Win32 ????????? ? ??????? const string USER32_DLL = "User32.dll"; const string KERNEL32_DLL = "Kernel32.dll"; const int WM_HOTKEY = 0x0312; [DllImport(USER32_DLL, SetLastError = true)] static extern bool RegisterHotKey(IntPtr hWnd, int id, ModifierKey fsModifiers, Keys vk); [DllImport(USER32_DLL, SetLastError = true)] static extern bool UnregisterHotKey(IntPtr hWnd, int id); [DllImport(KERNEL32_DLL, SetLastError = true)] static extern ushort GlobalAddAtom(string lpString); [DllImport(KERNEL32_DLL)] static extern ushort GlobalDeleteAtom(ushort nAtom); } } Where is the bug?

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  • Why is my simple recusive method's final return value always off by 1?

    - by FrankTheTank
    I'm attempting to create a text-based version of this game: http://www.cse.nd.edu/java/SameGame.html Here is the code I have so far: #include <iostream> #include <vector> #include <ctime> class Clickomania { public: Clickomania(); std::vector<std::vector<int> > board; int move(int, int); bool isSolved(); void print(); void pushDown(); bool isValid(); }; Clickomania::Clickomania() : board(12, std::vector<int>(8,0)) { srand((unsigned)time(0)); for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { int color = (rand() % 3) + 1; board[i][j] = color; } } } void Clickomania::pushDown() { for(int i = 0; i < 8; i++) { for(int j = 0; j < 12; j++) { if (board[j][i] == 0) { for(int k = j; k > 0; k--) { board[k][i] = board[k-1][i]; } board[0][i] = 0; } } } } int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } void Clickomania::print() { for(int i = 0; i < 12; i++) { for(int j = 0; j < 8; j++) { std::cout << board[i][j]; } std::cout << "\n"; } } int main() { Clickomania game; game.print(); int row; int col; std::cout << "Enter row: "; std::cin >> row; std::cout << "Enter col: "; std::cin >> col; int numDestroyed = game.move(row,col); game.print(); std::cout << "Destroyed: " << numDestroyed << "\n"; } The method that is giving me trouble is my "move" method. This method, given a pair of coordinates, should delete all the squares at that coordinate with the same number and likewise with all the squares with the same number connected to it. If you play the link I gave above you'll see how the deletion works on a click. int Clickomania::move(int row, int col) { bool match = false; int totalMatches = 0; if (row > 12 || row < 0 || col > 8 || col < 0) { return 0; } int currentColor = board[row][col]; board[row][col] = 0; if ((row + 1) < 12) { if (board[row+1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row+1, col); } } if ((row - 1) >= 0) { if (board[row-1][col] == currentColor) { match = true; totalMatches++; totalMatches += move(row-1, col); } } if ((col + 1) < 8) { if (board[row][col+1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col+1); } } if ((col - 1) >= 0) { if (board[row][col-1] == currentColor) { match = true; totalMatches++; totalMatches += move(row, col-1); } } return totalMatches; } My move() method above works fine, as in, it will delete the appropriate "blocks" and replace them with zeros. However, the number of destroyed (value returned) is always one off (too small). I believe this is because the first call of move() isn't being counted but I don't know how to differentiate between the first call or subsequent calls in that recursive method. How can I modify my move() method so it returns the correct number of destroyed blocks?

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  • C++ simple logging class with UTF-8 output [code example]

    - by Andrew
    Hello everyone, I was working on one of my academic projects and for the first time I needed pure C++ without GUI. After googling for a while, I did not find any simple and easy to use implementation for logging and created my own. This is a simple implementation with iostreams that logs messages to screen and to the file simultaneously. I was thinking of using templates but then I realized that I do not expect any changes and removed that. It is modified std::wostream with two added modifiers: 1. TimeStamp - prints time-stamp 2. LogMode(LogModes) - switches output: file only, screen only, file+screen. *Boost::utf8_codecvt_facet* is used for UTF-8 output. // ############################################################################ // # Name: MyLog.h # // # Purpose: Logging Class Header # // # Author: Andrew Drach # // # Modified by: <somebody> # // # Created: 03/21/10 # // # SVN-ID: $Id$ # // # Copyright: (c) 2010 Andrew Drach # // # Licence: <license> # // ############################################################################ #ifndef INCLUDED_MYLOG_H #define INCLUDED_MYLOG_H // headers -------------------------------------------------------------------- #include <string> #include <iostream> #include <fstream> #include <exception> #include <boost/program_options/detail/utf8_codecvt_facet.hpp> using namespace std; // definitions ---------------------------------------------------------------- // ---------------------------------------------------------------------------- // DblBuf class // Splits up output stream into two // Inspired by http://wordaligned.org/articles/cpp-streambufs // ---------------------------------------------------------------------------- class DblBuf : public wstreambuf { private: // private member declarations DblBuf(); wstreambuf *bf1; wstreambuf *bf2; virtual int_type overflow(int_type ch) { int_type eof = traits_type::eof(); int_type not_eof = !eof; if ( traits_type::eq_int_type(ch,eof) ) return not_eof; else { char_type ch1 = traits_type::to_char_type(ch); int_type r1( bf1on ? bf1->sputc(ch1) : not_eof ); int_type r2( bf2on ? bf2->sputc(ch1) : not_eof ); return (traits_type::eq_int_type(r1,eof) || traits_type::eq_int_type(r2,eof) ) ? eof : ch; } } virtual int sync() { int r1( bf1on ? bf1->pubsync() : NULL ); int r2( bf2on ? bf2->pubsync() : NULL ); return (r1 == 0 && r2 == 0) ? 0 : -1; } public: // public member declarations explicit DblBuf(wstreambuf *bf1, wstreambuf *bf2) : bf1(bf1), bf2(bf2) { if (bf1) bf1on = true; else bf1on = false; if (bf2) bf2on = true; else bf2on = false; } bool bf1on; bool bf2on; }; // ---------------------------------------------------------------------------- // logstream class // Wrapper for a standard wostream with access to modified buffer // ---------------------------------------------------------------------------- class logstream : public wostream { private: // private member declarations logstream(); public: // public member declarations DblBuf *buf; explicit logstream(wstreambuf *StrBuf, bool isStd = false) : wostream(StrBuf, isStd), buf((DblBuf*)StrBuf) {} }; // ---------------------------------------------------------------------------- // Logging mode Class // ---------------------------------------------------------------------------- enum LogModes{LogToFile=1, LogToScreen, LogToBoth}; class LogMode { private: // private member declarations LogMode(); short mode; public: // public member declarations LogMode(short mode1) : mode(mode1) {} logstream& operator()(logstream &stream1) { switch(mode) { case LogToFile: stream1.buf->bf1on = true; stream1.buf->bf2on = false; break; case LogToScreen: stream1.buf->bf1on = false; stream1.buf->bf2on = true; break; case LogToBoth: stream1.buf->bf1on = true; stream1.buf->bf2on = true; } return stream1; } }; logstream& operator<<(logstream &out, LogMode mode) { return mode(out); } wostream& TimeStamp1(wostream &out1) { time_t time1; struct tm timeinfo; wchar_t timestr[512]; // Get current time and convert it to a string time(&time1); localtime_s (&timeinfo, &time1); wcsftime(timestr, 512,L"[%Y-%b-%d %H:%M:%S %p] ",&timeinfo); return out1 << timestr; } // ---------------------------------------------------------------------------- // MyLog class // Logs events to both file and screen // ---------------------------------------------------------------------------- class MyLog { private: // private member declarations MyLog(); auto_ptr<DblBuf> buf; string mErrorMsg1; string mErrorMsg2; string mErrorMsg3; string mErrorMsg4; public: // public member declarations explicit MyLog(string FileName1, wostream *ScrLog1, locale utf8locale1); ~MyLog(); void NewEvent(wstring str1, bool TimeStamp = true); string FileName; wostream *ScrLog; wofstream File; auto_ptr<logstream> Log; locale utf8locale; }; // ---------------------------------------------------------------------------- // MyLog constructor // ---------------------------------------------------------------------------- MyLog::MyLog(string FileName1, wostream *ScrLog1, locale utf8locale1) : // ctors mErrorMsg1("Failed to open file for application logging! []"), mErrorMsg2("Failed to write BOM! []"), mErrorMsg3("Failed to write to file! []"), mErrorMsg4("Failed to close file! []"), FileName(FileName1), ScrLog(ScrLog1), utf8locale(utf8locale1), File(FileName1.c_str()) { // Adjust error strings mErrorMsg1.insert(mErrorMsg1.length()-1,FileName1); mErrorMsg2.insert(mErrorMsg2.length()-1,FileName1); mErrorMsg3.insert(mErrorMsg3.length()-1,FileName1); mErrorMsg4.insert(mErrorMsg4.length()-1,FileName1); // check for file open errors if ( !File ) throw ofstream::failure(mErrorMsg1); // write UTF-8 BOM File << wchar_t(0xEF) << wchar_t(0xBB) << wchar_t(0xBF); // switch locale to UTF-8 File.imbue(utf8locale); // check for write errors if ( File.bad() ) throw ofstream::failure(mErrorMsg2); buf.reset( new DblBuf(File.rdbuf(),ScrLog->rdbuf()) ); Log.reset( new logstream(&*buf) ); } // ---------------------------------------------------------------------------- // MyLog destructor // ---------------------------------------------------------------------------- MyLog::~MyLog() { *Log << TimeStamp1 << "Log finished." << endl; // clean up objects Log.reset(); buf.reset(); File.close(); // check for file close errors if ( File.bad() ) throw ofstream::failure(mErrorMsg4); } //--------------------------------------------------------------------------- #endif // INCLUDED_MYLOG_H Tested on MSVC 2008, boost 1.42. I do not know if this is the right place to share it. Hope it helps anybody. Feel free to make it better.

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  • header confusion. Compiler not recognizing datatypes

    - by numerical25
    I am getting confused on why the compiler is not recognizing my classes. So I am just going to show you my code and let you guys decide. My error is this error C2653: 'RenderEngine' : is not a class or namespace name and it's pointing to this line std::vector<RenderEngine::rDefaultVertex> m_verts; Here is the code for rModel, in its entirety. It contains the varible. the class that holds it is further down. #ifndef _MODEL_H #define _MODEL_H #include "stdafx.h" #include <vector> #include <string> //#include "RenderEngine.h" #include "rTri.h" class rModel { public: typedef tri<WORD> sTri; std::vector<sTri> m_tris; std::vector<RenderEngine::rDefaultVertex> m_verts; std::wstring m_name; ID3D10Buffer *m_pVertexBuffer; ID3D10Buffer *m_pIndexBuffer; rModel( const TCHAR *filename ); rModel( const TCHAR *name, int nVerts, int nTris ); ~rModel(); float GenRadius(); void Scale( float amt ); void Draw(); //------------------------------------ Access functions. int NumVerts(){ return m_verts.size(); } int NumTris(){ return m_tris.size(); } const TCHAR *Name(){ return m_name.c_str(); } RenderEngine::cDefaultVertex *VertData(){ return &m_verts[0]; } sTri *TriData(){ return &m_tris[0]; } }; #endif at the very top of the code there is a header file #include "stdafx.h" that includes this // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #include "targetver.h" #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include <windows.h> // C RunTime Header Files #include <stdlib.h> #include <malloc.h> #include <memory.h> #include <tchar.h> #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #include "RenderEngine.h" #include "rModel.h" // TODO: reference additional headers your program requires here as you can see, RenderEngine.h comes before rModel.h #include "RenderEngine.h" #include "rModel.h" According to my knowledge, it should recognize it. But on the other hand, I am not really that great with organizing headers. Here my my RenderEngine Declaration. #pragma once #include "stdafx.h" #define MAX_LOADSTRING 100 #define MAX_LIGHTS 10 class RenderEngine { public: class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); void AddLight(D3DCOLOR color, D3DXVECTOR3 pos); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; m_iNumLights = 0; } protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs system D3DXMATRIX m_mtxWorld; D3DXMATRIX m_mtxView; D3DXMATRIX m_mtxProj; //pointers to shaders matrix varibles ID3D10EffectMatrixVariable* m_pmtxWorldVar; ID3D10EffectMatrixVariable* m_pmtxViewVar; ID3D10EffectMatrixVariable* m_pmtxProjVar; //Application Lights rLight m_aLights[MAX_LIGHTS]; // Light array int m_iNumLights; // Number of active lights //light pointers from shader ID3D10EffectVectorVariable* m_pLightDirVar; ID3D10EffectVectorVariable* m_pLightColorVar; ID3D10EffectVectorVariable* m_pNumLightsVar; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3D10InputLayout* m_pDefaultInputLayout; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); void UpdateMatrices(); void UpdateLights(); }; The classes are defined within the class class rDefaultVertex { public: D3DXVECTOR3 m_vPosition; D3DXVECTOR3 m_vNormal; D3DXCOLOR m_vColor; D3DXVECTOR2 m_TexCoords; }; class rLight { public: rLight() { } D3DXCOLOR m_vColor; D3DXVECTOR3 m_vDirection; }; Not sure if thats good practice, but I am just going by the book. In the end, I just need a good way to organize it so that rModel recognizes RenderEngine. and if possible, the other way around.

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  • I have made two template classes,could any one tell me if these things are useful?

    - by soul
    Recently i made two template classes,according to the book "Modern C++ design". I think these classes are useful but no one in my company agree with me,so could any one tell me if these things are useful? The first one is a parameter wrapper,it can package function paramters to a single dynamic object.It looks like TypeList in "Modern C++ design". You can use it like this: some place of your code: int i = 7; bool b = true; double d = 3.3; CParam *p1 = CreateParam(b,i); CParam *p2 = CreateParam(i,b,d); other place of your code: int i = 0; bool b = false; double d = 0.0; GetParam(p1,b,i); GetParam(p2,i,b,d); The second one is a generic callback wrapper,it has some special point compare to other wrappers: 1.This template class has a dynamic base class,which let you use a single type object represent all wrapper objects. 2.It can wrap the callback together with it's parameters,you can excute the callback sometimes later with the parameters. You can use it like this: somewhere of your code: void Test1(int i) { } void Test2(bool b,int i) { } CallbackFunc * p1 = CreateCallback(Test1,3); CallbackFunc * p2 = CreateCallback(Test2,false,99); otherwhere of your code: p1->Excute(); p2->Excute(); Here is a part of the codes: parameter wrapper: class NullType; struct CParam { virtual ~CParam(){} }; template<class T1,class T2> struct CParam2 : public CParam { CParam2(T1 &t1,T2 &t2):v1(t1),v2(t2){} CParam2(){} T1 v1; T2 v2; }; template<class T1> struct CParam2<T1,NullType> : public CParam { CParam2(T1 &t1):v1(t1){} CParam2(){} T1 v1; }; template<class T1> CParam * CreateParam(T1 t1) { return (new CParam2<T1,NullType>(t1)); } template<class T1,class T2> CParam * CreateParam(T1 t1,T2 t2) { return (new CParam2<T1,T2>(t1,t2)); } template<class T1,class T2,class T3> CParam * CreateParam(T1 t1,T2 t2,T3 t3) { CParam2<T2,T3> t(t2,t3); return new CParam2<T1,CParam2<T2,T3> >(t1,t); } template<class T1> void GetParam(CParam *p,T1 &t1) { PARAM1(T1)* p2 = dynamic_cast<CParam2<T1,NullType>*>(p); t1 = p2->v1; } callback wrapper: #define PARAM1(T1) CParam2<T1,NullType> #define PARAM2(T1,T2) CParam2<T1,T2> #define PARAM3(T1,T2,T3) CParam2<T1,CParam2<T2,T3> > class CallbackFunc { public: virtual ~CallbackFunc(){} virtual void Excute(void){} }; template<class T> class CallbackFunc2 : public CallbackFunc { public: CallbackFunc2():m_b(false){} CallbackFunc2(T &t):m_t(t),m_b(true){} T m_t; bool m_b; }; template<class M,class T> class StaticCallbackFunc : public CallbackFunc2<T> { public: StaticCallbackFunc(M m):m_m(m){} StaticCallbackFunc(M m,T t):CallbackFunc2<T>(t),m_m(m){} virtual void Excute(void){assert(CallbackFunc2<T>::m_b);CallMethod(CallbackFunc2<T>::m_t);} private: template<class T1> void CallMethod(PARAM1(T1) &t){m_m(t.v1);} template<class T1,class T2> void CallMethod(PARAM2(T1,T2) &t){m_m(t.v1,t.v2);} template<class T1,class T2,class T3> void CallMethod(PARAM3(T1,T2,T3) &t){m_m(t.v1,t.v2.v1,t.v2.v2);} private: M m_m; }; template<class M> class StaticCallbackFunc<M,void> : public CallbackFunc { public: StaticCallbackFunc(M method):m_m(method){} virtual void Excute(void){m_m();} private: M m_m; }; template<class C,class M,class T> class MemberCallbackFunc : public CallbackFunc2<T> { public: MemberCallbackFunc(C *pC,M m):m_pC(pC),m_m(m){} MemberCallbackFunc(C *pC,M m,T t):CallbackFunc2<T>(t),m_pC(pC),m_m(m){} virtual void Excute(void){assert(CallbackFunc2<T>::m_b);CallMethod(CallbackFunc2<T>::m_t);} template<class T1> void CallMethod(PARAM1(T1) &t){(m_pC->*m_m)(t.v1);} template<class T1,class T2> void CallMethod(PARAM2(T1,T2) &t){(m_pC->*m_m)(t.v1,t.v2);} template<class T1,class T2,class T3> void CallMethod(PARAM3(T1,T2,T3) &t){(m_pC->*m_m)(t.v1,t.v2.v1,t.v2.v2);} private: C *m_pC; M m_m; }; template<class T1> CallbackFunc *CreateCallback(CallbackFunc *p,T1 t1) { CParam2<T1,NullType> t(t1); return new StaticCallbackFunc<CallbackFunc *,CParam2<T1,NullType> >(p,t); } template<class C,class T1> CallbackFunc *CreateCallback(C *pC,void(C::*pF)(T1),T1 t1) { CParam2<T1,NullType>t(t1); return new MemberCallbackFunc<C,void(C::*)(T1),CParam2<T1,NullType> >(pC,pF,t); } template<class T1> CParam2<T1,NullType> CreateCallbackParam(T1 t1) { return CParam2<T1,NullType>(t1); } template<class T1> void ExcuteCallback(CallbackFunc *p,T1 t1) { CallbackFunc2<CParam2<T1,NullType> > *p2 = dynamic_cast<CallbackFunc2<CParam2<T1,NullType> > *>(p); p2->m_t.v1 = t1; p2->m_b = true; p->Excute(); }

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  • Rendering a random generated maze in WinForms.NET

    - by Claus Jørgensen
    Hi I'm trying to create a maze-generator, and for this I have implemented the Randomized Prim's Algorithm in C#. However, the result of the generation is invalid. I can't figure out if it's my rendering, or the implementation that's invalid. So for starters, I'd like to have someone take a look at the implementation: maze is a matrix of cells. var cell = maze[0, 0]; cell.Connected = true; var walls = new HashSet<MazeWall>(cell.Walls); while (walls.Count > 0) { var randomWall = walls.GetRandom(); var randomCell = randomWall.A.Connected ? randomWall.B : randomWall.A; if (!randomCell.Connected) { randomWall.IsPassage = true; randomCell.Connected = true; foreach (var wall in randomCell.Walls) walls.Add(wall); } walls.Remove(randomWall); } Here's a example on the rendered result: Edit Ok, lets have a look at the rendering part then: private void MazePanel_Paint(object sender, PaintEventArgs e) { int size = 20; int cellSize = 10; MazeCell[,] maze = RandomizedPrimsGenerator.Generate(size); mazePanel.Size = new Size( size * cellSize + 1, size * cellSize + 1 ); e.Graphics.DrawRectangle(Pens.Blue, 0, 0, size * cellSize, size * cellSize ); for (int y = 0; y < size; y++) for (int x = 0; x < size; x++) { foreach(var wall in maze[x, y].Walls.Where(w => !w.IsPassage)) { if (wall.Direction == MazeWallOrientation.Horisontal) { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize + cellSize, y * cellSize ); } else { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize, y * cellSize + cellSize ); } } } } And I guess, to understand this we need to see the MazeCell and MazeWall class: namespace MazeGenerator.Maze { class MazeCell { public int Column { get; set; } public int Row { get; set; } public bool Connected { get; set; } private List<MazeWall> walls = new List<MazeWall>(); public List<MazeWall> Walls { get { return walls; } set { walls = value; } } public MazeCell() { this.Connected = false; } public void AddWall(MazeCell b) { walls.Add(new MazeWall(this, b)); } } enum MazeWallOrientation { Horisontal, Vertical, Undefined } class MazeWall : IEquatable<MazeWall> { public IEnumerable<MazeCell> Cells { get { yield return CellA; yield return CellB; } } public MazeCell CellA { get; set; } public MazeCell CellB { get; set; } public bool IsPassage { get; set; } public MazeWallOrientation Direction { get { if (CellA.Column == CellB.Column) { return MazeWallOrientation.Horisontal; } else if (CellA.Row == CellB.Row) { return MazeWallOrientation.Vertical; } else { return MazeWallOrientation.Undefined; } } } public MazeWall(MazeCell a, MazeCell b) { this.CellA = a; this.CellB = b; a.Walls.Add(this); b.Walls.Add(this); IsPassage = false; } #region IEquatable<MazeWall> Members public bool Equals(MazeWall other) { return (this.CellA == other.CellA) && (this.CellB == other.CellB); } #endregion } }

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  • simple C++ hash_set example

    - by celil
    I am new to C++ and STL. I am stuck with the following simple example of a hash set storing custom data structures: #include <iostream> #include <ext/hash_set> using namespace std; using namespace __gnu_cxx; struct trip { int trip_id; int delta_n; int delta_secs; trip(int trip_id, int delta_n, int delta_secs){ this->trip_id = trip_id; this->delta_n = delta_n; this->delta_secs = delta_secs; } }; struct hash_trip { size_t operator()(const trip t) { hash<int> H; return H(t.trip_id); } }; struct eq_trip { bool operator()(const trip t1, const trip t2) { return (t1.trip_id==t2.trip_id) && (t1.delta_n==t2.delta_n) && (t1.delta_secs==t2.delta_secs); } }; int main() { hash_set<trip, hash_trip, eq_trip> trips; trip t = trip(3,2,-1); trip t1 = trip(3,2,0); trips.insert(t); } when I try to compile it, I get the following error message: /usr/include/c++/4.2.1/ext/hashtable.h: In member function ‘size_t __gnu_cxx::hashtable<_Val, _Key, _HashFcn, _ExtractKey, _EqualKey, _Alloc>::_M_bkt_num_key(const _Key&, size_t) const [with _Val = trip, _Key = trip, _HashFcn = hash_trip, _ExtractKey = std::_Identity<trip>, _EqualKey = eq_trip, _Alloc = std::allocator<trip>]’: /usr/include/c++/4.2.1/ext/hashtable.h:599: instantiated from ‘size_t __gnu_cxx::hashtable<_Val, _Key, _HashFcn, _ExtractKey, _EqualKey, _Alloc>::_M_bkt_num(const _Val&, size_t) const [with _Val = trip, _Key = trip, _HashFcn = hash_trip, _ExtractKey = std::_Identity<trip>, _EqualKey = eq_trip, _Alloc = std::allocator<trip>]’ /usr/include/c++/4.2.1/ext/hashtable.h:1006: instantiated from ‘void __gnu_cxx::hashtable<_Val, _Key, _HashFcn, _ExtractKey, _EqualKey, _Alloc>::resize(size_t) [with _Val = trip, _Key = trip, _HashFcn = hash_trip, _ExtractKey = std::_Identity<trip>, _EqualKey = eq_trip, _Alloc = std::allocator<trip>]’ /usr/include/c++/4.2.1/ext/hashtable.h:437: instantiated from ‘std::pair<__gnu_cxx::_Hashtable_iterator<_Val, _Key, _HashFcn, _ExtractKey, _EqualKey, _Alloc>, bool> __gnu_cxx::hashtable<_Val, _Key, _HashFcn, _ExtractKey, _EqualKey, _Alloc>::insert_unique(const _Val&) [with _Val = trip, _Key = trip, _HashFcn = hash_trip, _ExtractKey = std::_Identity<trip>, _EqualKey = eq_trip, _Alloc = std::allocator<trip>]’ /usr/include/c++/4.2.1/ext/hash_set:197: instantiated from ‘std::pair<typename __gnu_cxx::hashtable<_Value, _Value, _HashFcn, std::_Identity<_Value>, _EqualKey, _Alloc>::const_iterator, bool> __gnu_cxx::hash_set<_Value, _HashFcn, _EqualKey, _Alloc>::insert(const typename __gnu_cxx::hashtable<_Value, _Value, _HashFcn, std::_Identity<_Value>, _EqualKey, _Alloc>::value_type&) [with _Value = trip, _HashFcn = hash_trip, _EqualKey = eq_trip, _Alloc = std::allocator<trip>]’ try.cpp:45: instantiated from here /usr/include/c++/4.2.1/ext/hashtable.h:595: error: passing ‘const hash_trip’ as ‘this’ argument of ‘size_t hash_trip::operator()(trip)’ discards qualifiers What am I doing wrong?

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  • Results Delphi users who wish to use HID USB in windows

    - by Lex Dean
    Results Delphi users who wish to use HID USB in windows HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Enum\USB Contain a list if keys containing vender ID and Producer ID numbers that co inside with the USB web sites data base. These numbers and the GUID held within the key gives important information to execute the HID.dll that is otherwise imposable to execute. The Control Panel/System/Hardware/Device manager/USB Serial Bus Controllers/Mass Storage Devices/details simply lists the registry data. The access to the programmer has been documented through the API32.dll with a number of procedures that accesses the registry. But that is not the problem yet it looks like the problem!!!!!!!!! The key is info about the registry and how to use it. These keys are viewed in RegEdit.exe it’s self. Some parts of the registry like the USB have been given a windows security system type of protection with a Aurthz.dll to give the USB read and right protection. Even the api32.dll. Now only Microsoft give out these details and we all know Microsoft hate Delphi. Now C users have enjoyed this access for over 10 years now. Now some will make out that you should never give out such information because some idiot may make a stupid virus (true), but the argument is also do Delphi users need to be denied USB access for another ten years!!!!!!!!!!!!. What I do not have is the skill in is assembly code. I’m seeking for some one that can trace how regedit.exe gets its access through Aurthz.dll to access the USB data. So I’m asking all who reads this:- to partition any friend they have that has this skill to get the Aurthz.dll info needed. I find communicating with USB.org they reply when they have a positive email reply but do not bother should their email be a slightly negative policy. For all simple reasoning, all that USB had to do was to have a secure key as they have done, and to update the same data into a unsecured key every time the data is changed for USB developer to access. And not bother developers access to Aurthz.dll. Authz.dll with these functions for USB:- AuthzFreeResourceManager AuthzFreeContext AuthzAccessCheck(Flags: DWORD; AuthzClientContext: AUTHZ_CLIENT_CONTEXT_HANDLE; pRequest: PAUTHZ_ACCESS_REQUEST; AuditInfo: AUTHZ_AUDIT_INFO_HANDLE; pSecurityDescriptor: PSECURITY_DESCRIPTOR; OptionalSecurityDescriptorArray: PSECURITY_DESCRIPTOR; OptionalSecurityDescriptorCount: DWORD; //OPTIONAL, Var pReply: AUTHZ_ACCESS_REPLY; pAuthzHandle: PAUTHZ_ACCESS_CHECK_RESULTS_HANDLE): BOOl; AuthzInitializeContextFromSid(Flags: DWORD; UserSid: PSID; AuthzResourceManager: AUTHZ_RESOURCE_MANAGER_HANDLE; pExpirationTime: int64; Identifier: LUID; DynamicGroupArgs: PVOID; pAuthzClientContext: PAUTHZ_CLIENT_CONTEXT_HANDLE): BOOL; AuthzInitializeResourceManager(flags: DWORD; pfnAccessCheck: PFN_AUTHZ_DYNAMIC_ACCESS_CHECK; pfnComputeDynamicGroups: PFN_AUTHZ_COMPUTE_DYNAMIC_GROUPS; pfnFreeDynamicGroups: PFN_AUTHZ_FREE_DYNAMIC_GROUPS; ResourceManagerName: PWideChar; pAuthzResourceManager: PAUTHZ_RESOURCE_MANAGER_HANDLE): BOOL; further in Authz.h on kolers.com J Lex Dean.

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  • Access Violation Exception when trying to perform WTSVirtualChannelRead

    - by Scott Chamberlain
    I am trying to write a hello world type program for using virtual channels in the windows terminal services client. public partial class Form1 : Form { public Form1() { InitializeComponent(); } IntPtr mHandle = IntPtr.Zero; private void Form1_Load(object sender, EventArgs e) { mHandle = NativeMethods.WTSVirtualChannelOpen(IntPtr.Zero, -1, "TSCRED"); } private void button1_Click(object sender, EventArgs e) { int bufferSize = 1024; byte[] buffer = new byte[bufferSize]; int bytesRead = 0; NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); if (bytesRead != 0) { MessageBox.Show("Got no Data"); } else { MessageBox.Show("Got data: " + bytesRead); } } protected override void Dispose(bool disposing) { if (mHandle != System.IntPtr.Zero) { NativeMethods.WTSVirtualChannelClose(mHandle); } base.Dispose(disposing); } } internal static class NativeMethods { [DllImport("Wtsapi32.dll")] public static extern IntPtr WTSVirtualChannelOpen(IntPtr server, int sessionId, [MarshalAs(UnmanagedType.LPStr)] string virtualName); [DllImport("Wtsapi32.dll", SetLastError = true)] public static extern bool WTSVirtualChannelRead(IntPtr channelHandle, long timeout, byte[] buffer, int length, ref int bytesReaded); [DllImport("Wtsapi32.dll")] public static extern bool WTSVirtualChannelClose(IntPtr channelHandle); } On NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); I get the following error every time. System.AccessViolationException was unhandled by user code Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Source=RemoteForm StackTrace: at RemoteForm.NativeMethods.WTSVirtualChannelRead(IntPtr channelHandle, Int64 timeout, Byte[] buffer, Int32 length, Int32& bytesReaded) at RemoteForm.Form1.button1_Click(Object sender, EventArgs e) in E:\Visual Studio 2010\Projects\RemoteForm\Form1.cs:line 31 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) InnerException: I am sending the data from the MSTSC COM object and ActiveX controll. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { rdp.Server = "schamberlainvm"; rdp.UserName = "TestAcct"; IMsTscNonScriptable secured = (IMsTscNonScriptable)rdp.GetOcx(); secured.ClearTextPassword = "asdf"; rdp.CreateVirtualChannels("TSCRED"); rdp.Connect(); } private void button1_Click(object sender, EventArgs e) { rdp.SendOnVirtualChannel("TSCRED", "This is a test"); } } //Designer code // // rdp // this.rdp.Enabled = true; this.rdp.Location = new System.Drawing.Point(12, 12); this.rdp.Name = "rdp"; this.rdp.OcxState = ((System.Windows.Forms.AxHost.State)(resources.GetObject("rdp.OcxState"))); this.rdp.Size = new System.Drawing.Size(1092, 580); this.rdp.TabIndex = 0; Any help on this would be greatly appreciated.

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  • C++ virtual functions.Problem with vtable

    - by adivasile
    I'm doing a little project in C++ and I've come into some problems regarding virtual functions. I have a base class with some virtual functions: #ifndef COLLISIONSHAPE_H_ #define COLLISIONSHAPE_H_ namespace domino { class CollisionShape : public DominoItem { public: // CONSTRUCTOR //------------------------------------------------- // SETTERS //------------------------------------------------- // GETTERS //------------------------------------------------- virtual void GetRadius() = 0; virtual void GetPosition() = 0; virtual void GetGrowth(CollisionShape* other) = 0; virtual void GetSceneNode(); // OTHER //------------------------------------------------- virtual bool overlaps(CollisionShape* shape) = 0; }; } #endif /* COLLISIONSHAPE_H_ */ and a SphereShape class which extends CollisionShape and implements the methods above /* SphereShape.h */ #ifndef SPHERESHAPE_H_ #define SPHERESHAPE_H_ #include "CollisionShape.h" namespace domino { class SphereShape : public CollisionShape { public: // CONSTRUCTOR //------------------------------------------------- SphereShape(); SphereShape(CollisionShape* shape1, CollisionShape* shape2); // DESTRUCTOR //------------------------------------------------- ~SphereShape(); // SETTERS //------------------------------------------------- void SetPosition(); void SetRadius(); // GETTERS //------------------------------------------------- cl_float GetRadius(); cl_float3 GetPosition(); SceneNode* GetSceneNode(); cl_float GetGrowth(CollisionShape* other); // OTHER //------------------------------------------------- bool overlaps(CollisionShape* shape); }; } #endif /* SPHERESHAPE_H_ */ and the .cpp file: /*SphereShape.cpp*/ #include "SphereShape.h" #define max(a,b) (a>b?a:b) namespace domino { // CONSTRUCTOR //------------------------------------------------- SphereShape::SphereShape(CollisionShape* shape1, CollisionShape* shape2) { } // DESTRUCTOR //------------------------------------------------- SphereShape::~SphereShape() { } // SETTERS //------------------------------------------------- void SphereShape::SetPosition() { } void SphereShape::SetRadius() { } // GETTERS //------------------------------------------------- void SphereShape::GetRadius() { } void SphereShape::GetPosition() { } void SphereShape::GetSceneNode() { } void SphereShape::GetGrowth(CollisionShape* other) { } // OTHER //------------------------------------------------- bool SphereShape::overlaps(CollisionShape* shape) { return true; } } These classes, along some other get compiled into a shared library. Building libdomino.so g++ -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -shared -lSDKUtil -lglut -lGLEW -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" -lSDKUtil -lglut -lGLEW -lOpenCL -o build/debug/x86/libdomino.so build/debug/x86//Material.o build/debug/x86//Body.o build/debug/x86//SphereShape.o build/debug/x86//World.o build/debug/x86//Engine.o build/debug/x86//BVHNode.o When I compile the code that uses this library I get the following error: ../../../lib/x86//libdomino.so: undefined reference to `vtable for domino::CollisionShape' ../../../lib/x86//libdomino.so: undefined reference to `typeinfo for domino::CollisionShape' Command used to compile the demo that uses the library: g++ -o build/debug/x86/startdemo build/debug/x86//CMesh.o build/debug/x86//CSceneNode.o build/debug/x86//OFF.o build/debug/x86//Light.o build/debug/x86//main.o build/debug/x86//Camera.o -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -lSDKUtil -lglut -lGLEW -ldomino -lSDKUtil -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L../../../lib/x86/ -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" (the -ldomino flag) And when I run the demo, I manually tell it about the library: LD_LIBRARY_PATH=../../lib/x86/:$AMDAPPSDKROOT/lib/x86:$LD_LIBRARY_PATH bin/x86/startdemo After reading a bit about virtual functions and virtual tables I understood that virtual tables are handled by the compiler and I shouldn't worry about it, so I'm a little bit confused on how to handle this issue. I'm using gcc version 4.6.0 20110530 (Red Hat 4.6.0-9) (GCC) Later edit: I'm really sorry, but I wrote the code by hand directly here. I have defined the return types in the code. I apologize to the 2 people that answered below. I have to mention that I am a beginner at using more complex project layouts in C++.By this I mean more complex makefiles, shared libraries, stuff like that.

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  • How do I use UIImagePickerController just to display the camera and not take a picture?

    - by Thomas
    Hello All: I'd like to know how to open the camera inside of a pre-defined frame (not the entire screen). When the view loads, I have a box, and inside it, I want to display what the camera sees. I don't want to snap a picture, just basically use the camera as a viewfinder. I have searched this site and have not yet found what I'm looking for. Please help. Thanks! Thomas Update 1: Here is what I have tried so far. 1.) I added UIImageView to my xib. 2.) Connect the following outlet to the UIImageView in IB IBOutlet UIImageView *cameraWindow; 3.) I put the following code in viewWillAppear -(void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypeCamera; [self presentModalViewController:picker animated:YES]; NSLog(@"viewWillAppear ran"); } But this method does not run, as evident by the absence of NSLog statement from my console. Please help! Thanks, Thomas Update 2: OK I got it to run by putting the code in viewDidLoad but my camera still doesn't show up...any suggestions? Anyone....? I've been reading the UIImagePickerController class reference, but am kinda unsure how to make sense of it. I'm still learning iPhone, so it's a bit of a struggle. Please help! - (void)viewDidLoad { [super viewDidLoad]; // Create a bool variable "camera" and call isSourceTypeAvailable to see if camera exists on device BOOL camera = [UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]; // If there is a camera, then display the world throught the viewfinder if(camera) { UIImagePickerController *picker = [[UIImagePickerController alloc] init]; // Since I'm not actually taking a picture, is a delegate function necessary? picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypeCamera; [self presentModalViewController:picker animated:YES]; NSLog(@"Camera is available"); } // Otherwise, do nothing. else NSLog(@"No camera available"); } Thanks! Thomas Update 3: A-HA! Found this on the Apple Class Reference. Discussion The delegate receives notifications when the user picks an image or movie, or exits the picker interface. The delegate also decides when to dismiss the picker interface, so you must provide a delegate to use a picker. If this property is nil, the picker is dismissed immediately if you try to show it. Gonna play around with the delegate now. Then I'm going to read on wtf a delegate is. Backwards? Whatever :-p Update 4: The two delegate functions for the class are – imagePickerController:didFinishPickingMediaWithInfo: – imagePickerControllerDidCancel: and since I don't actually want to pick an image or give the user the option to cancel, I am just defining the methods. They should never run though....I think.

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  • c# SendMessage and Skype woes

    - by Xcelled194
    I'm trying to create an add-on to Skype with C#. I don't want to use Skype4COM, as I'd like the experience with messages and such. Unfortunately, the messages are tripping me up. I've got the pumps and such set up. They all work, and my app successfully sends the "APIDiscover" message to Skype, gets a "PendingAuth" response and then the "AttachSuccess" message. However, when I try to send "ping" to Skype (to which it should reply "pong") nothing happens. The return code from SendMessage is 0 but Marshall.GetLastWin32Error is 1400 (Invalid handle). The handle was returned with the AttachSuccess method. The equivalent C++ code does work, so I'm at a loss. First is the C++ code I'm using as a guide: Here's the (cut down) message pump. You can ignore everything but where I put the //<---- static LRESULT APIENTRY SkypeAPITest_Windows_WindowProc( HWND hWindow, UINT uiMessage, WPARAM uiParam, LPARAM ulParam) { LRESULT lReturnCode; bool fIssueDefProc; lReturnCode=0; fIssueDefProc=false; switch(uiMessage) { case WM_COPYDATA: if( hGlobal_SkypeAPIWindowHandle==(HWND)uiParam ) { PCOPYDATASTRUCT poCopyData=(PCOPYDATASTRUCT)ulParam; printf( "Message from Skype(%u): %.*s\n", poCopyData->dwData, poCopyData->cbData, poCopyData->lpData); lReturnCode=1; } break; default: if( uiMessage==uiGlobal_MsgID_SkypeControlAPIAttach ) { switch(ulParam) { case SKYPECONTROLAPI_ATTACH_SUCCESS: printf("!!! Connected; to terminate issue #disconnect\n"); hGlobal_SkypeAPIWindowHandle=(HWND)uiParam;//<---- Right here is where we receive the handle from Skype. break; } if( fIssueDefProc ) lReturnCode=DefWindowProc( hWindow, uiMessage, uiParam, ulParam); return(lReturnCode); } and this is the (again dumbed down) "sending message" code void __cdecl Global_InputProcessingThread(void *) { static char acInputRow[1024]; bool fProcessed; if( SendMessageTimeout( HWND_BROADCAST, uiGlobal_MsgID_SkypeControlAPIDiscover, (WPARAM)hInit_MainWindowHandle, 0, SMTO_ABORTIFHUNG, 1000, NULL)!=0 ) { while(Global_Console_ReadRow( acInputRow, sizeof(acInputRow)-1)) { if( fProcessed==false && hGlobal_SkypeAPIWindowHandle!=NULL ) { COPYDATASTRUCT oCopyData; // send command to skype oCopyData.dwData=0; oCopyData.lpData=acInputRow; oCopyData.cbData=strlen(acInputRow)+1; if( oCopyData.cbData!=1 ) { if( SendMessage( hGlobal_SkypeAPIWindowHandle, WM_COPYDATA, (WPARAM)hInit_MainWindowHandle, (LPARAM)&oCopyData)==FALSE ) { hGlobal_SkypeAPIWindowHandle=NULL; printf("!!! Disconnected\n"); } } } } } SendMessage( hInit_MainWindowHandle, WM_CLOSE, 0, 0); SetEvent(hGlobal_ThreadShutdownEvent); fGlobal_ThreadRunning=false; } And now here's my C# public bool PreFilterMessage(ref Message m) { Console.WriteLine(m.ToString()); if (m.Msg == WM_COPYDATA && SkypeAPIWindowHandle == m.WParam) { SkypeMessage(m); return true; } if (m.Msg == MsgApiAttach) { switch (m.LParam.ToInt32()) { case (int)SkypeControlAPIAttach.SUCCESS: SkypeAPIWindowHandle = m.WParam; //Here's where we set the Skype Handle AttachSuccess(m); return true; } } return false; //Defer all other messages } And here is my DLL import and Sending code [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = false)] static extern IntPtr SendMessageA(IntPtr hWnd, UInt32 Msg, IntPtr wParam, ref MsgHelper.COPYDATASTRUCT lParam); public static void Command(string c) { if (c.Last() != '\0') c += "\0"; //Make string null terminated Console.WriteLine(); MsgHelper.COPYDATASTRUCT cda = new MsgHelper.COPYDATASTRUCT(); cda.dwData = new IntPtr(0); cda.lpData = c; cda.cbData = c.Length + 1; Marshal.GetLastWin32Error(); //Clear last error Console.WriteLine(SendMessageA(mHelper.SkypeAPIWindowHandle, MsgHelper.WM_COPYDATA, IntPtr.Zero, ref cda)); Console.WriteLine(Marshal.GetLastWin32Error()); } COPYDATASTRUCT is: public struct COPYDATASTRUCT { public IntPtr dwData; public int cbData; [MarshalAs(UnmanagedType.LPStr)] public string lpData; } I think that's everything. Let me know if I forgot something. Any ideas why I'm getting the 1400?

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  • Duplex Contract GetCallbackChannel always returns a null-instance

    - by Yaroslav
    Hi! Here is the server code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ServiceModel; using System.Runtime.Serialization; using System.ServiceModel.Description; namespace Console_Chat { [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IMyCallbackContract))] public interface IMyService { [OperationContract(IsOneWay = true)] void NewMessageToServer(string msg); [OperationContract(IsOneWay = false)] bool ServerIsResponsible(); } [ServiceContract] public interface IMyCallbackContract { [OperationContract(IsOneWay = true)] void NewMessageToClient(string msg); [OperationContract(IsOneWay = true)] void ClientIsResponsible(); } [ServiceBehavior(InstanceContextMode = InstanceContextMode.PerSession)] public class MyService : IMyService { public IMyCallbackContract callback = null; /* { get { return OperationContext.Current.GetCallbackChannel<IMyCallbackContract>(); } } */ public MyService() { callback = OperationContext.Current.GetCallbackChannel<IMyCallbackContract>(); } public void NewMessageToServer(string msg) { Console.WriteLine(msg); } public void NewMessageToClient( string msg) { callback.NewMessageToClient(msg); } public bool ServerIsResponsible() { return true; } } class Server { static void Main(string[] args) { String msg = "none"; ServiceMetadataBehavior behavior = new ServiceMetadataBehavior(); ServiceHost serviceHost = new ServiceHost( typeof(MyService), new Uri("http://localhost:8080/")); serviceHost.Description.Behaviors.Add(behavior); serviceHost.AddServiceEndpoint( typeof(IMetadataExchange), MetadataExchangeBindings.CreateMexHttpBinding(), "mex"); serviceHost.AddServiceEndpoint( typeof(IMyService), new WSDualHttpBinding(), "ServiceEndpoint" ); serviceHost.Open(); Console.WriteLine("Server is up and running"); MyService server = new MyService(); server.NewMessageToClient("Hey client!"); /* do { msg = Console.ReadLine(); // callback.NewMessageToClient(msg); } while (msg != "ex"); */ Console.ReadLine(); } } } Here is the client's: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ServiceModel; using System.Runtime.Serialization; using System.ServiceModel.Description; using Console_Chat_Client.MyHTTPServiceReference; namespace Console_Chat_Client { [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IMyCallbackContract))] public interface IMyService { [OperationContract(IsOneWay = true)] void NewMessageToServer(string msg); [OperationContract(IsOneWay = false)] bool ServerIsResponsible(); } [ServiceContract] public interface IMyCallbackContract { [OperationContract(IsOneWay = true)] void NewMessageToClient(string msg); [OperationContract(IsOneWay = true)] void ClientIsResponsible(); } public class MyCallback : Console_Chat_Client.MyHTTPServiceReference.IMyServiceCallback { static InstanceContext ctx = new InstanceContext(new MyCallback()); static MyServiceClient client = new MyServiceClient(ctx); public void NewMessageToClient(string msg) { Console.WriteLine(msg); } public void ClientIsResponsible() { } class Client { static void Main(string[] args) { String msg = "none"; client.NewMessageToServer(String.Format("Hello server!")); do { msg = Console.ReadLine(); if (msg != "ex") client.NewMessageToServer(msg); else client.NewMessageToServer(String.Format("Client terminated")); } while (msg != "ex"); } } } } callback = OperationContext.Current.GetCallbackChannel(); This line constanly throws a NullReferenceException, what's the problem? Thanks!

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  • Linker errors between multiple projects in Visual C++

    - by rlbond
    Hi, I have a solution with multiple projects. I have a "main" project, which acts as a menu and from there, the user can access any of the other projects. On this main project, I get linker errors for every function called. How do I avoid these linker errors? I set the project dependencies already in the "Project Dependencies..." dialog. Thanks EDIT -- I did as suggested and added the output folder to the linker's additional directories. Now, however, I get a million errors as follows: 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ios ::setstate(int,bool)" (?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QAEXH_N@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::width(int)" (?width@ios_base@std@@QAEHH@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::basic_streambuf ::sputn(char const *,int)" (?sputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHPBDH@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static bool __cdecl std::char_traits::eq_int_type(int const &,int const &)" (?eq_int_type@?$char_traits@D@std@@SA_NABH0@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static int __cdecl std::char_traits::eof(void)" (?eof@?$char_traits@D@std@@SAHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::basic_streambuf ::sputc(char)" (?sputc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHD@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_streambuf * __thiscall std::basic_ios ::rdbuf(void)const " (?rdbuf@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEPAV?$basic_streambuf@DU?$char_traits@D@std@@@2@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: char __thiscall std::basic_ios ::fill(void)const " (?fill@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEDXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::flags(void)const " (?flags@ios_base@std@@QBEHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::width(void)const " (?width@ios_base@std@@QBEHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static unsigned int __cdecl std::char_traits::length(char const *)" (?length@?$char_traits@D@std@@SAIPBD@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_ostream & __thiscall std::basic_ostream ::flush(void)" (?flush@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV12@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_ostream * __thiscall std::basic_ios ::tie(void)const " (?tie@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEPAV?$basic_ostream@DU?$char_traits@D@std@@@2@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: bool __thiscall std::ios_base::good(void)const " (?good@ios_base@std@@QBE_NXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ostream ::_Osfx(void)" (?_Osfx@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_streambuf ::_Lock(void)" (?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_streambuf ::_Unlock(void)" (?_Unlock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::locale::facet * __thiscall std::locale::facet::_Decref(void)" (?_Decref@facet@locale@std@@QAEPAV123@XZ) already defined in panels.lib(panel_main.obj) 3libcpmtd.lib(ios.obj) : error LNK2005: "private: static void __cdecl std::ios_base::_Ios_base_dtor(class std::ios_base *)" (?_Ios_base_dtor@ios_base@std@@CAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(ios.obj) : error LNK2005: "public: static void __cdecl std::ios_base::_Addstd(class std::ios_base *)" (?_Addstd@ios_base@std@@SAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "void __cdecl _AtModuleExit(void (__cdecl*)(void))" (?_AtModuleExit@@YAXP6AXXZ@Z) already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: __Fac_tidy already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static void __cdecl std::locale::facet::facet_Register(class std::locale::facet *)" (?facet_Register@facet@locale@std@@CAXPAV123@@Z) already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static class std::locale::_Locimp * __cdecl std::locale::_Getgloballocale(void)" (?_Getgloballocale@locale@std@@CAPAV_Locimp@12@XZ) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static class std::locale::_Locimp * __cdecl std::locale::_Init(void)" (?_Init@locale@std@@CAPAV_Locimp@12@XZ) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "public: static void __cdecl std::_Locinfo::_Locinfo_ctor(class std::_Locinfo *,class std::basic_string,class std::allocator const &)" (?_Locinfo_ctor@_Locinfo@std@@SAXPAV12@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@2@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "public: static void __cdecl std::_Locinfo::_Locinfo_dtor(class std::_Locinfo *)" (?_Locinfo_dtor@_Locinfo@std@@SAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(xlock.obj) : error LNK2005: "public: __thiscall std::_Lockit::_Lockit(int)" (??0_Lockit@std@@QAE@H@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(xlock.obj) : error LNK2005: "public: __thiscall std::_Lockit::~_Lockit(void)" (??1_Lockit@std@@QAE@XZ) already defined in msvcprtd.lib(MSVCP90D.dll)

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  • Using undefined type.

    - by Knowing me knowing you
    //file list.h #include "stdafx.h" namespace st { struct My_List; typedef My_List list; list* create(const char* name); } //file list.cpp #include "stdafx.h" #include "list.h" namespace st { struct My_List { const char* name_; My_List* left_; My_List* right_; My_List(const char* name):name_(name), left_(nullptr), right_(nullptr) {} My_List(const My_List&); ~My_List() { } void insert(My_List*); void set_name(char* name) { name_ = name; } const char* get_name()const { return name_; } }; typedef My_List list; /*helper class for optor+ */ struct MyChar { const char* my_data_; MyChar(const char* c_string):my_data_(c_string){} operator const char*() { return my_data_; } operator char*() { return const_cast<char*>(my_data_); } }; char* operator+(MyChar left_, MyChar right_) { if (!left_.my_data_ || !right_.my_data_) { return 0; } size_t size = 1;//size is set to one for final '\0' char in an array char* p = "";//if both c_strings are empty this is returned bool has_left_ = false; bool has_right_ = false; if (strlen(left_)) { size += strlen(left_); has_left_ = true; } if (strlen(right_)) { size += strlen(right_); has_right_ = true; } bool both = has_left_ && has_right_ ? true : false; if (both) { p = new char[size](); const void* p_v = p;//just to keep address of beginning of p const char* tmp = left_; /*copying first c_string*/ while (*p++ = *tmp++); tmp = right_; /*one too far after last loop*/ --p; while (*p++ = *tmp++); *p = '\0'; /*go back to the beginning of an array*/ p = static_cast<char*>(const_cast<void*>(p_v)); return p; } else if (has_left_) { return left_; } else if (has_right_) { return right_; } return p;//returns "" if both c_strings were empty } My_List::My_List(const My_List& pat):left_(nullptr),right_(nullptr) { name_ = pat.name_ + MyChar("_cpy"); My_List* pattern = const_cast<My_List*>(&pat); My_List* target = this; while (pattern->right_) { target->right_ = static_cast<My_List*>(malloc(sizeof(My_List))); *target->right_ = *pattern->right_; target->right_->set_name(pattern->right_->get_name() + MyChar("_cpy")); target->right_->left_ = static_cast<My_List*>(malloc(sizeof(My_List))); *target->right_->left_ = *pattern->right_->left_; target->right_->left_->set_name(pattern->right_->left_->get_name() + MyChar("_cpy")); pattern = pattern->right_; target = target->right_; } } void My_List::insert(My_List* obj) { /*to catch first branch*/ My_List* tmp = this; if (tmp->right_) { /*go to the end of right side*/ while (tmp->right_) { tmp = tmp->right_; } tmp->right_ = obj; obj->left_ = tmp; } else { tmp->right_ = obj; obj->left_= this; } } My_List* create(const char* name) { return new My_List(name); } } //file main.cpp #include "stdafx.h" #include "list.h" using namespace st; int _tmain(int argc, _TCHAR* argv[]) { list* my = create("a"); list* b = create("b"); my->insert(b);//HERE I'M GETTING ERROR return 0; } err msg: 'Error 1 error C2027: use of undefined type 'st::My_List' 13' Why? Especially that if I comment this line it will get compiled and create() is using this type.

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  • 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32

    - by numerical25
    having trouble getting my directx going I get the following error 1>Linking... 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 1>C:\Users\numerical25\Desktop\Intro ToDirectX\msdnTutorials\tutorial0\tutorial\Debug\tutorial.exe : fatal error LNK1120: 1 unresolved externals below is my code // include the basic windows header file #include <windows.h> #include <windowsx.h> #include <d3d10.h> ID3D10Device* g_pd3dDevice; IDXGISwapChain* g_pSwapChain; // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); bool InitDirect3D(HWND); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // the handle for the window, filled by a function HWND hWnd; // this struct holds information for the window class WNDCLASSEX wc; // clear out the window class for use ZeroMemory(&wc, sizeof(WNDCLASSEX)); // fill in the struct with the needed information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass1"; // register the window class RegisterClassEx(&wc); // create the window and use the result as the handle hWnd = CreateWindowEx(NULL, L"WindowClass1", // name of the window class L"Our First Windowed Program", // title of the window WS_OVERLAPPEDWINDOW, // window style 300, // x-position of the window 300, // y-position of the window 640, // width of the window 480, // height of the window NULL, // we have no parent window, NULL NULL, // we aren't using menus, NULL hInstance, // application handle NULL); // used with multiple windows, NULL // display the window on the screen ShowWindow(hWnd, nCmdShow); // enter the main loop: // this struct holds Windows event messages MSG msg; bool finished = InitDirect3D(hWnd); // Enter the infinite message loop while(TRUE) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Translate the message and dispatch it to WindowProc() TranslateMessage(&msg); DispatchMessage(&msg); } // If the message is WM_QUIT, exit the while loop if(msg.message == WM_QUIT) break; // Run game code here // ... // ... }; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // sort through and find what code to run for the message given switch(message) { // this message is read when the window is closed case WM_DESTROY: { // close the application entirely PostQuitMessage(0); return 0; } break; } // Handle any messages the switch statement didn't return DefWindowProc (hWnd, message, wParam, lParam); } bool InitDirect3D(HWND g_hWnd) { DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof(sd) ); sd.BufferCount = 1; sd.BufferDesc.Width = 640; sd.BufferDesc.Height = 480; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ) ) ) { return FALSE; } return TRUE; }

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  • Unable to launch onscreen keyboard (osk.exe) from a 32-bit process on Win7 x64

    - by Steven Robbins
    90% of the time I am unable to launch osk.exe from a 32bit process on Win7 x64. Originally the code was just using: Process.Launch("osk.exe"); Which won't work on x64 because of the directory virtualization. Not a problem I thought, I'll just disable virtualization, launch the app, and enable it again, which I thought was the correct way to do things. I also added some code to bring the keyboard back up if it has been minimized (which works fine) - the code (in a sample WPF app) now looks as follows: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation;using System.Diagnostics; using System.Runtime.InteropServices; namespace KeyboardTest { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { [DllImport("kernel32.dll", SetLastError = true)] private static extern bool Wow64DisableWow64FsRedirection(ref IntPtr ptr); [DllImport("kernel32.dll", SetLastError = true)] public static extern bool Wow64RevertWow64FsRedirection(IntPtr ptr); private const UInt32 WM_SYSCOMMAND = 0x112; private const UInt32 SC_RESTORE = 0xf120; [DllImport("user32.dll", CharSet = CharSet.Auto)] static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam); private string OnScreenKeyboadApplication = "osk.exe"; public MainWindow() { InitializeComponent(); } private void KeyboardButton_Click(object sender, RoutedEventArgs e) { // Get the name of the On screen keyboard string processName = System.IO.Path.GetFileNameWithoutExtension(OnScreenKeyboadApplication); // Check whether the application is not running var query = from process in Process.GetProcesses() where process.ProcessName == processName select process; var keyboardProcess = query.FirstOrDefault(); // launch it if it doesn't exist if (keyboardProcess == null) { IntPtr ptr = new IntPtr(); ; bool sucessfullyDisabledWow64Redirect = false; // Disable x64 directory virtualization if we're on x64, // otherwise keyboard launch will fail. if (System.Environment.Is64BitOperatingSystem) { sucessfullyDisabledWow64Redirect = Wow64DisableWow64FsRedirection(ref ptr); } // osk.exe is in windows/system folder. So we can directky call it without path using (Process osk = new Process()) { osk.StartInfo.FileName = OnScreenKeyboadApplication; osk.Start(); osk.WaitForInputIdle(2000); } // Re-enable directory virtualisation if it was disabled. if (System.Environment.Is64BitOperatingSystem) if (sucessfullyDisabledWow64Redirect) Wow64RevertWow64FsRedirection(ptr); } else { // Bring keyboard to the front if it's already running var windowHandle = keyboardProcess.MainWindowHandle; SendMessage(windowHandle, WM_SYSCOMMAND, new IntPtr(SC_RESTORE), new IntPtr(0)); } } } } But this code, most of the time, throws the following exception on osk.Start(): The specified procedure could not be found at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo) I've tried putting long Thread.Sleep commands in around the osk.Start line, just to make sure it wasn't a race condition, but the same problem persists. Can anyone spot where I'm doing something wrong, or provide an alternative solution for this? It seems to work fine launching Notepad, it just won't play ball with the onscreen keyboard.

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  • Creating my own Stack

    - by Malaken
    I am creating my own stack for my data structures class. For our assignment we are using the assignment to convert a real-time infix equation into a postfix equation. I thought my program: took input determines if it was digit or number(operand) prints it out determines if input is operator (+,-,/,*) adds to stack or prints out, depending on stack precedence Instead it prints out the operands as expect, but I get this error when I enter an operator .../dorun.sh line 33: 4136 Segmentation fault sh "$" [code] #include using namespace std; class DishWell{ public: char ReturnEnd(){ return Well.back(); } void Push(char x){ Well.push_back(x); } void Pop(){ Well.pop_back(); } bool IsEmpty(){ return Well.empty(); } private: vector<char> Well; }; #include <iostream> bool Precidence(char Input, char Stack){ int InputPrecidence,StackPrecidence; switch (Input){ case '*': InputPrecidence = 4; break; case '/': InputPrecidence = 4; break; case '+': InputPrecidence = 3; break; case '-': InputPrecidence = 3; break; case '(': InputPrecidence = 2; break; default: InputPrecidence = 0; } switch (Stack){ case '*': StackPrecidence = 4; break; case '/': StackPrecidence = 4; break; case '+': StackPrecidence = 3; break; case '-': StackPrecidence = 3; break; case '(': StackPrecidence = 2; break; default: StackPrecidence = 0; } if(InputPrecidence>StackPrecidence) return true; else return false; } int main(int argc, char** argv) { DishWell DishTray; char Input; bool InputFlag; InputFlag = true; while(InputFlag){ cin>>Input; if((((Input>='a'&&Input<='z')||(Input>='A'&&Input<='Z'))|| (Input>='0'&&Input<='9')))//If Digit or Number cout<<Input; if((Input=='*'||Input=='/'||Input=='+'||Input=='-')){//if operand if(Precidence(Input,DishTray.ReturnEnd())) DishTray.Push(Input); else if(!Precidence(Input,DishTray.ReturnEnd())) cout<<Input; } else if(!((((Input>='a'&&Input<='z')||(Input>='A'&&Input<='Z'))|| (Input>='0'&&Input<='9')))||((Input=='*'||Input=='/'||Input=='+'||Input=='-')))//if not digit/numer or operand InputFlag = false; } while(!DishTray.IsEmpty()){ cout<<DishTray.ReturnEnd(); DishTray.Pop(); } return 0; [code] My code is very length, I know, but I appreciate help. Especially any times for efficency or future coding. Thanks again P.S. Dr. Zemoudeh, this is your student Macaire

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  • unrecognized rule in lex

    - by Max
    I'm writing a program in lex, and it gives me the following error: scanner.l:49: unrecognized rule Line 49 is: {number} {return(NUM);} Here's my code: #include <stdio.h> %token BOOL, ELSE, IF, TRUE, WHILE, DO, FALSE, INT, VOID %token LPAREN, RPAREN, LBRACK, RBRACK, LBRACE, RBRACE, SEMI, COMMA, PLUS, MINUS, TIMES %token DIV, MOD, AND, OR, NOT, IS, ADDR, EQ, NE, LT, GT, LE, GE %token NUM, ID, PUNCT, OP int line = 1, numAttr; char *strAttr; %} /* regular definitions */ delim [ \t] ws {delim}+ letter [A-Za-z] digit [0-9] id ({letter} | _)({letter} | {digit} | _)* number {digit}+ %% {ws} {/* no action and no return */} [\n] {line++;} bool {return(BOOL);} else {return(ELSE);} if {return(IF);} true {return(TRUE);} while {return(WHILE);} do {return(DO);} false {return(FALSE);} int {return(INT);} void {return(VOID);} {id} {return(ID);} {number} {return(NUM);} // error is here "(" {yylval = LPAREN; return(PUNCT);} ")" {yylval = RPAREN; return(PUNCT);} "[" {yylval = LBRACK; return(PUNCT);} "]" {yylval = RBRACK; return(PUNCT);} "{" {yylval = LBRACE; return(PUNCT);} "}" {yylval = RBRACE; return(PUNCT);} ";" {yylval = SEMI; return(PUNCT);} "," {yylval = COMMA; return(PUNCT);} "+" {yylval = PLUS; return(OP);} "-" {yylval = MINUS; return(OP);} "*" {yylval = TIMES; return(OP);} "/" {yylval = DIV; return(OP);} "%" {yylval = MOD; return(OP);} "&" {yylval = ADDR; return(OP);} "&&" {yylval = AND; return(OP);} "||" {yylval = OR; return(OP);} "!" {yylval = NOT; return(OP);} "!=" {yylval = NE; return(OP);} "=" {yylval = IS; return(OP);} "==" {yylval = EQ; return(OP);} "<" {yylval = LT; return(OP);} "<=" {yylval = LE; return(OP);} ">" {yylval = GT; return(OP);} ">=" {yylval = GE; return(OP);} %% What is wrong with that rule? Thanks.

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  • Are free operator->* overloads evil?

    - by Potatoswatter
    I was perusing section 13.5 after refuting the notion that built-in operators do not participate in overload resolution, and noticed that there is no section on operator->*. It is just a generic binary operator. Its brethren, operator->, operator*, and operator[], are all required to be non-static member functions. This precludes definition of a free function overload to an operator commonly used to obtain a reference from an object. But the uncommon operator->* is left out. In particular, operator[] has many similarities. It is binary (they missed a golden opportunity to make it n-ary), and it accepts some kind of container on the left and some kind of locator on the right. Its special-rules section, 13.5.5, doesn't seem to have any actual effect except to outlaw free functions. (And that restriction even precludes support for commutativity!) So, for example, this is perfectly legal (in C++0x, remove obvious stuff to translate to C++03): #include <utility> #include <iostream> #include <type_traits> using namespace std; template< class F, class S > typename common_type< F,S >::type operator->*( pair<F,S> const &l, bool r ) { return r? l.second : l.first; } template< class T > T & operator->*( pair<T,T> &l, bool r ) { return r? l.second : l.first; } template< class T > T & operator->*( bool l, pair<T,T> &r ) { return l? r.second : r.first; } int main() { auto x = make_pair( 1, 2.3 ); cerr << x->*false << " " << x->*4 << endl; auto y = make_pair( 5, 6 ); y->*(0) = 7; y->*0->*y = 8; // evaluates to 7->*y = y.second cerr << y.first << " " << y.second << endl; } I can certainly imagine myself giving into temp[la]tation. For example, scaled indexes for vector: v->*matrix_width[2][5] = x; Did the standards committee forget to prevent this, was it considered too ugly to bother, or are there real-world use cases?

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  • Undefined referencec to ...

    - by Patrick LaChance
    I keep getting this error message every time I try to compile, and I cannot find out what the problem is. any help would be greatly appreciated: C:\DOCUME~1\Patrick\LOCALS~1\Temp/ccL92mj9.o:main.cpp:(.txt+0x184): undefined reference to 'List::List()' C:\DOCUME~1\Patrick\LOCALS~1\Temp/ccL92mj9.o:main.cpp:(.txt+0x184): undefined reference to 'List::add(int)' collect2: ld returned 1 exit status code: //List.h ifndef LIST_H define LIST_H include //brief Definition of linked list class class List { public: /** \brief Exception for operating on empty list */ class Empty : public std::exception { public: virtual const char* what() const throw(); }; /** \brief Exception for invalid operations other than operating on an empty list */ class InvalidOperation : public std::exception { public: virtual const char* what() const throw(); }; /** \brief Node within List */ class Node { public: /** data element stored in this node */ int element; /** next node in list / Node next; /** previous node in list / Node previous; Node (int element); ~Node(); void print() const; void printDebug() const; }; List(); ~List(); void add(int element); void remove(int element); int first()const; int last()const; int removeFirst(); int removeLast(); bool isEmpty()const; int size()const; void printForward() const; void printReverse() const; void printDebug() const; /** enables extra output for debugging purposes */ static bool traceOn; private: /** head of list */ Node* head; /** tail of list */ Node* tail; /** count of number of nodes */ int count; }; endif //List.cpp I only included the parts of List.cpp that might be the issue include "List.h" include include using namespace std; List::List() { //List::size = NULL; head = NULL; tail = NULL; } List::~List() { Node* current; while(head != NULL) { current = head- next; delete current-previous; if (current-next!=NULL) { head = current; } else { delete current; } } } void List::add(int element) { Node* newNode; Node* current; newNode-element = element; if(newNode-element head-element) { current = head-next; } else { head-previous = newNode; newNode-next = head; newNode-previous = NULL; return; } while(newNode-element current-element) { current = current-next; } if(newNode-element <= current-element) { newNode-previous = current-previous; newNode-next = current; } } //main.cpp include "List.h" include include using namespace std; //void add(int element); int main (char** argv, int argc) { List* MyList = new List(); bool quit = false; string value; int element; while(quit==false) { cinvalue; if(value == "add") { cinelement; MyList-add(element); } if(value=="quit") { quit = true; } } return 0; } I'm doing everything I think I'm suppose to be doing. main.cpp isn't complete yet, just trying to get the add function to work first. Any help will be greatly appreciated.

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