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  • Objective-C @class / import best practice

    - by Winder
    I've noticed that a lot of Objective-C examples will forward declare classes with @class, then actually import the class in the .m file with an import. I understand that this is considered a best practice, as explained in answers to question: http://stackoverflow.com/questions/322597/objective-c-class-vs-import Coming from C++ this feels backwards. I would normally include all needed .h files in the new classes header file. This seems useful since it would make the compiler generate a warning when two classes include each other, at which point I can decide whether this is a bad thing or not then use the same Objective-C style and forward declare the class in the header and include it in the .cpp file. What is the benefit of forward declaring @class and importing in the implementation file? Should it be a best practice in C++ to forward declare classes rather than including the header file? Or is it wrong to think of Objective-C and C++ in these similar terms to begin with?

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  • C++ namespace alias and forward declaration

    - by Dave
    I am using a C++ third party library that places all of its classes in a versioned namespace, let's call it tplib_v44. They also define a generic namespace alias: namespace tplib = tplib_v44; If a forward-declare a member of the library in my own .h file using the generic namespace... namespace tplib { class SomeClassInTpLib; } ... I get compiler errors on the header in the third-party library (which is being included later in my .cpp implementation file): error C2386: 'tplib' : a symbol with this name already exists in the current scope If I use the version-specific namespace, then everything works fine, but then ... what's the point? What's the best way to deal with this?

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  • Xcode: gcc-4.2 failed with exit code 1

    - by genesys
    Hi! I'm working on a game for the iPhone where I use the Oolong engine for rendering, and now I just tried to update my project to the newest version. However - now I get the following error when I try to compile: gcc-4.2 failed with exit code 1 in the build results I see in which cpp file the error happens, but I don't see any additional information. how can I get more info about what is going wrong in order to track down the problem? edit: after inspecting the compile output, i got the following lines, where the error occurs: {standard input}:61:selected processor does not support 'fmrx r0, fpscr' {standard input}:62:unshifted register required -- 'bic r0,r0,#0x00370000' ...somemorelines {standard input}:69:selected processor does not support 'fmxr fpscr,r0' this is some VFO code from one of the #include files. it works fine in the examples that come with the egnine. could there be something screwed up with my project settings? I compared them to the one of the example and they seem to be identical

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • Running directx samples on a Windows Mobile 6.1 device

    - by Sil
    I tried to run the directx samples from ..\Windows Mobile 6 SDK\Samples\PocketPC\CPP\win32\directx\d3dm\tutorials on a Samsung Omnia and on the emulator and it doesn't work because of a deployment error. I am using Microsoft Visual Studio 2008 and have installed Windows Mobile SDK Standard and Professional refresh. The device is correctly plugged in and set up for active sync (I know this because other samples work, also a creating Win32 smart device and running it works). When I try to run the application it compiles without errors but the message: " There were deployment errors, Continue? Yes/No" appears If I manually copy the application from the debug folder to the device and run it from there, it works. The same deployment error message appears if I try it on an emulator. Other applications are deploying successfully. Is there any way to make the deployment work? Maybe there is an obscure option I need to set...

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  • Is this a good code (came across while reading code of a colleague)

    - by eriks
    // file a.hpp class a; typedef boost::shared_ptr<a> aPtr class a{ public: static aPtr CreateImp(); virtual void Foo() = 0 ; .... }; //file aImp.hpp class aImp : public a{ virtual void Foo(); }; //file aImp.cpp aPtr a::CreateImp() { return aPtr(new aImp()); } void aImp::Foo(){} The client must use CreateImp to get ptr to 'a', and can't use 'a' other ways. What do you think about this implementation? what do you think about this king of implementation?

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  • setting library include paths in c++

    - by Drew
    Hi all, I just installed gd2 using mac ports (sudo install gd2), which installed libraries in the following places: /opt/local/include/gd.h /opt/local/lib/libgd.dylib (link) /opt/local/lib/libgd.la /opt/local/lib/libgd.a So when I create my c++ app I add '#include "gd.h"', which throws: main.cpp:4:16: error: gd.h: No such file or directory If I set gd.h as an absolute path (as above)(not a solution, but was curious), I am thrown: g++ -L/opt/local/include -L/opt/local/lib main.o Heatmap_Map.o Heatmap_Point.o -o heatmap Undefined symbols: "_gdImagePng", referenced from: _main in main.o "_gdImageLine", referenced from: _main in main.o "_gdImageColorAllocate", referenced from: _main in main.o _main in main.o "_gdImageDestroy", referenced from: _main in main.o "_gdImageCreate", referenced from: _main in main.o "_gdImageJpeg", referenced from: _main in main.o ld: symbol(s) not found So, I understand this means that ld can not find the libraries it needs (hence trying to give it hints with the "-L" values). So after giving g++ the -L hints and the absolute path in #include, I can get it to work, but I don't think I have to do this, how can I make g++/ld search int eh right places for the libraries? Drew J. Sonne.

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  • glui /usr/bin/ld: cannot find -lXmu

    - by Myx
    Hello: I have downloaded the latest GLUI source code and now I am trying to compile it. When I do so, I get the following error: g++ -O0 -Wall -pedantic -I./ -I./include -I/usr/X11R6/include -o bin/example1 example/example1.cpp -L./lib -lglui -L/usr/X11R6/lib/libXdmcp.a -lglut -lGLU -lGL -lXmu -lXext -lX11 -lXi -lm /usr/bin/ld: cannot find -lXmu collect2: ld returned 1 exit status When I did a locate libXmu, I get the following output: > %:~/src/GLUI/src$ locate libXmu > /usr/lib/libXmu.so.6 > /usr/lib/libXmu.so.6.2.0 > /usr/lib/libXmuu.so.1 > /usr/lib/libXmuu.so.1.0.0 Do I get the error because I don't have a /usr/lib/libXmu.so? If this is the case, how can I make one? (I am not experienced with linking at all). Thanks!

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  • Compile Problem with MySQL C API on MAC OS X 10.6

    - by Dennis
    Hi guys, i've a Problem with MySQL C API and Mac OS X 10.6. When i want to compile a SQL Client Program, it aborts with this Error Message ld: library not found for -lmysqlclient collect2: ld returned 1 exit status I compile with this command: g++ -I /usr/local/mysql/include/ -L /usr/local/mysql/lib/ -lmysqlclient main.cpp I've tried the Headers and Librarys in different locations - no effect I've downloaded the headers and the Library from an other Destination - Same effect as before Any Ideas what i am doing wrong? If there is a thread allready i want to excuse (nothing found in search)! Greeting, Dennis

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  • WebKit and npapi and mingw-w64

    - by rubenvb
    Hi, The problem is the following: On Windows x64, pointers are 64-bit, but type long is 32-bit. MSVC doesn't seem to care, and even omits warnings about pointer truncation on the default warning level. Since recently, there is a GCC that target x86_64-w64-mingw32, or better Windows x64 native. GCC produces errors when pointers are truncated (which is the logical thing to do...), and this is causing trouble in WebKit and more specifically, the Netscape Plugin API: First, there's the files (I can only post one hyperlink...): http://trac.webkit.org/browser/trunk/WebCore/ bridge/npapi.h -- defines uint32 as 32-bit int type (~line 145) plugins/win/PluginViewWin.cpp -- casts Windows window handles to 32-bit int, truncating them (~line 450) My proposed fix was to change the uint32 casts to uintptr_t, which makes GCC happy, but still puts a 64-bit value in a uint32 (=unsigned long). I have no clue how to solve this, because clearly WebKit is happy truncating pointers on Win64... How can I solve this the right way? Thanks!

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  • sem_open() error: "undefined reference to sem_open()" on linux (Ubuntu 10.10)

    - by Robin
    So I am getting the error: "undefined reference to sem_open()" even though I have include the semaphore.h header. The same thing is happening for all my pthread function calls (mutex, pthread_create, etc). Any thoughts? I am using the following command to compile: g++ '/home/robin/Desktop/main.cpp' -o '/home/robin/Desktop/main.out' #include <iostream> using namespace std; #include <pthread.h> #include <semaphore.h> #include <fcntl.h> const char *serverControl = "/serverControl"; sem_t* semID; int main ( int argc, char *argv[] ) { //create semaphore used to control servers semID = sem_open(serverControl,O_CREAT,O_RDWR,0); return 0; }

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  • How to add class to openframeworks project in VS2012

    - by Mr Bell
    I am normally a C# guy but trying to get into c++. I made myself a new openframeworks project by copying and pasting one of the example projects and then renaming everything to my project name. (If there is an easier way, I would love to hear it) This project has the .cpp and .h files in a sub folder called "src" which are in turn organized into virtual folders (filters???) in visual studio. How can I add a class to this project from within visual studio? If I right click on the src filter in the solution explorer and hit add class. It creates the class files at the root of the project not in the src folder. I mean it does this both in the solution explorer and where it physically places the files. This is a problem because I can't include my class files in the rest of my app, presumably because they aren't in the same folder What is the proper way to add a class file?

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  • what's wrong in my C program ?

    - by user292084
    a cpp file: #include <iostream> #include <jni.h> #include "Hello.h" #include "windows.h" #include "stdafx.h" #define HINSTANCE "hDll" typedef void(__stdcall *Print_)(); int main(){ HINSTANCE hDll; //DLL?? Print_ print_; //???? hDll = LoadLibrary("Hello.dll"); if (hDll != NULL) { print_ = (Print_)GetProcAddress(hDll,"Java_Hello_sayHello@8"); if(print_!=NULL) { print_(); } FreeLibrary(hDll); } return 0; } //there is something wrong, it prints: http://i983.photobucket.com/albums/ae311/keatingWang/c_wrong.png ??????? means : Undeclared identifier

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  • Including non-standard C headers in C++

    - by Swaroop S
    I needed to include a few c headers ( non standard header files ) in my C++ code to be compiled by gcc. The C header (foo.h) has support for : #ifdef __cplusplus extern "C" { #endif and similarly at the end for }. The c++ code has the include "foo.h" I believe I should be able to just include the header (foo.h) and create instances of structs defined in the .h file. I am not able to compile the source code. It seems like the compiler looks at the c code as if it were c++ code. I see error such as error: expected constructor, destructor or type conversion before "(" Did I do something wrong ? I took advise from : http://www.parashift.com/c++-faq-lite/mixing-c-and-cpp.html What else do i need to do, to tell the c++ compiler "expect and compile as c code" ?

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  • error: gnome.h: No such file or directory

    - by michael
    I would like to resolve this 'error: gnome.h: No such file or directory ' on ubuntu. I get this error: /bin/sh: gnome-config: not found In file included from TestMDI.cpp:18: ../../../../dist/include/system_wrappers/gnome.h:3:24: error: gnome.h: No such file or directory From this: http://ubuntuforums.org/showthread.php?t=295105 I tried: $ sudo apt-get install libgnomeui-dev Reading package lists... Done Building dependency tree Reading state information... Done libgnomeui-dev is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 21 not upgraded. But that still does not resolve my problem. Any idea how to fix it?

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  • Visual Studio C++ multi-project solution

    - by Lucas
    I have created an C++ solution in VS2008. The first project contains the model. The second projects is the view. The problem is that i don't get make references to my model classes defined in the first project. The message error is : Error 1 fatal error C1083: Cannot open include file: 'utils/GeradorSistematicoDeAlturaDoPlanoDeCorteStrategy.h': No such file or directory c:\Users\user\Programação em C++\Simulacao\Simulacao_Testes\src\Teste1.cpp 3 Simulacao_Testes Is there any configuration in VS2008 that makes to be made in order to, from the my view (second project) project, i do make references to the first project, the model?

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  • Is this a good way to manage initializations of COM?

    - by BillyONeal
    Hello everyone :) I'm very new to anything involving Component Object Model, and I'm wondering if this method of managing calls to CoInitalize/CoUninitalize makes sense: COM.hpp: #pragma once namespace WindowsAPI { namespace ComponentObjectModel { class COM { COM(); ~COM(); public: static void Setup(); }; }} COM.cpp: #include <Windows.h> #include "COM.hpp" namespace WindowsAPI { namespace ComponentObjectModel { COM::COM() { if (CoInitializeEx(NULL, COINIT_APARTMENTTHREADED) != S_OK) throw std::runtime_error("Couldn't start COM!"); } COM::~COM() { CoUninitialize(); } void COM::Setup() { static COM instance; } }} Then any component that needs COM just calls COM::Setup() and forgets about it. Does this make sense or am I breaking any "rules" of COM?

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  • how to serialize / deserialize classes defined in .proto (protobuf)

    - by make
    Hi, Could someone please help me with serialization/deserialization classes defined in .proto (protobuf). here is an exp that I am trying to build: file.proto message Data{ required string x1 = 1; required uint32 x2 = 2; required float x3 = 3; } message DataExge { repeated Data data = 1; } client.cpp ... void serialize(const DataExge &data_snd){ try { ofstream ofs("DataExge"); data_snd.SerializeToOstream(&ofs); } catch(exception &e) { cerr << "serialize/exception: " << e.what() << endl; exit(1); } } void deserialize(DataExge &data_rec){ try { ifstream ifs("DataExge"); data_rec.ParseFromIstream(&ifs); } catch(exception& e) { cerr << "deserialize/exception: " << e.what() << endl; exit(1); } } int main(){ ... DataExge dataexge; Data *dat = dataexge.add_data(); char *y1 = "operation1"; uint32_t y2 = 123 ; float y3 = 3.14; // assigning data to send() dat->set_set_x1(y1); dat->set_set_x2(y2); dat->set_set_x3(y3); //sending data to the client serialize(dataexge); if (send(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "send() failed" ; exit(1); } //receiving data from the server deserialize(dataexge); if (recv(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "recv() failed"; exit(1); } //printing received data cout << dat->x1() << "\n"; cout << dat->x2() << "\n"; cout << dat->x3() << "\n"; ... } server.cpp ... void serialize(const DataExge &data_snd){ try { ofstream ofs("DataExge"); data_snd.SerializeToOstream(&ofs); } catch(exception &e) { cerr << "serialize/exception: " << e.what() << endl; exit(1); } } void deserialize(DataExge &data_rec){ try { ifstream ifs("DataExge"); data_rec.ParseFromIstream(&ifs); } catch(exception& e) { cerr << "deserialize/exception: " << e.what() << endl; exit(1); } } int main(){ ... DataExge dataexge; Data *dat = dataexge.add_data(); //receiving data from the client deserialize(dataexge); if (recv(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "recv() failed"; exit(1); } //printing received data cout << dat->x1() << "\n"; cout << dat->x2() << "\n"; cout << dat->x3() << "\n"; // assigning data to send() dat->set_set_x1("operation2"); dat->set_set_x2(dat->x2() + 1); dat->set_set_x3(dat->x3() + 1.1); //sending data to the client serialize(dataexge); //error// I am getting error at this line ... if (send(socket, &dataexge, sizeof(dataexge), 0) < 0) { cerr << "send() failed" ; exit(1); } ... } Thanks for your help and replies -

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  • no match for operator= using a std::vector

    - by Max
    I've got a class declared like this: class Level { private: std::vector<mapObject::MapObject> features; (...) }; and in one of its member functions I try to iterate through that vector like this: vector<mapObject::MapObject::iterator it; for(it=features.begin(); it<features.end(); it++) { /* loop code */ } This seems straightforward to me, but g++ gives me this error: src/Level.cpp:402: error: no match for ‘operator=’ in ‘it = ((const yarl::level::Level*)this)-yarl::level::Level::features.std::vector<_Tp, _Alloc::begin [with _Tp = yarl::mapObject::MapObject, _Alloc = std::allocator<yarl::mapObject::MapObject>]()’ /usr/include/c++/4.4/bits/stl_iterator.h:669: note: candidates are: __gnu_cxx::__normal_iterator<yarl::mapObject::MapObject*,std::vector & __gnu_cxx::__normal_iterator<yarl::mapObject::MapObject*,std::vector >::operator=(const __gnu_cxx::__normal_iterator<yarl::mapObject::MapObject*, ``std::vector<yarl::mapObject::MapObject, std::allocator<yarl::mapObject::MapObject> > >&) Anyone know why this is happening?

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  • Memory management in Qt?

    - by Martin
    I'm quite new to Qt and am wondering on some basic stuff with memory management and the life of objects. When do I need to delete / destroy my objects? Is any of this handled automatically? In the example below, which of the objects I create do I need to delete? What happens to the instance variable myOtherClass when myClass is destroyed? What happens if I don't delete / destroy my objects at all, will that be a problem to memory? in MyClass.h: class MyClass { public: MyClass(); ~MyClass(); MyOtherClass *myOtherClass; }; in MyClass.cpp: MyClass::MyClass() { myOtherClass = new MyOtherClass(); MyOtherClass myOtherClass2; QString myString = "Hello"; } As you can see this is quite newbie-easy stuff but where can I learn about this in an easy way? Thanks really much

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  • C++11 VS 2012 functor seems to choke when I have more than 5 parameters

    - by bobobobo
    function <void ( int a, int b, int ia, int ib, bool rev, const Vector4f& color )> benchTris = [&pts]( int a, int b, int ia, int ib, bool rev, const Vector4f& color ) { } The error is: error C2027: use of undefined type 'std::_Get_function_impl<_Tx>' with [ _Tx=void (int,int,int,int,bool,const Vector4f &) ] main.cpp(374) : see reference to class template instantiation 'std::function<_Fty>' being compiled with [ _Fty=void (int,int,int,int,bool,const Vector4f &) ] Works ok if I remove ONE parameter, for example a from the front: function <void ( int b, int ia, int ib, bool rev, const Vector4f& color )> benchTris = [&pts]( int b, int ia, int ib, bool rev, const Vector4f& color ) { // ok } Is there some parameter limit I don't know about?

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  • Error while excuting a simple boost thread program

    - by Eternal Learner
    Hi All, Could you tell mw what is the problem with the below boost::thread program #include<iostream> #include<boost/thread/thread.hpp> boost::mutex mutex; class A { public: A() : a(0) {} void operator()() { boost::mutex::scoped_lock lock(mutex); } private: int a; }; int main() { boost::thread thr1(A()); boost::thread thr2(A()); thr1.join(); thr2.join(); } I get the error message: error: request for member 'join' in 'thr1', which is of non-class type 'boost::thread()(A ()())' BoostThread2.cpp:30: error: request for member 'join' in 'thr2', which is of non-class type 'boost::thread ()(A ()())'

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  • VisualAssert Testing in C++, Loading a test fixture.

    - by C_Bevan
    Good day, I am learning Testing in Visual Studio C++ and I have several tutorials which I have followed. I am trying to load a test fixture. I have tried to put the test .cpp file in many different places but it will still not pick up on it when I click on "Run Tests" or "Run Tests without debugging" In the tutorials I found, they seemed to load into the Test Explorer automatically, but in mine is an icon with a X + (PROJECTNAME).EXE and when I hoover over it I get the process exited without registering with the agent... this is due to the model not containing any test fixtures... How can I load my tests into the Test Explorer...or register them with my project... I've tried right click and "Add Fixture...".... but that just starts a new test file and I have the same problem. Anybody know how I solve this issue?

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  • Why does this program crash: passing of std::string between DLLs

    - by msiemeri
    Hello together. I have some trouble figuring out why the following crashes (MSVC9): //// the following compiles to A.dll with release runtime linked dynamically //A.h class A { __declspec(dllexport) std::string getString(); }; //A.cpp #include "A.h" std::string A::getString() { return "I am a string."; } //// the following compiles to main.exe with debug runtime linked dynamically #include "A.h" int main() { A a; std::string s = A.getString(); return 0; } // crash on exit Obviously (?) this is due to the different memory models for the executable and DLL. Could it be that the string A::getString() returns is being allocated in A.dll and freed in main.exe? If so, why - and what would be a safe way to pass strings between DLLs (or executables, for that matter)? Without using wrappers like shared_ptr with a custom deleter.

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  • Documentation concerning platform-specific macros in Linux/POSIX

    - by Nubok
    When compiling a C/C++ program under Windows using Visual Studio (or a compiler that tries to be compatible) there is a predefined macro _WIN32 (Source: http://msdn.microsoft.com/en-us/library/b0084kay.aspx) that you can use for platform-specific #ifdef-s. What I am looking for is an analogon under Linux: a macro which tells me that I am compiling for Linux/an OS that claims to be (more or less) POSIX-compatible. So I looked into gcc documentation and found this: http://gcc.gnu.org/onlinedocs/cpp/System_002dspecific-Predefined-Macros.html Applied to my program, the following macros (gcc 4.4.5 - Ubuntu 10.10) looked promising (I hope that I didn't drop an important macro): #define __USE_BSD 1 #define __unix__ 1 #define __linux 1 #define __unix 1 #define __linux__ 1 #define _POSIX_SOURCE 1 #define __STDC_HOSTED__ 1 #define __STDC_IEC_559__ 1 #define __gnu_linux__ 1 #define __USE_SVID 1 #define __USE_XOPEN2K 1 #define __USE_POSIX199506 1 #define _G_USING_THUNKS 1 #define __USE_XOPEN2K8 1 #define _BSD_SOURCE 1 #define unix 1 #define linux 1 #define __USE_POSIX 1 #define __USE_POSIX199309 1 #define __SSP__ 1 #define _SVID_SOURCE 1 #define _G_HAVE_SYS_CDEFS 1 #define __USE_POSIX_IMPLICITLY 1 Where do I find a detailed documentation of them - as to the mentioned Windows-specific macros above? Additionally I'd be interested in macros normally defined for other POSIX-compliant operating systems as *BSD etc.

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