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  • reading a line, tokenizing and assigning to struct in C

    - by Dervin Thunk
    line is fgets'd, and running in a while loop with counter n, d is a struct with 2 char arrays, p and q. Basically, in a few words, I want to read a line, separate it into 2 strings, one up until the first space, and the rest of the line. I clean up afterwards (\n from the file becomes \'0'). The code works, but is there a more idiomatic way to do this? What errors am I running into "unknowingly"? int spc = strcspn(line," "); strncpy(d[n].p, line, spc); d[n].p[spc+1]='\0'; int l = strlen(line)-spc; strncpy(d[n].q, line+spc+1, l); char* nl = strchr(d[n].q, '\n'); if(nl){ *nl='\0'; } n++; Thanks.

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  • Am I writing this right? [noob]

    - by Aaron
    private final int NUM_SOUND_FILES = 4; private Random rnd = new Random(4); private int mfile[] = new mfile[NUM_SOUND_FILES]; //the second mfile //reports error everytime mfile[0] = R.raw.sound1; mfile[1] = R.raw.sound2; mfile[2] = R.raw.sound3; mfile[3] = R.raw.sound4; int sndToPlay = rnd.nextInt(NUM_SOUND_FILES); I keep getting syntax errors no matter how I write it. And when I get the syntax right, it forcecloses. Here's with the alleged "correct" syntax but forcecloses: private final int NUM_SOUND_FILES = 4; private Random rnd = new Random(4); private int mfile[] = new int[NUM_SOUND_FILES];{ mfile[0] = R.raw.sound1; mfile[1] = R.raw.sound2; mfile[2] = R.raw.sound3; mfile[3] = R.raw.sound4;}

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  • Cannot move ckeditor 4 selection to beginning

    - by Gary Hillerson
    I've been exploring numerous solutions in stackoverflow and elsewhere to try to get ckeditor 4 to scroll to the top after I've programmatically added a number of pages to it, using CKEditor's InsertHtml function. After adding my html, which looks fine, I want to position the cursor at the beginning. Here's one of a variety of things I've tried without success: function MoveCaretToStart(myEditor) { var range = new CKEDITOR.dom.range( editor.document ); range.selectNodeContents(editor.document.getBody()); range.moveToElementEditStart(range.root); // also tried range.collapse(true); range.select(); } ... MoveCaretToStart(CKEDITOR.instances['myEditor']); // which already has contents in it This doesn't throw any errors, but also doesn't move the cursor position (it remains at the end of the doc). I thought this one would be easy, but it sure hasn't been. Any help appreciated.

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  • Hibernate Auto-Increment not working

    - by dharga
    I have a column in my DB that is set with Identity(1,1) and I can't get hibernate annotations to work for it. I get errors when I try to create a new record. In my entity I have the following. @GeneratedValue(strategy=GenerationType.IDENTITY, generator="native") @Column(name="SeqNo", unique=true, nullable=false) BigDecimal seqNo; But when I try to add a new record I get the following error. Cannot insert explicit value for identity column in table 'MemberSelectedOptions' when IDENTITY_INSERT is set to OFF. I don't want to set IDENTIY_INSERT to ON because I want the identity column in the db to manage the values. The SQL that is run is the following; where you can clearly see the insert. insert into dbo.MemberSelectedOptions (OptionStatusCd, EffectiveDate, TermDate, SelectionStatusDate, SysLstUpdtUserId, SysLstTrxDtm, SourceApplication, GroupId, MemberId, OptionId, SeqNo) values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?) What am I missing?

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  • undefined reference to static member variable

    - by Max
    Hi. I have this class that has a static member. it is also a base class for several other classes in my program. Here's its header file: #ifndef YARL_OBJECT_HPP #define YARL_OBJECT_HPP namespace yarlObject { class YarlObject { // Member Variables private: static int nextID; // keeps track of the next ID number to be used int ID; // the identifier for a specific object // Member Functions public: YarlObject(): ID(++nextID) {} virtual ~YarlObject() {} int getID() const {return ID;} }; } #endif and here's its implementation file. #include "YarlObject.hpp" namespace yarlObject { int YarlObject::nextID = 0; } I'm using g++, and it returns three undefined reference to 'yarlObject::YarlObject::nextID linker errors. If I change the ++nextID phrase in the constructor to just nextID, then I only get one error, and if I change it to 1, then it links correctly. I imagine it's something simple, but what's going on?

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  • Pyjamas import statements

    - by Gordon Worley
    I'm starting to use Pyjamas and I'm running into some annoyances. I have to import a lot of stuff to make a script work well. For example, to make a button I need to first from pyjamas.ui.Button import Button and then I can use Button. Note that import pyjamas.ui.Button and then using Button.Button doesn't work (results in errors when you build to JavaScript, at least in 0.7pre1). Does anyone have a better example of a good way to do the import statements in Pyjamas than what the Pyjamas folks have on their site? Doing things their way is possible, but ugly and overly complicated from my perspective, especially when you want to use a dozen or more ui components.

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  • Asp.Net error reporting with stacktrace

    - by Helo
    I have an Asp.Net web site set up to log errors using Log4Net (in global.asax) and redirect users to a custom error page (set up in web.config with: ). On this error page the users have the opportunity to write about what they did when the error occurred and post the description back to us to help fix the problem. My question is this: How do i connect the error stacktrace to the users error report? It appears that .Net has handled the error when it was written to the log file and the custom error page has no information about the stacktrace. If only I could see the stacktrace from the custom error page code-behind my problem would be solved.

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  • MYSQL Event Scheduler DELIMITER using PHP

    - by user1440918
    I'm having an issue with my PHP code trying to create events within MySQL. I begin with creating a string like this: $sql="DELIMITER $$ CREATE EVENT `$test_name` ON SCHEDULE EVERY $time1 $sched2 STARTS '$start_date $start_time' DO BEGIN "; $sql .="INSERT INTO blah (foo,bar); "; $sql .="END$$ DELIMITER ;" mysql_query($sql,$dbh); But I keep getting Syntax Errors starting with DELIMITER $$ CREATE EVENT. Without the semicolon behind (foo,bar); the event triggers with a unexecuted payload. Any ideas on where I'm going wrong? Thanks!

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  • How to resolve parse error in Splint

    - by Thi
    Splint is not continuing it's checking after finding parse errors. I've tried with +trytorecover option also but no change. Please let me know on how to use +trytorecover to make Splint attempt to continue after a parse error. Here is what I'm receiving, 161: splint +trytorecover spy.c Splint 3.1.1 --- 19 Jul 2006 spy.c:41:12: Parse Error: Non-function declaration: byte_4 : int. Attempting to continue. spy.c:41:12: Cannot recover from parse error. *** Cannot continue.

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  • AS3 + addChild() getting image from library to the stage

    - by Colin
    Hi, I have an .fla file with 1 image in the library and 1 .as file. I have linked the image up with the Class name of libraryImages and Base class is flash.display.BitmapData. This is my AS: package { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.MovieClip; public class Banner extends MovieClip { var defaultImage:libraryImages = new libraryImages(469, 60); var myImage:Bitmap = new Bitmap(defaultImage); addChild(myImage); } } I am getting two errors: 1180: Call to a possibly undefined method addChild. 1120: Access of undefined property myImage. Any ideas?

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  • "Unable to get system library for project" after I upgraded to Android SDK 2.3 and ADT 8.0

    - by Jonas
    Today I upgraded to Android SDK 2.3 and I also upgraded the Eclipse Plugin Androi Developer Tools 8.0 (from 0.9.9). I also upgraded my Java Development Kit to 1.6_22. Now in Eclipse I get many errors in all my Android projects. The error messages are like: The type java.lang.Object cannot be resolved. It is indirectly referenced from required .class files. How can I fix this so I can use my Android projects again? In the Build Path for these projects, I don't have any references to an android.jar but a message: Unable to get system library for project

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  • Time diff calculations where date and time are in seperate columns

    - by pedalpete
    I've got a query where I'm trying to get the hours in duration (eg 6.5 hours) between two different times. In my database, time and date are held in different fields so I can efficiently query on just a startDate, or endDate as I never query specifically on time. My query looks like this SELECT COUNT(*), IFNULL(SUM(TIMEDIFF(endTime,startTime)),0) FROM events WHERE user=18 Sometimes an event will go overnight, so the difference between times needs to take into account the differences between the dates as well. I've been trying SELECT COUNT(*), IFNULL(SUM(TIMEDIFF(CONCAT(endDate,' ',endTime),CONCAT(startDate,' ',startTime))),0) FROM events WHERE user=18 Unfortunately I only get errors when I do this, and I can't seem to combine the two fields into a single timestamp.

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  • What is the response on a REST call where a field is not valid?

    - by MediaSlayer
    There are many questions on StackOverflow about this, but no definitive answer. I have a REST resource where an entity's field, ProductId, is sent. If the ProductId passed is invalid, what kind of response would you do? I want to send the right response code plus information to the requester on what they can do to fix it. Initial thoughts were 422 with the body containing the list of errors in JSON/XML format. Maybe like this (JSON): [ { FieldName : "ProductId", ErrorCode : "M123", Description : "Product Not Found" }, { FieldName : "Quantity", ErrorCode : "Q001", Description : "Quantity cannot be more than 100" } ] Thoughts?

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  • Is there a size limitation for an Access DB destination in SSIS?

    - by Adam V
    I'm creating an SSIS package, which will read through a user's SQL database and populate the tables in an Access database. However, for the largest user databases, I start getting errors around the time the Access file reaches approx. 2 GB. Has anyone run into this problem? Is this a size limitation for this operation? More information: I'm getting the error code 0xC020907B, but no additional information that I can see. Error: 0xC0209029 at , [733]: SSIS Error Code DTS_E_INDUCEDTRANSFORMFAILUREONERROR. The "input "OLE DB Destination Input" (746)" failed because error code 0xC020907B occurred, and the error row disposition on "input "OLE DB Destination Input" (746)" specifies failure on error. An error occurred on the specified object of the specified component. There may be error messages posted before this with more information about the failure.

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  • Magick++ in VS2010 - unresolved external symbol

    - by FlashFan
    Hey guys! I'm trying to use ImageMagick Magick++ for a C++ Project in VS2010. I installed the Library from here: klick Then in my Project, I added c:/program files/ImageMagick-6.6.6-Q16/include to the include folders. Then I tried to use Magick++ with this code: #include <Magick++.h> void main(int argc, char ** argv){ InitializeMagick(*argv); } But this does not work! VS2010 returns the following errors: error LNK2001: unresolved external symbol "__declspec(dllimport) void __cdecl Magick::InitializeMagick(char const *)" (__imp_?InitializeMagick@Magick@@YAXPBD@Z) error LNK1120: 1 unresolved externals What am I doing wrong? Thanks very much for your help!

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  • Unresolved external symbol

    - by kriau
    I have two WIN32 DLL projects in the solution, main.dll should call a function in mgn.dll. mgn.dll has mgn.h header file: #ifdef MGN_EXPORTS #define MGN_API __declspec(dllexport) #else #define MGN_API __declspec(dllimport) #endif extern "C" bool MGN_API AttachMGN(void); and mgn.cpp source file: #include "stdafx.h" #include "mgn.h" MGN_API bool AttachMGN(void) { ... } main.dll calls AttachMGN function from one of the source file: #include "stdafx.h" #include "..\mgn\mgn.h" bool CreateClient() { return ::AttachMGN(); } mgn.dll compiles successfully. main.dll doesn't show any errors in VS text editor, I can navigate using "Go To Definition" function. However during build I get the error: error LNK2019: unresolved external symbol _imp_AttachMGN referenced in function "bool __cdecl CreateClient(void)" (?CreateClient@@AW4XZ) Both DLLs compile into the same folder. DependencyWalker shows the function AttachMGN as exported. Main project has a dependency set to Mgn project, if that matters. I believe that I simply have overlooked something.... Thanks in advance.

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  • JUnit 4 test suite problems

    - by Hypnus
    Hi, i have a problem with some JUnit 4 tests that i run with a test suite. If i run the tests individually they work with no problems but when run in a suite most of them, 90% of the test methods, fail with errors. What i noticed is that always the first tests works fine but the rest are failing. Another thing is that a few of the tests the methods are not executed in the right order (the reflection does not work as aspected - or it does because the retrieval of the methods is not necessarily in the created order). This usually happens if there is more than one test with methods that have the same name. I tried to debug some of the tests and it seems that from a line to the next the value of some attributes gets null. Does anyone know what is the problem, or if the behavior is "normal"? Thanks in advance.

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  • allow editing of config files by WIndows Server 2008 admins running non-elevated?

    - by Justin Grant
    My company produces a cross-platform server application which loads its configuration from user-editable configuration files. On Windows, config files are locked down at Setup time to allow reading by all users but restrict editing to Administrators only. Unfortunately, on Windows Server 2008, even local administrators no longer have admin privileges (because of UAC) unless they're running an elevated app. My question is: if a Windows Server 2008 admin wants to edit an admins-only config file, how does he normally do it? Is he forced to use a text editor which is smart enough to auto-elevate when elevation is needed, like Windows Explorer does in response to access denied errors? Or is there something that we can do in our app (e.g. in ACLs we lay down at setup time) which signal apps (or explorer) that elevation is needed before editing the file or which otherwise make our app friendlier to admins running on modern Windows OS's?

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Java Thread - Synchronization issue

    - by Yatendra Goel
    From Sun's tutorial: Synchronized methods enable a simple strategy for preventing thread interference and memory consistency errors: if an object is visible to more than one thread, all reads or writes to that object's variables are done through synchronized methods. (An important exception: final fields, which cannot be modified after the object is constructed, can be safely read through non-synchronized methods, once the object is constructed) This strategy is effective, but can present problems with liveness, as we'll see later in this lesson. Q1. Is the above statements mean that if an object of a class is going to be shared among multiple threads, then all instance methods of that class (except getters of final fields) should be made synchronized, since instance methods process instance variables?

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  • "Cannot use fixed local inside lambda expression"

    - by JulianR
    I have an XNA 3.0 project that compiled just fine in VS2008, but that gives compile errors in VS2010 (with XNA 4.0 CTP). The error: Cannot use fixed local 'depthPtr' inside an anonymous method, lambda expression, or query expression depthPtr is a fixed float* into an array, that is used inside a Parallel.For lambda expression from System.Threading. As I said, this compiled and ran just fine on VS2008, but it does not on VS2010, even when targeting .NET 3.5. Has this changed in .NET 4.0, and even so, shouldn't it still compile when I choose .NET 3.5 as the target framework? Searching for the term "Cannot use fixed local" yields exactly one (useless) result, both in Google and Bing. If this has changed, what is the reason for this? I can imagine capturing a fixed pointer-type in a closure could get a bit weird, is that why? So I'm guessing this is bad practice? And before anyone asks: no, the use of pointers is not absolutely critical here. I would still like to know though :)

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  • How to warn for the use of unset variables in a korn shell script

    - by Lepu
    Is there any way to throw errors or warnings in a korn shell script to prevent the use of unset variables ? Let's assume I have a temporary folder that I want to remove. TEMP_FILES_DIR='/app/myapp/tmp' rm -Rf $TEMP_FILE_DIR #notice the misspelling How to prevent this kind of mistakes before they actually happen? I know the script should check for file existence and empty string before attempting to remove, this is just a silly example to illustrate a mistake that could have been avoided with some warnings. I don't know if this feature exists in ksh. If it does exist, how do you turn it on?

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  • Unsigneds in order to prevent negative numbers

    - by Bruno Brant
    let's rope I can make this non-sujective Here's the thing: Sometimes, on fixed-typed languages, I restrict input on methods and functions to positive numbers by using the unsigned types, like unsigned int or unsigned double, etc. Most libraries, however, doesn't seem to think that way. Take C# string.Length. It's a integer, even though it can never be negative. Same goes for C/C++: sqrt input is an int or a double. I know there are reasons for this ... for example your argument might be read from a file and (no idea why) you may prefer to send the value directly to the function and check for errors latter (or use a try-catch block). So, I'm assuming that libraries are way better designed than my own code. So what are the reasons against using unsigned numbers to represent positive numbers? It's because of overflow when we cast then back to signed types?

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  • technique for how to debug macros in C

    - by Dervin Thunk
    Hi. So I have the (mostly vilified) #define MAX( a, b ) ( ((a) > (b)) ? (a) : (b) ) somewhere in a program (yes, yes, I know). At some point in the code there is a comparison X>-1?, where X is (as far as I can tell) a (signed) integer. The line is j += MAX(bmGs[i], bmBc[(int)y[i + j]] - m + 1 + i);, where y here is a char*. Not necessarily surprisingly, I find that the macro is returning -1 as the larger number (I'm guessing too long a number for int or an unsigned issue, but I can't find it). I would like to know techniques you guys may have for finding these kinds of errors. Notice that I'm not asking for programming advice about whether or not to use that macro, I'm sure folks are dying to tell me I should refrain from things like that, but the question is going somewhere else. Thanks.

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  • Why does System.Threading.Timer callback successfully update UI?

    - by Geo P
    I have several System.Threading.Timers on my form application with callbacks that update the UI...successfully - i.e. without throwing errors. I had built these earlier, before I knew that UI should not be updated on any thread other than the UI thread. Now I am confused as to why it does not throw cross-thread exceptions when I am updating UI on these separate threading.timer threads? I will be changing these callbacks so that the UI updates are invoked on UI thread, but I am curious as to why this works. Edit: My application is a WinForms Application.

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