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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Tuesday + 3 = Friday? C++ Programming Problem

    - by lampshade
    Looking at the main function, we can see that I've Hard Coded the "Monday" into my setDay public function. It is easy to grab a day of the week from the user using a c-string (as I did in setDay), but how would I ask the user to add n to the day that is set, "Monday" and come up with "Thursday"? It is hard because typdef enum { INVALID, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY, SUNDAY} doesn't interpret 9 is 0 and/or 10 as 1. #include <iostream> using std::cout; using std::endl; class DayOfTheWeek //class is encapsulation of functions and members that manipulate the data. { public: DayOfTheWeek(); // Constructor virtual ~DayOfTheWeek(); // Destructor void setDay(const char * day); // Function to set the day void printDay() const; // Function to Print the day. const char * getDay() const; // Function to get the day. const char * plusOneDay(); // Next day function const char * minusOneDay(); // Previous day function const char * addDays(int addValue); // function that adds days based on parameter value private: char * day; // variable for the days of the week. }; DayOfTheWeek::DayOfTheWeek() : day(0) { // Usually I would allocate pointer member variables // Here in the construction of the Object } const char * DayOfTheWeek::getDay() const { return day; // we can get the day simply by returning it. } const char * DayOfTheWeek::minusOneDay() { if ( strcmp( day, "Monday" ) == 0) { cout << "The day before " << day << " is "; return "Sunday"; } else if ( strcmp( day, "Tuesday" ) == 0 ) { cout << "The day before " << day << " is "; return "Monday"; } else if ( strcmp( day, "Wednesday" ) == 0 ) { cout << "The day before " << day << " is "; return "Tuesday"; } else if ( strcmp( day, "Thursday" ) == 0 ) { cout << "The day before " << day << " is "; return "Wednesday"; } else if ( strcmp( day, "Friday" ) == 0 ) { cout << "The day before " << day << " is "; return "Thursday"; } else if ( strcmp( day, "Saturday" ) == 0 ) { cout << "The day before " << day << " is "; return "Friday"; } else if ( strcmp( day, "Sunday" ) == 0 ) { cout << "The day before " << day << " is "; return "Saturday"; } else { cout << "'" << day << "'"; return "is an invalid day of the week!"; } } const char * DayOfTheWeek::plusOneDay() { if ( strcmp( day, "Monday" ) == 0) { cout << "The day after " << day << " is "; return "Tuesday"; } else if ( strcmp( day, "Tuesday" ) == 0 ) { cout << "The day after " << day << " is "; return "Wednesday"; } else if ( strcmp( day, "Wednesday" ) == 0 ) { cout << "The day after " << day << " is "; return "Thursday"; } else if ( strcmp( day, "Thursday" ) == 0 ) { cout << "The day after " << day << " is "; return "Friday"; } else if ( strcmp( day, "Friday" ) == 0 ) { cout << "The day after " << day << " is "; return "Saturday"; } else if ( strcmp( day, "Saturday" ) == 0 ) { cout << "The day after " << day << " is "; return "Sunday"; } else if ( strcmp( day, "Sunday" ) == 0 ) { cout << "The day after " << day << " is "; return "Monday"; } else { cout << "'" << day << "'"; return " is an invalid day of the week!"; } } const char * DayOfTheWeek::addDays(int addValue) { if ( addValue < 0 ) { if ( strcmp( day, "Monday" ) == 0) { cout << day << " - " << -addValue << " = "; return "Friday"; } else if ( strcmp( day, "Tuesday" ) == 0 ) { cout << day << " - " << -addValue << " = "; return "Saturday"; } else if ( strcmp( day, "Wednesday" ) == 0 ) { cout << day << " - " << -addValue << " = "; return "Sunday"; } else if ( strcmp( day, "Thursday" ) == 0 ) { cout << day << " - " << -addValue << " = "; return "Monday"; } else if ( strcmp( day, "Friday" ) == 0 ) { cout << day << " - " << -addValue << " = "; return "Tuesday"; } else if ( strcmp( day, "Saturday" ) == 0 ) { cout << day << " - " << -addValue << " = "; return "Wednesday"; } else if ( strcmp( day, "Sunday" ) == 0 ) { cout << day << " - " << -addValue << " = "; return "Thursday"; } else { cout << "'" << day << "' "; return "is an invalid day of the week! "; } } else // if our parameter is greater than 0 (positive) { if ( strcmp( day, "Monday" ) == 0) { cout << day << " + " << addValue << " = "; return "Thursday"; } else if ( strcmp( day, "Tuesday" ) == 0 ) { cout << day << " + " << addValue << " = "; return "Friday"; } else if ( strcmp( day, "Wednesday" ) == 0 ) { cout << day << " + " << addValue << " = "; return "Saturday"; } else if ( strcmp( day, "Thursday" ) == 0 ) { cout << day << " + " << addValue << " = "; return "Sunday"; } else if ( strcmp( day, "Friday" ) == 0 ) { cout << day << " + " << addValue << " = "; return "Monday"; } else if ( strcmp( day, "Saturday" ) == 0 ) { cout << day << " + " << addValue << " = "; return "Tuesday"; } else if ( strcmp( day, "Sunday" ) == 0 ) { cout << day << " + " << addValue << " = "; return "Wednesday"; } else { cout << "'" << day << "' "; return "is an invalid day of the week! "; } } } void DayOfTheWeek::printDay() const { cout << "The Value of the " << day; } void DayOfTheWeek::setDay(const char * day) { if (day) {// Here I am allocating the object member char day pointer this->day = new char[strlen(day)+1]; size_t length = strlen(day)+1; // +1 for trailing null char strcpy_s(this->day , length , day); // copying c-strings } else day = NULL; // If their was a problem with the parameter 'day' } DayOfTheWeek::~DayOfTheWeek() { delete day; // Free the memory allocated in SetDay } int main() { DayOfTheWeek MondayObject; // declare an object MondayObject.setDay("Monday"); // Call our public function 'setDay' to set a day of the week MondayObject.printDay(); // Call our public function 'printDay' to print the day we set cout << " object is " << MondayObject.getDay() << endl; // Print the value of the object cout << MondayObject.plusOneDay() << endl; cout << MondayObject.minusOneDay() << endl; cout << MondayObject.addDays(3) << endl; MondayObject.printDay(); cout << " object is still " << MondayObject.getDay() << endl; // Print the value of the object cout << MondayObject.addDays(-3) << endl; return 0; }

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  • NHibernate Pitfalls: Custom Types and Detecting Changes

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. NHibernate supports the declaration of properties of user-defined types, that is, not entities, collections or primitive types. These are used for mapping a database columns, of any type, into a different type, which may not even be an entity; think, for example, of a custom user type that converts a BLOB column into an Image. User types must implement interface NHibernate.UserTypes.IUserType. This interface specifies an Equals method that is used for comparing two instances of the user type. If this method returns false, the entity is marked as dirty, and, when the session is flushed, will trigger an UPDATE. So, in your custom user type, you must implement this carefully so that it is not mistakenly considered changed. For example, you can cache the original column value inside of it, and compare it with the one in the other instance. Let’s see an example implementation of a custom user type that converts a Byte[] from a BLOB column into an Image: 1: [Serializable] 2: public sealed class ImageUserType : IUserType 3: { 4: private Byte[] data = null; 5: 6: public ImageUserType() 7: { 8: this.ImageFormat = ImageFormat.Png; 9: } 10: 11: public ImageFormat ImageFormat 12: { 13: get; 14: set; 15: } 16: 17: public Boolean IsMutable 18: { 19: get 20: { 21: return (true); 22: } 23: } 24: 25: public Object Assemble(Object cached, Object owner) 26: { 27: return (cached); 28: } 29: 30: public Object DeepCopy(Object value) 31: { 32: return (value); 33: } 34: 35: public Object Disassemble(Object value) 36: { 37: return (value); 38: } 39: 40: public new Boolean Equals(Object x, Object y) 41: { 42: return (Object.Equals(x, y)); 43: } 44: 45: public Int32 GetHashCode(Object x) 46: { 47: return ((x != null) ? x.GetHashCode() : 0); 48: } 49: 50: public override Int32 GetHashCode() 51: { 52: return ((this.data != null) ? this.data.GetHashCode() : 0); 53: } 54: 55: public override Boolean Equals(Object obj) 56: { 57: ImageUserType other = obj as ImageUserType; 58: 59: if (other == null) 60: { 61: return (false); 62: } 63: 64: if (Object.ReferenceEquals(this, other) == true) 65: { 66: return (true); 67: } 68: 69: return (this.data.SequenceEqual(other.data)); 70: } 71: 72: public Object NullSafeGet(IDataReader rs, String[] names, Object owner) 73: { 74: Int32 index = rs.GetOrdinal(names[0]); 75: Byte[] data = rs.GetValue(index) as Byte[]; 76: 77: this.data = data as Byte[]; 78: 79: if (data == null) 80: { 81: return (null); 82: } 83: 84: using (MemoryStream stream = new MemoryStream(this.data ?? new Byte[0])) 85: { 86: return (Image.FromStream(stream)); 87: } 88: } 89: 90: public void NullSafeSet(IDbCommand cmd, Object value, Int32 index) 91: { 92: if (value != null) 93: { 94: Image data = value as Image; 95: 96: using (MemoryStream stream = new MemoryStream()) 97: { 98: data.Save(stream, this.ImageFormat); 99: value = stream.ToArray(); 100: } 101: } 102: 103: (cmd.Parameters[index] as DbParameter).Value = value ?? DBNull.Value; 104: } 105: 106: public Object Replace(Object original, Object target, Object owner) 107: { 108: return (original); 109: } 110: 111: public Type ReturnedType 112: { 113: get 114: { 115: return (typeof(Image)); 116: } 117: } 118: 119: public SqlType[] SqlTypes 120: { 121: get 122: { 123: return (new SqlType[] { new SqlType(DbType.Binary) }); 124: } 125: } 126: } In this case, we need to cache the original Byte[] data because it’s not easy to compare two Image instances, unless, of course, they are the same.

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  • Is null return path reliable indication of a bounce?

    - by Vasiliy Faronov
    I have a mailbox that receives bounces as well as normal email (the latter includes messages from automated services). I want to filter out the bounces and forward them to another mailbox. Assume I cannot change the envelope return path in email I send. Is “null return path” a reliable criterion to tell bounces from normal mail? Roughly how many false positives and false negatives can I expect if I apply it?

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  • How can unrealscript halt event handler execution after an arbitrary number of lines with no return or error?

    - by Dan Cowell
    I have created a class that extends TcpLink and is instantiated in a custom Kismet Sequence Action. It is being instantiated correctly and is making the GET HTTP request that I need it to (I have checked my access log in apache) and Apache is responding to the request with the appropriate content. The problem I have is that I'm using the event receive mode and it appears that somehow the handler for the Opened event is halted after a specific number of lines of code have executed. Here is my code for the Opened event: event Opened() { // A connection was established WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } As you can see, a number of the Broadcast calls have been commented out. Initially, only the lines up to the Broadcast containing "[DNomad_TcpLinkClient] Sent request: " were being executed and none of the Broadcasts were commented out. After commenting out that line, the next Broadcast was successful and so on and so forth. As a test, I commented out the very first Broadcast to see if the connection closing had any effect: // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); Upon doing that, an additional Broadcast at the end of the function executed. Thus the inference that there is an upper limit to the number of lines executed. Additionally, my ReceivedText handler is never called, despite Apache returning the correct HTTP 200 response with a body. My working hypothesis is that somehow after the Sequence Action finishes executing the garbage collector cleans up the TcpLinkClient instance. My biggest source of confusion with that is how on earth it does it during the execution of an event handler. Has anyone ever seen anything like this before? My full TcpLinkClient class is below: /* * TcpLinkClient based on an example usage of the TcpLink class by Michiel 'elmuerte' Hendriks for Epic Games, Inc. * */ class DNomad_TcpLinkClient extends TcpLink; var PlayerController PC; var string TargetHost; var int TargetPort; var string path; var string requesttext; var string userId; var string apartmentId; var string statusCode; var string responseData; event PostBeginPlay() { super.PostBeginPlay(); } function DoTcpLinkRequest(string uid, string id) //removes having to send a host { userId = uid; apartmentId = id; Resolve(targethost); } function string GetStatus() { return statusCode; } event Resolved( IpAddr Addr ) { // The hostname was resolved succefully WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] "$TargetHost$" resolved to "$ IpAddrToString(Addr)); // Make sure the correct remote port is set, resolving doesn't set // the port value of the IpAddr structure Addr.Port = TargetPort; //dont comment out this log because it rungs the function bindport WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Bound to port: "$ BindPort() ); if (!Open(Addr)) { WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Open failed"); } } event ResolveFailed() { WorldInfo.Game.Broadcast(self, "[TcpLinkClient] Unable to resolve "$TargetHost); // You could retry resolving here if you have an alternative // remote host. //send failed message to scaleform UI //JunHud(JunPlayerController(PC).myHUD).JunMovie.CallSetHTML("Failed"); } event Opened() { // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } event Closed() { // In this case the remote client should have automatically closed // the connection, because we requested it in the HTTP request. WorldInfo.Game.Broadcast(self, "Connection closed."); // After the connection was closed we could establish a new // connection using the same TcpLink instance. } event ReceivedText( string Text ) { WorldInfo.Game.Broadcast(self, "Received Text: "$Text); //we dont want the header info, so we split the string after two new lines Text = Split(Text, chr(13)$chr(10)$chr(13)$chr(10), true); WorldInfo.Game.Broadcast(self, "Split Text: "$Text); statusCode = Text; } event ReceivedLine( string Line ) { WorldInfo.Game.Broadcast(self, "Received Line: "$Line); } event ReceivedBinary( int Count, byte B[255] ) { WorldInfo.Game.Broadcast(self, "Received Binary of length: "$Count); } defaultproperties { TargetHost="127.0.0.1" TargetPort=80 //default for HTTP LinkMode=MODE_Text ReceiveMode=RMODE_Event path = "dnomad/datafeed.php" userId = "0"; apartmentId = "0"; statusCode = ""; send = false; }

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  • We've completed the first iteration

    - by CliveT
    There are a lot of features in C# that are implemented by the compiler and not by the underlying platform. One such feature is a lambda expression. Since local variables cannot be accessed once the current method activation finishes, the compiler has to go out of its way to generate a new class which acts as a home for any variable whose lifetime needs to be extended past the activation of the procedure. Take the following example:     Random generator = new Random();     Func func = () = generator.Next(10); In this case, the compiler generates a new class called c_DisplayClass1 which is marked with the CompilerGenerated attribute. [CompilerGenerated] private sealed class c__DisplayClass1 {     // Fields     public Random generator;     // Methods     public int b__0()     {         return this.generator.Next(10);     } } Two quick comments on this: (i)    A display was the means that compilers for languages like Algol recorded the various lexical contours of the nested procedure activations on the stack. I imagine that this is what has led to the name. (ii)    It is a shame that the same attribute is used to mark all compiler generated classes as it makes it hard to figure out what they are being used for. Indeed, you could imagine optimisations that the runtime could perform if it knew that classes corresponded to certain high level concepts. We can see that the local variable generator has been turned into a field in the class, and the body of the lambda expression has been turned into a method of the new class. The code that builds the Func object simply constructs an instance of this class and initialises the fields to their initial values.     c__DisplayClass1 class2 = new c__DisplayClass1();     class2.generator = new Random();     Func func = new Func(class2.b__0); Reflector already contains code to spot this pattern of code and reproduce the form containing the lambda expression, so this is example is correctly decompiled. The use of compiler generated code is even more spectacular in the case of iterators. C# introduced the idea of a method that could automatically store its state between calls, so that it can pick up where it left off. The code can express the logical flow with yield return and yield break denoting places where the method should return a particular value and be prepared to resume.         {             yield return 1;             yield return 2;             yield return 3;         } Of course, there was already a .NET pattern for expressing the idea of returning a sequence of values with the computation proceeding lazily (in the sense that the work for the next value is executed on demand). This is expressed by the IEnumerable interface with its Current property for fetching the current value and the MoveNext method for forcing the computation of the next value. The sequence is terminated when this method returns false. The C# compiler links these two ideas together so that an IEnumerator returning method using the yield keyword causes the compiler to produce the implementation of an Iterator. Take the following piece of code.         IEnumerable GetItems()         {             yield return 1;             yield return 2;             yield return 3;         } The compiler implements this by defining a new class that implements a state machine. This has an integer state that records which yield point we should go to if we are resumed. It also has a field that records the Current value of the enumerator and a field for recording the thread. This latter value is used for optimising the creation of iterator instances. [CompilerGenerated] private sealed class d__0 : IEnumerable, IEnumerable, IEnumerator, IEnumerator, IDisposable {     // Fields     private int 1__state;     private int 2__current;     public Program 4__this;     private int l__initialThreadId; The body gets converted into the code to construct and initialize this new class. private IEnumerable GetItems() {     d__0 d__ = new d__0(-2);     d__.4__this = this;     return d__; } When the class is constructed we set the state, which was passed through as -2 and the current thread. public d__0(int 1__state) {     this.1__state = 1__state;     this.l__initialThreadId = Thread.CurrentThread.ManagedThreadId; } The state needs to be set to 0 to represent a valid enumerator and this is done in the GetEnumerator method which optimises for the usual case where the returned enumerator is only used once. IEnumerator IEnumerable.GetEnumerator() {     if ((Thread.CurrentThread.ManagedThreadId == this.l__initialThreadId)               && (this.1__state == -2))     {         this.1__state = 0;         return this;     } The state machine itself is implemented inside the MoveNext method. private bool MoveNext() {     switch (this.1__state)     {         case 0:             this.1__state = -1;             this.2__current = 1;             this.1__state = 1;             return true;         case 1:             this.1__state = -1;             this.2__current = 2;             this.1__state = 2;             return true;         case 2:             this.1__state = -1;             this.2__current = 3;             this.1__state = 3;             return true;         case 3:             this.1__state = -1;             break;     }     return false; } At each stage, the current value of the state is used to determine how far we got, and then we generate the next value which we return after recording the next state. Finally we return false from the MoveNext to signify the end of the sequence. Of course, that example was really simple. The original method body didn't have any local variables. Any local variables need to live between the calls to MoveNext and so they need to be transformed into fields in much the same way that we did in the case of the lambda expression. More complicated MoveNext methods are required to deal with resources that need to be disposed when the iterator finishes, and sometimes the compiler uses a temporary variable to hold the return value. Why all of this explanation? We've implemented the de-compilation of iterators in the current EAP version of Reflector (7). This contrasts with previous version where all you could do was look at the MoveNext method and try to figure out the control flow. There's a fair amount of things we have to do. We have to spot the use of a CompilerGenerated class which implements the Enumerator pattern. We need to go to the class and figure out the fields corresponding to the local variables. We then need to go to the MoveNext method and try to break it into the various possible states and spot the state transitions. We can then take these pieces and put them back together into an object model that uses yield return to show the transition points. After that Reflector can carry on optimising using its usual optimisations. The pattern matching is currently a little too sensitive to changes in the code generation, and we only do a limited analysis of the MoveNext method to determine use of the compiler generated fields. In some ways, it is a pity that iterators are compiled away and there is no metadata that reflects the original intent. Without it, we are always going to dependent on our knowledge of the compiler's implementation. For example, we have noticed that the Async CTP changes the way that iterators are code generated, so we'll have to do some more work to support that. However, with that warning in place, we seem to do a reasonable job of decompiling the iterators that are built into the framework. Hopefully, the EAP will give us a chance to find examples where we don't spot the pattern correctly or regenerate the wrong code, and we can improve things. Please give it a go, and report any problems.

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  • ASP.NET MVC jquery.UI dialog - How to validate the dialog's input on server and return error?

    - by Rick
    I am using jQuery1.4.2, ASP.NET MVC 2 and jQuery.UI-1.8. I am creating a data input dialog which works OK when all the data is valid, but I want to validate the input data on the server and return an error to the dialog describing the error and I am not quite sure how to do that and keep the dialog open. The dialog is opened when a link is clicked. The solution may be to try to bypass more of the MVC framework's default binding that handles the submit button clicks and creates the expected ProfilePermission object and calls the Controller's AddPermission POST Action method, but I was hoping there may be an easier way without have to write more jquery/javascript code to handle the button clicks and pass the data to the server. My script code looks like $("#dialog").dialog({ modal: true, position: ['center', 180], width: 500, height: 130, autoOpen: false }); $(".addPermissionDialog").click(function (event) { event.preventDefault(); $("#dialog").dialog('open'); return false; }); My View <div id="dialog" title="Add Permission"> <%: Html.ValidationSummary("") %> <% using (Html.BeginForm("AddPermission", "Profile")) { %> <%: Html.Hidden("PersonId") %> <%: Html.Hidden("ProfileId") %> <div class="editor-label"> <label for="PersonName">User Name:</label> <%: Html.TextBox("PersonName")%> <label for="PermissionType">Permission:</label> <select name="PermissionTypeId" id="PermissionTypeId" > <option value="2">Edit</option> <option value="3">View</option> </select> </div> <br /> <p> <input type="submit" name="saveButton" value="Add Permission" /> <input type="submit" id="cancelButton" name="cancelButton" value="Cancel" /> <script type="text/javascript"> document.getElementById("cancelButton").disableValidation = true; </script> </p> <% } %> </div> <br /> <p> <%: Html.ActionLink("Add Permission", "AddPermission", new { profileId = Model.First().ProfileId }, new { @class = "addPermissionDialog" })%> </p> My Controller action [AcceptVerbs("Post")] [HandleError] public ActionResult AddPermission(string cancelButton, ProfilePermission profilePermission) { ViewData["Controller"] = controllerName; ViewData["CurrentCategory"] = "AddPermission"; ViewData["ProfileId"] = profilePermission.ProfileId; PermissionTypes permission = repository.GetAccessRights(profilePermission.ProfileId); if (permission == PermissionTypes.View || permission == PermissionTypes.None) { ViewData["Message"] = "You do not have access rights (Edit or Owner permissions) to this profile"; return View("Error"); } // If cancel return to previous page if (cancelButton != null) { return RedirectToAction("ManagePermissions", new { profileId = profilePermission.ProfileId }); } if (ModelState.IsValid) { repository.SavePermission(profilePermission); return RedirectToAction("ManagePermissions", new { profileId = profilePermission.ProfileId }); } // IF YOU GET HERE THERE WAS AN ERROR return PartialView(profilePermission); // The desire is to redisplay the dialog with error message }

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  • How to dismiss keyboard for UITextView with return key?

    - by iPhoney
    In IB's library, the introduction tells us that when the return key is pressed, the keyboard for UITextView will disappear. But actually the return key can only act as '\n'. I can add a button and use [txtView resignFirstResponder] to hide the keyboard. But is there a way to add the action for the return key in keyboard so that I needn't add another button.

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  • adresse book with C programming, i have problem with library i think, couldn't complite my code

    - by osabri
    I've divided my code in small programm so it can be easy to excute /* ab_error.c : in case of errors following messages will be displayed */ #include "adressbook.h" static char *errormsg[] = { "", "\nNot enough space on disk", "\nCannot open file", "\nCannot read file", "\nCannot write file" }; void check(int error) { switch(error) { case 0: return; case 1: write_file(); case 2: case 3: case 4: system("cls"); fputs(errormsg[error], stderr); exit(error); } } 2nd /* ab_fileio.c : functions for file input/output */ include "adressbook.h" static char ab_file[] = "ADRESSBOOK.DAT"; //file to save the entries int read_file(void) { int error = 0; FILE *fp; ELEMENT *new_e, *last_e = NULL; DATA buffer; if( (fp = fopen(ab_file, "rb")) == NULL) return -1; //no file found while (fread(&buffer, sizeof(DATA), 1, fp) == 1) //reads one list element after another { if( (new_e = make_element()) == NULL) { error = 1; break; //not enough space } new_e->person = buffer; //copy data to new element new_e->next = NULL; if(hol.first == NULL) //list is empty? hol.first = new_e; //yes else last_e->next = new_e; //no last_e = new_e; ++hol.amount; } if( !error && !feof(fp) ) error = 3; //cannot read file fclose(fp); return error; } /-------------------------------/ int write_file(void) { int error = 0; FILE *fp; ELEMENT *p; if( (p = hol.first) == NULL) return 0; //list is empty if( (fp = fopen(ab_file, "wb")) == NULL) return 2; //cannot open while( p!= NULL) { if( fwrite(&p->person, sizeof(DATA), 1, fp) < 1) { error = 4; break; //cannot write } p = p->next; } fclose(fp); return error; } 3rd /* ab_list.c : functions to manipulate the list */ #include "adressbook.h" HOL hol = {0, NULL}; //global definition for head of list /* -------------------- */ ELEMENT *make_element(void) { return (ELEMENT *)malloc( sizeof(ELEMENT) ); } /* -------------------- */ int ins_element( DATA *newdata) { ELEMENT *new_e, *pre_p; if((new_e = make_element()) == NULL) return 1; new_e ->person = *newdata; // copy data to new element pre_p = search(new_e->person.family_name); if(pre_p == NULL) //no person in list { new_e->next = hol.first; //put it to the begin hol.first = new_e; } else { new_e->next = pre_p->next; pre_p->next = new_e; } ++hol.amount; return 0; } int erase_element( char name, char surname ) { return 0; } /* ---------------------*/ ELEMENT *search(char *name) { ELEMENT *sp, *retp; //searchpointer, returnpointer retp = NULL; sp = hol.first; while(sp != NULL && sp->person.family_name != name) { retp = sp; sp = sp->next; } return(retp); } 4th /* ab_screen.c : functions for printing information on screen */ #include "adressbook.h" #include <conio.h> #include <ctype.h> /* standard prompts for in- and output */ static char pgmname[] = "---- Oussama's Adressbook made in splendid C ----"; static char options[] = "\ 1: Enter new adress\n\n\ 2: Delete entry\n\n\ 3: Change entry\n\n\ 4: Print adress\n\n\ Esc: Exit\n\n\n\ Your choice . . .: "; static char prompt[] = "\ Name . . . .:\n\ Surname . . :\n\n\ Street . . .:\n\n\ House number:\n\n\ Postal code :\n\n\ Phone number:"; static char buttons[] = "\ <Esc> = cancel input <Backspace> = correct input\ <Return> = assume"; static char headline[] = "\ Name Surname Street House Postal code Phone number \n\ ------------------------------------------------------------------------"; static char further[] = "\ -------- continue with any key --------"; /* ---------------------------------- */ int menu(void) //show menu and read user input { int c; system ("cls"); set_cur(0,20); puts(pgmname); set_cur(6,0); printf("%s", options); while( (c = getch()) != ESC && (c < '1' || c > '4')) putch('\a'); return c; } /* ---------------------------------- */ int print_adr_book(void) //display adressbook { int line = 1; ELEMENT *p = hol.first; system("cls"); set_cur(0,20); puts(pgmname); set_cur(2,0); puts(headline); set_cur(5,0); while(p != NULL) //run through list and show entries { printf("%5d %-15s ",line, p->person.family_name); printf("%-12s %-15s ", p->person.given_name, p->person.street); printf("%-4d %-5d %-12d\n",p->person.house_number, p->person.postal_code, p->person.phone); p = p->next; if( p == NULL || ++line %16 == 1) //end of list or screen is full { set_cur(24,0); printf("%s",further); if( getch() == ESC) return 0; set_cur(5,0); scroll_up(0,5,24);//puts(headline); } } return 0; } /* -------------------------------------------*/ int make_entry(void) { char cache[50]; DATA newperson; ELEMENT *p; while(1) { system("cls"); set_cur(0,20); puts(pgmname); set_cur(6,0); puts("Please enter new data:"); set_cur(10,0); puts(prompt); set_cur(24,0); printf("%s",buttons); balken(10, 25, MAXL, ' ',0x70); //input name if(input(newperson.family_name, MAXL, ESC, CR) == ESC) return 0; balken(12,25, MAXL, ' ', 0x70); //surname if(input(newperson.given_name, MAXL, ESC, CR) == ESC) return 0; balken(14,25, 30, ' ', 0x70); //street if(input(newperson.street, 30, ESC, CR) == ESC) return 0; balken(16,25, 4, ' ',0x70); //housenumber if(input(cache, 4, ESC, CR) == ESC) return 0; newperson.house_number = atol(cache); //to string balken(18,25, 5, ' ',0x70); //postal code if(input(cache, 5, ESC, CR) == ESC) return 0; newperson.postal_code = atol(cache); //to string balken(20,25, 20, ' ',0x70); //phone number if(input(cache, 20, ESC, CR) == ESC) return 0; newperson.phone = atol(cache); //to string p = search(newperson.phone); if( p!= NULL && p->person.phone == newperson.phone) { set_cur(22,25); puts("phonenumber already exists!"); set_cur(24,0); printf("%s, further"); getch(); continue; } } } 5th /* adress_book_project.c : main program to create an adressbook */ /* copyrights by Oussama Sabri, June 2010 */ #include "adressbook.h" //project header file int main() { int rv, cmd; //return value, user command if ( (rv = read_file() ) == -1) // no data saved yet rv = make_entry(); check(rv); //prompts an error and quits program on disfunction do { switch (cmd = menu())//calls menu and gets user input back { case '1': rv = make_entry(); break; case '2': //delete entry case '3': //changes entry rv = change_entry(cmd); break; case '4': //prints adressbook on screen rv = print_adr_book(); break; case ESC: //end of program system ("cls"); rv = 0; break; } }while(cmd!= ESC); check ( write_file() ); //save adressbook return 0; } 6th /* Getcb.c --> Die Funktion getcb() liefert die naechste * * Tastatureingabe (ruft den BIOS-INT 0x16 auf). * * Return-Wert: * * ASCII-Code bzw. erweiterter Code + 256 */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> int getcb(void) { union REGS intregs; intregs.h.ah = 0; // Subfunktion 0: ein Zeichen // von der Tastatur lesen. int86( 0x16, &intregs, &intregs); if( intregs.h.al != 0) // Falls ASCII-Zeichen, return (intregs.h.al); // dieses zurueckgeben. else // Sonst den erweiterten return (intregs.h.ah + 0x100); // Code + 256 } 7th /* PUTCB.C --> enthaelt die Funktionen * * - putcb() * * - putcb9() * * - balken() * * - input() * * * * Es werden die Funktionen 9 und 14 des Video-Interrupts * * (ROM-BIOS-Interrupt 0x10) verwendet. * * * * Die Prototypen dieser Funktionen stehen in BIO.H */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> #define VIDEO_INT 0x10 /*---------------------------------------------------------------- * putcb(c) gibt das Zeichen auf der aktuellen Cursor-Position * am Bildschirm aus. Der Cursor wird versetzt. * Steuerzeichen Back-Space, CR, LF und BELL werden * ausgefuehrt. * Return-Wert: keiner */ void putcb(unsigned char c) /* Gibt das Zeichen in c auf */ { /* den Bildschirm aus. */ union REGS intregs; intregs.h.ah = 14; /* Subfunktion 14 ("Teletype") */ intregs.h.al = c; intregs.h.bl = 0xf; /* Vordergrund-Farbe im */ /* Grafik-Modus. */ int86(VIDEO_INT, &intregs, &intregs); } /*---------------------------------------------------------------- * putcb9(c,count,mode) gibt das Zeichen in c count-mal im * angegebenen Modus auf der aktuellen * Cursor-Position am Bildschirm aus. * Der Cursor wird nicht versetzt. * * Return-Wert: keiner */ void putcb9( unsigned char c, /* das Zeichen */ unsigned count, /* die Anzahl */ unsigned mode ) /* Low-Byte: das Atrribut */ { /* High-Byte: die Bildschirmseite*/ union REGS intregs; intregs.h.ah = 9; /* Subfunktion 9 des Int 0x10 */ intregs.h.al = c; intregs.x.bx = mode; intregs.x.cx = count; int86( VIDEO_INT, &intregs, &intregs); } /*---------------------------------------------------------------- * balken() positioniert den Cursor und zeichnet einen Balken, * wobei Position, L„nge, Fllzeichen und Attribut * als Argumente bergeben werden. * Der Cursor bleibt auf der ersten Position im Balken. */ void balken( unsigned int zeile, /* Start-Position */ unsigned int spalte, unsigned int laenge, /* Laenge des Balkens */ unsigned char c, /* Fuellzeichen */ unsigned int modus) /* Low-Byte: Attribut */ /* High-Byte: Bildschirmseite */ { union REGS intregs; intregs.h.ah = 2; /* Cursor auf der angegebenen */ intregs.h.dh = zeile; /* Bildschirmseite versetzen. */ intregs.h.dl = spalte; intregs.h.bh = (modus >> 8); int86(VIDEO_INT, &intregs, &intregs); putcb9(c, laenge, modus); /* Balken ausgeben. */ } /*---------------------------------------------------------------- * input() liest Zeichen von der Tastatur ein und haengt '\0' an. * Mit Backspace kann die Eingabe geloescht werden. * Das Attribut am Bildschirm bleibt erhalten. * * Argumente: 1. Zeiger auf den Eingabepuffer. * 2. Anzahl maximal einzulesender Zeichen. * 3. Die optionalen Argumente: Zeichen, mit denen die * Eingabe abgebrochen werden kann. * Diese Liste muá mit CR = '\r' enden! * Return-Wert: Das Zeichen, mit dem die Eingabe abgebrochen wurde. */ #include <stdarg.h> int getcb( void); /* Zum Lesen der Tastatur */ int input(char *puffer, int max,... ) { int c; /* aktuelles Zeichen */ int breakc; /* Abruchzeichen */ int nc = 0; /* Anzahl eingelesener Zeichen */ va_list argp; /* Zeiger auf die weiteren Arumente */ while(1) { *puffer = '\0'; va_start(argp, max); /* argp initialisieren */ c = getcb(); do /* Mit Zeichen der Abbruchliste vergleichen */ if(c == (breakc = va_arg(argp,int)) ) return(breakc); while( breakc != '\r' ); va_end( argp); if( c == '\b' && nc > 0) /* Backspace? */ { --nc; --puffer; putcb(c); putcb(' '); putcb(c); } else if( c >= 32 && c <= 255 && nc < max ) { ++nc; *puffer++ = c; putcb(c); } else if( nc == max) putcb('\7'); /* Ton ausgeben */ } } 8th /* Video.c --> Enthaelt die Funktionen * cls(), * scroll_up(), scroll_down(), * set_cur(), get_cur(), * set_screen_page(), get_screen_page() * * Die Prototypen dieser Funktionen befinden sich in BIO.H */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> #include "bio.h" #define VIDEO_INT 0x10 typedef unsigned char BYTE; void scroll_up( int anzahl, int anf_zeile, int end_zeile) { /* Fenster hoch rollen. */ union REGS intregs; intregs.x.ax = 0x600 + anzahl; /* Subfunktion AH = 6, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void scroll_down( int anzahl, int anf_zeile, int end_zeile) { /* Fenster runter rollen. */ union REGS intregs; intregs.x.ax = 0x700 + anzahl; /* Subfunktion AH = 7, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void set_cur( int zeile, int spalte) /* versetzt den Cursor */ { /* der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 2; intregs.h.dh = (BYTE)zeile; intregs.h.dl = (BYTE)spalte; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); } void get_cur(int *zeile, int *spalte) /* holt die Cursor- */ { /* Position der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 3; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); *zeile = (unsigned)intregs.h.dh; *spalte = (unsigned)intregs.h.dl; } void cls(void) { scroll_up(0,0,24); /* Gesamten Bildschirm loeschen. */ set_cur(0,0); /* Cursor in Home-Position. */ } int get_screen_page(void) /* Aktuelle Bildschirmseite holen.*/ { union REGS intregs; intregs.h.ah = 15; /* Subfunktion AH = 15: */ /* Bildschirm-Modus feststellen. */ int86(VIDEO_INT, &intregs, &intregs); return (intregs.h.bh); } void set_screen_page(int seite) /* setzt die aktive Seite des */ { /* Bildschirmpuffers auf die */ /* angegebene Seite. */ union REGS intregs; intregs.x.ax = 0x500 + seite; /* Subfunktion AH = 5 */ int86(VIDEO_INT, &intregs, &intregs); } /* ------------------------------------------------------------- Ein kleines Testprogramm : */ /* #include <stdio.h> int main() { cls(); set_cur(23, 0); printf("Weiter mit <Return>\n"); set_cur(12, 20); printf("Ein Test!\n"); getchar(); scroll_up(3, 5, 20); getchar(); scroll_down(6, 5, 20); getchar(); set_screen_page(1); printf("\nAuf der 2. Seite !\n"); getchar(); set_screen_page(0); set_cur(0,0); printf("\nWieder auf der 1. Seite !\n"); getchar(); cls(); return 0; } */ /* Video.c --> Enthaelt die Funktionen * cls(), * scroll_up(), scroll_down(), * set_cur(), get_cur(), * set_screen_page(), get_screen_page() * * Die Prototypen dieser Funktionen befinden sich in BIO.H */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> #include "bio.h" #define VIDEO_INT 0x10 typedef unsigned char BYTE; void scroll_up( int anzahl, int anf_zeile, int end_zeile) { /* Fenster hoch rollen. */ union REGS intregs; intregs.x.ax = 0x600 + anzahl; /* Subfunktion AH = 6, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void scroll_down( int anzahl, int anf_zeile, int end_zeile) { /* Fenster runter rollen. */ union REGS intregs; intregs.x.ax = 0x700 + anzahl; /* Subfunktion AH = 7, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void set_cur( int zeile, int spalte) /* versetzt den Cursor */ { /* der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 2; intregs.h.dh = (BYTE)zeile; intregs.h.dl = (BYTE)spalte; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); } void get_cur(int *zeile, int *spalte) /* holt die Cursor- */ { /* Position der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 3; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); *zeile = (unsigned)intregs.h.dh; *spalte = (unsigned)intregs.h.dl; } void cls(void) { scroll_up(0,0,24); /* Gesamten Bildschirm loeschen. */ set_cur(0,0); /* Cursor in Home-Position. */ } int get_screen_page(void) /* Aktuelle Bildschirmseite holen.*/ { union REGS intregs; intregs.h.ah = 15; /* Subfunktion AH = 15: */ /* Bildschirm-Modus feststellen. */ int86(VIDEO_INT, &intregs, &intregs); return (intregs.h.bh); } void set_screen_page(int seite) /* setzt die aktive Seite des */ { /* Bildschirmpuffers auf die */ /* angegebene Seite. */ union REGS intregs; intregs.x.ax = 0x500 + seite; /* Subfunktion AH = 5 */ int86(VIDEO_INT, &intregs, &intregs); } /* ------------------------------------------------------------- Ein kleines Testprogramm : */ /* #include <stdio.h> int main() { cls(); set_cur(23, 0); printf("Weiter mit <Return>\n"); set_cur(12, 20); printf("Ein Test!\n"); getchar(); scroll_up(3, 5, 20); getchar(); scroll_down(6, 5, 20); getchar(); set_screen_page(1); printf("\nAuf der 2. Seite !\n"); getchar(); set_screen_page(0); set_cur(0,0); printf("\nWieder auf der 1. Seite !\n"); getchar(); cls(); return 0; } */ /* BIO.H --> Enthaelt die Prototypen der BIOS-Funktionen. */ /* --- Funktionen in VIDEO.C --- */ extern void scroll_up(int anzahl, int anf_zeile,int end_zeile); extern void scroll_down(int anzahl, int anf_zeile, int end_zeile); extern void set_cur(int zeile, int spalte); extern void get_cur(int *zeile, int *spalte); extern void cls(void); extern int get_screen_page(void); extern void set_screen_page(int page); /* --- Funktionen in GETCB.C / PUTCB.C --- */ extern int getcb(void); extern void putcb(int c); extern void putcb9(int c, unsigned count, unsigned modus); extern void balken(int zeile, int spalte, int laenge, int c, unsigned modus); extern int input(char *puffer, int max,... ); need your help, can't find my mistakes:((

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  • Address book with C programming; cannot compile my code.

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    I've divided my code into small programs so it can be easy to excute /* ab_error.c : in case of errors following messages will be displayed */ #include "adressbook.h" static char *errormsg[] = { "", "\nNot enough space on disk", "\nCannot open file", "\nCannot read file", "\nCannot write file" }; void check(int error) { switch(error) { case 0: return; case 1: write_file(); case 2: case 3: case 4: system("cls"); fputs(errormsg[error], stderr); exit(error); } } 2nd /* ab_fileio.c : functions for file input/output */ #include "adressbook.h" static char ab_file[] = "ADRESSBOOK.DAT"; //file to save the entries int read_file(void) { int error = 0; FILE *fp; ELEMENT *new_e, *last_e = NULL; DATA buffer; if( (fp = fopen(ab_file, "rb")) == NULL) return -1; //no file found while (fread(&buffer, sizeof(DATA), 1, fp) == 1) //reads one list element after another { if( (new_e = make_element()) == NULL) { error = 1; break; //not enough space } new_e->person = buffer; //copy data to new element new_e->next = NULL; if(hol.first == NULL) //list is empty? hol.first = new_e; //yes else last_e->next = new_e; //no last_e = new_e; ++hol.amount; } if( !error && !feof(fp) ) error = 3; //cannot read file fclose(fp); return error; } /*-------------------------------*/ int write_file(void) { int error = 0; FILE *fp; ELEMENT *p; if( (p = hol.first) == NULL) return 0; //list is empty if( (fp = fopen(ab_file, "wb")) == NULL) return 2; //cannot open while( p!= NULL) { if( fwrite(&p->person, sizeof(DATA), 1, fp) < 1) { error = 4; break; //cannot write } p = p->next; } fclose(fp); return error; } 3rd /* ab_list.c : functions to manipulate the list */ #include "adressbook.h" HOL hol = {0, NULL}; //global definition for head of list /* -------------------- */ ELEMENT *make_element(void) { return (ELEMENT *)malloc( sizeof(ELEMENT) ); } /* -------------------- */ int ins_element( DATA *newdata) { ELEMENT *new_e, *pre_p; if((new_e = make_element()) == NULL) return 1; new_e ->person = *newdata; // copy data to new element pre_p = search(new_e->person.family_name); if(pre_p == NULL) //no person in list { new_e->next = hol.first; //put it to the begin hol.first = new_e; } else { new_e->next = pre_p->next; pre_p->next = new_e; } ++hol.amount; return 0; } int erase_element( char name, char surname ) { return 0; } /* ---------------------*/ ELEMENT *search(char *name) { ELEMENT *sp, *retp; //searchpointer, returnpointer retp = NULL; sp = hol.first; while(sp != NULL && sp->person.family_name != name) { retp = sp; sp = sp->next; } return(retp); } 4th /* ab_screen.c : functions for printing information on screen */ #include "adressbook.h" #include <conio.h> #include <ctype.h> /* standard prompts for in- and output */ static char pgmname[] = "---- Oussama's Adressbook made in splendid C ----"; static char options[] = "\ 1: Enter new adress\n\n\ 2: Delete entry\n\n\ 3: Change entry\n\n\ 4: Print adress\n\n\ Esc: Exit\n\n\n\ Your choice . . .: "; static char prompt[] = "\ Name . . . .:\n\ Surname . . :\n\n\ Street . . .:\n\n\ House number:\n\n\ Postal code :\n\n\ Phone number:"; static char buttons[] = "\ <Esc> = cancel input <Backspace> = correct input\ <Return> = assume"; static char headline[] = "\ Name Surname Street House Postal code Phone number \n\ ------------------------------------------------------------------------"; static char further[] = "\ -------- continue with any key --------"; /* ---------------------------------- */ int menu(void) //show menu and read user input { int c; system ("cls"); set_cur(0,20); puts(pgmname); set_cur(6,0); printf("%s", options); while( (c = getch()) != ESC && (c < '1' || c > '4')) putch('\a'); return c; } /* ---------------------------------- */ int print_adr_book(void) //display adressbook { int line = 1; ELEMENT *p = hol.first; system("cls"); set_cur(0,20); puts(pgmname); set_cur(2,0); puts(headline); set_cur(5,0); while(p != NULL) //run through list and show entries { printf("%5d %-15s ",line, p->person.family_name); printf("%-12s %-15s ", p->person.given_name, p->person.street); printf("%-4d %-5d %-12d\n",p->person.house_number, p->person.postal_code, p->person.phone); p = p->next; if( p == NULL || ++line %16 == 1) //end of list or screen is full { set_cur(24,0); printf("%s",further); if( getch() == ESC) return 0; set_cur(5,0); scroll_up(0,5,24);//puts(headline); } } return 0; } /* -------------------------------------------*/ int make_entry(void) { char cache[50]; DATA newperson; ELEMENT *p; while(1) { system("cls"); set_cur(0,20); puts(pgmname); set_cur(6,0); puts("Please enter new data:"); set_cur(10,0); puts(prompt); set_cur(24,0); printf("%s",buttons); balken(10, 25, MAXL, ' ',0x70); //input name if(input(newperson.family_name, MAXL, ESC, CR) == ESC) return 0; balken(12,25, MAXL, ' ', 0x70); //surname if(input(newperson.given_name, MAXL, ESC, CR) == ESC) return 0; balken(14,25, 30, ' ', 0x70); //street if(input(newperson.street, 30, ESC, CR) == ESC) return 0; balken(16,25, 4, ' ',0x70); //housenumber if(input(cache, 4, ESC, CR) == ESC) return 0; newperson.house_number = atol(cache); //to string balken(18,25, 5, ' ',0x70); //postal code if(input(cache, 5, ESC, CR) == ESC) return 0; newperson.postal_code = atol(cache); //to string balken(20,25, 20, ' ',0x70); //phone number if(input(cache, 20, ESC, CR) == ESC) return 0; newperson.phone = atol(cache); //to string p = search(newperson.phone); if( p!= NULL && p->person.phone == newperson.phone) { set_cur(22,25); puts("phonenumber already exists!"); set_cur(24,0); printf("%s, further"); getch(); continue; } } } 5th /* adress_book_project.c : main program to create an adressbook */ /* copyrights by Oussama Sabri, June 2010 */ #include "adressbook.h" //project header file int main() { int rv, cmd; //return value, user command if ( (rv = read_file() ) == -1) // no data saved yet rv = make_entry(); check(rv); //prompts an error and quits program on disfunction do { switch (cmd = menu())//calls menu and gets user input back { case '1': rv = make_entry(); break; case '2': //delete entry case '3': //changes entry rv = change_entry(cmd); break; case '4': //prints adressbook on screen rv = print_adr_book(); break; case ESC: //end of program system ("cls"); rv = 0; break; } }while(cmd!= ESC); check ( write_file() ); //save adressbook return 0; } 6th /* Getcb.c --> Die Funktion getcb() liefert die naechste * * Tastatureingabe (ruft den BIOS-INT 0x16 auf). * * Return-Wert: * * ASCII-Code bzw. erweiterter Code + 256 */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> int getcb(void) { union REGS intregs; intregs.h.ah = 0; // Subfunktion 0: ein Zeichen // von der Tastatur lesen. int86( 0x16, &intregs, &intregs); if( intregs.h.al != 0) // Falls ASCII-Zeichen, return (intregs.h.al); // dieses zurueckgeben. else // Sonst den erweiterten return (intregs.h.ah + 0x100); // Code + 256 } 7th /* PUTCB.C --> enthaelt die Funktionen * * - putcb() * * - putcb9() * * - balken() * * - input() * * * * Es werden die Funktionen 9 und 14 des Video-Interrupts * * (ROM-BIOS-Interrupt 0x10) verwendet. * * * * Die Prototypen dieser Funktionen stehen in BIO.H */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> #define VIDEO_INT 0x10 /*---------------------------------------------------------------- * putcb(c) gibt das Zeichen auf der aktuellen Cursor-Position * am Bildschirm aus. Der Cursor wird versetzt. * Steuerzeichen Back-Space, CR, LF und BELL werden * ausgefuehrt. * Return-Wert: keiner */ void putcb(unsigned char c) /* Gibt das Zeichen in c auf */ { /* den Bildschirm aus. */ union REGS intregs; intregs.h.ah = 14; /* Subfunktion 14 ("Teletype") */ intregs.h.al = c; intregs.h.bl = 0xf; /* Vordergrund-Farbe im */ /* Grafik-Modus. */ int86(VIDEO_INT, &intregs, &intregs); } /*---------------------------------------------------------------- * putcb9(c,count,mode) gibt das Zeichen in c count-mal im * angegebenen Modus auf der aktuellen * Cursor-Position am Bildschirm aus. * Der Cursor wird nicht versetzt. * * Return-Wert: keiner */ void putcb9( unsigned char c, /* das Zeichen */ unsigned count, /* die Anzahl */ unsigned mode ) /* Low-Byte: das Atrribut */ { /* High-Byte: die Bildschirmseite*/ union REGS intregs; intregs.h.ah = 9; /* Subfunktion 9 des Int 0x10 */ intregs.h.al = c; intregs.x.bx = mode; intregs.x.cx = count; int86( VIDEO_INT, &intregs, &intregs); } /*---------------------------------------------------------------- * balken() positioniert den Cursor und zeichnet einen Balken, * wobei Position, L„nge, Fllzeichen und Attribut * als Argumente bergeben werden. * Der Cursor bleibt auf der ersten Position im Balken. */ void balken( unsigned int zeile, /* Start-Position */ unsigned int spalte, unsigned int laenge, /* Laenge des Balkens */ unsigned char c, /* Fuellzeichen */ unsigned int modus) /* Low-Byte: Attribut */ /* High-Byte: Bildschirmseite */ { union REGS intregs; intregs.h.ah = 2; /* Cursor auf der angegebenen */ intregs.h.dh = zeile; /* Bildschirmseite versetzen. */ intregs.h.dl = spalte; intregs.h.bh = (modus >> 8); int86(VIDEO_INT, &intregs, &intregs); putcb9(c, laenge, modus); /* Balken ausgeben. */ } /*---------------------------------------------------------------- * input() liest Zeichen von der Tastatur ein und haengt '\0' an. * Mit Backspace kann die Eingabe geloescht werden. * Das Attribut am Bildschirm bleibt erhalten. * * Argumente: 1. Zeiger auf den Eingabepuffer. * 2. Anzahl maximal einzulesender Zeichen. * 3. Die optionalen Argumente: Zeichen, mit denen die * Eingabe abgebrochen werden kann. * Diese Liste muá mit CR = '\r' enden! * Return-Wert: Das Zeichen, mit dem die Eingabe abgebrochen wurde. */ #include <stdarg.h> int getcb( void); /* Zum Lesen der Tastatur */ int input(char *puffer, int max,... ) { int c; /* aktuelles Zeichen */ int breakc; /* Abruchzeichen */ int nc = 0; /* Anzahl eingelesener Zeichen */ va_list argp; /* Zeiger auf die weiteren Arumente */ while(1) { *puffer = '\0'; va_start(argp, max); /* argp initialisieren */ c = getcb(); do /* Mit Zeichen der Abbruchliste vergleichen */ if(c == (breakc = va_arg(argp,int)) ) return(breakc); while( breakc != '\r' ); va_end( argp); if( c == '\b' && nc > 0) /* Backspace? */ { --nc; --puffer; putcb(c); putcb(' '); putcb(c); } else if( c >= 32 && c <= 255 && nc < max ) { ++nc; *puffer++ = c; putcb(c); } else if( nc == max) putcb('\7'); /* Ton ausgeben */ } } 8th /* Video.c --> Enthaelt die Funktionen * cls(), * scroll_up(), scroll_down(), * set_cur(), get_cur(), * set_screen_page(), get_screen_page() * * Die Prototypen dieser Funktionen befinden sich in BIO.H */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> #include "bio.h" #define VIDEO_INT 0x10 typedef unsigned char BYTE; void scroll_up( int anzahl, int anf_zeile, int end_zeile) { /* Fenster hoch rollen. */ union REGS intregs; intregs.x.ax = 0x600 + anzahl; /* Subfunktion AH = 6, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void scroll_down( int anzahl, int anf_zeile, int end_zeile) { /* Fenster runter rollen. */ union REGS intregs; intregs.x.ax = 0x700 + anzahl; /* Subfunktion AH = 7, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void set_cur( int zeile, int spalte) /* versetzt den Cursor */ { /* der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 2; intregs.h.dh = (BYTE)zeile; intregs.h.dl = (BYTE)spalte; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); } void get_cur(int *zeile, int *spalte) /* holt die Cursor- */ { /* Position der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 3; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); *zeile = (unsigned)intregs.h.dh; *spalte = (unsigned)intregs.h.dl; } void cls(void) { scroll_up(0,0,24); /* Gesamten Bildschirm loeschen. */ set_cur(0,0); /* Cursor in Home-Position. */ } int get_screen_page(void) /* Aktuelle Bildschirmseite holen.*/ { union REGS intregs; intregs.h.ah = 15; /* Subfunktion AH = 15: */ /* Bildschirm-Modus feststellen. */ int86(VIDEO_INT, &intregs, &intregs); return (intregs.h.bh); } void set_screen_page(int seite) /* setzt die aktive Seite des */ { /* Bildschirmpuffers auf die */ /* angegebene Seite. */ union REGS intregs; intregs.x.ax = 0x500 + seite; /* Subfunktion AH = 5 */ int86(VIDEO_INT, &intregs, &intregs); } /* ------------------------------------------------------------- Ein kleines Testprogramm : */ /* #include <stdio.h> int main() { cls(); set_cur(23, 0); printf("Weiter mit <Return>\n"); set_cur(12, 20); printf("Ein Test!\n"); getchar(); scroll_up(3, 5, 20); getchar(); scroll_down(6, 5, 20); getchar(); set_screen_page(1); printf("\nAuf der 2. Seite !\n"); getchar(); set_screen_page(0); set_cur(0,0); printf("\nWieder auf der 1. Seite !\n"); getchar(); cls(); return 0; } */ /* Video.c --> Enthaelt die Funktionen * cls(), * scroll_up(), scroll_down(), * set_cur(), get_cur(), * set_screen_page(), get_screen_page() * * Die Prototypen dieser Funktionen befinden sich in BIO.H */ /* Hinweis: Es muss ein DOS-Compiler verwendet werden. * * (z.B. der GNU-Compiler fuer DOS auf der CD) */ #include <dos.h> #include "bio.h" #define VIDEO_INT 0x10 typedef unsigned char BYTE; void scroll_up( int anzahl, int anf_zeile, int end_zeile) { /* Fenster hoch rollen. */ union REGS intregs; intregs.x.ax = 0x600 + anzahl; /* Subfunktion AH = 6, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void scroll_down( int anzahl, int anf_zeile, int end_zeile) { /* Fenster runter rollen. */ union REGS intregs; intregs.x.ax = 0x700 + anzahl; /* Subfunktion AH = 7, */ /* AL = Anzahl Zeilen. */ intregs.x.cx = anf_zeile << 8; /* CH=anf_zeile, cl=0 */ intregs.x.dx = (end_zeile <<8) | 79; /* DH=end_zeile,DL=79 */ intregs.h.bh = 7; /* normales Attribut */ int86(VIDEO_INT, &intregs, &intregs); } void set_cur( int zeile, int spalte) /* versetzt den Cursor */ { /* der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 2; intregs.h.dh = (BYTE)zeile; intregs.h.dl = (BYTE)spalte; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); } void get_cur(int *zeile, int *spalte) /* holt die Cursor- */ { /* Position der aktuellen Bildschirmseite.*/ union REGS intregs; intregs.h.ah = 3; intregs.h.bh = (BYTE)get_screen_page(); int86(VIDEO_INT, &intregs, &intregs); *zeile = (unsigned)intregs.h.dh; *spalte = (unsigned)intregs.h.dl; } void cls(void) { scroll_up(0,0,24); /* Gesamten Bildschirm loeschen. */ set_cur(0,0); /* Cursor in Home-Position. */ } int get_screen_page(void) /* Aktuelle Bildschirmseite holen.*/ { union REGS intregs; intregs.h.ah = 15; /* Subfunktion AH = 15: */ /* Bildschirm-Modus feststellen. */ int86(VIDEO_INT, &intregs, &intregs); return (intregs.h.bh); } void set_screen_page(int seite) /* setzt die aktive Seite des */ { /* Bildschirmpuffers auf die */ /* angegebene Seite. */ union REGS intregs; intregs.x.ax = 0x500 + seite; /* Subfunktion AH = 5 */ int86(VIDEO_INT, &intregs, &intregs); } /* ------------------------------------------------------------- Ein kleines Testprogramm : */ /* #include <stdio.h> int main() { cls(); set_cur(23, 0); printf("Weiter mit <Return>\n"); set_cur(12, 20); printf("Ein Test!\n"); getchar(); scroll_up(3, 5, 20); getchar(); scroll_down(6, 5, 20); getchar(); set_screen_page(1); printf("\nAuf der 2. Seite !\n"); getchar(); set_screen_page(0); set_cur(0,0); printf("\nWieder auf der 1. Seite !\n"); getchar(); cls(); return 0; } */ /* BIO.H --> Enthaelt die Prototypen der BIOS-Funktionen. */ /* --- Funktionen in VIDEO.C --- */ extern void scroll_up(int anzahl, int anf_zeile,int end_zeile); extern void scroll_down(int anzahl, int anf_zeile, int end_zeile); extern void set_cur(int zeile, int spalte); extern void get_cur(int *zeile, int *spalte); extern void cls(void); extern int get_screen_page(void); extern void set_screen_page(int page); /* --- Funktionen in GETCB.C / PUTCB.C --- */ extern int getcb(void); extern void putcb(int c); extern void putcb9(int c, unsigned count, unsigned modus); extern void balken(int zeile, int spalte, int laenge, int c, unsigned modus); extern int input(char *puffer, int max,... ); need your help, can't find my mistakes:((

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  • How do you return a partial view with spark?

    - by runxc1 Bret Ferrier
    I am using the SparkViewEngine and I am calling an action that I want to return a Partial View to update just a section of the page. When I return the view on the action the masterpage and all of its content gets returned. How do you tell a partial in spark to just return the content of the partial view and not put the content inside the application.spark file??

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  • Why is it assumed that send may return with less than requested data transmitted on a blocking socke

    - by Ernelli
    The standard method to send data on a stream socket has always been to call send with a chunk of data to write, check the return value to see if all data was sent and then keep calling send again until the whole message has been accepted. For example this is a simple example of a common scheme: int send_all(int sock, unsigned char *buffer, int len) { int nsent; while(len 0) { nsent = send(sock, buffer, len, 0); if(nsent == -1) // error return -1; buffer += nsent; len -= nsent; } return 0; // ok, all data sent } Even the BSD manpage mentions that ...If no messages space is available at the socket to hold the message to be transmitted, then send() normally blocks... Which indicates that we should assume that send may return without sending all data. Now I find this rather broken but even W. Richard Stevens assumes this in his standard reference book about network programming, not in the beginning chapters, but the more advanced examples uses his own writen (write all data) function instead of calling write. Now I consider this still to be more or less broken, since if send is not able to transmit all data or accept the data in the underlying buffer and the socket is blocking, then send should block and return when the whole send request has been accepted. I mean, in the code example above, what will happen if send returns with less data sent is that it will be called right again with a new request. What has changed since last call? At max a few hundred CPU cycles have passed so the buffer is still full. If send now accepts the data why could'nt it accept it before? Otherwise we will end upp with an inefficient loop where we are trying to send data on a socket that cannot accept data and keep trying, or else? So it seems like the workaround, if needed, results in heavily inefficient code and in those circumstances blocking sockets should be avoided at all an non blocking sockets together with select should be used instead.

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  • Flex/bison, error: undeclared

    - by Imran
    hallo, i have a problem, the followed program gives back an error, error:: Undeclared(first use in function), why this error appears all tokens are declared, but this error comes, can anyone help me, here are the lex and yac files.thanks lex: %{ int yylinenu= 1; int yycolno= 1; %} %x STR DIGIT [0-9] ALPHA [a-zA-Z] ID {ALPHA}(_?({ALPHA}|{DIGIT}))*_? GROUPED_NUMBER ({DIGIT}{1,3})(\.{DIGIT}{3})* SIMPLE_NUMBER {DIGIT}+ NUMMER {GROUPED_NUMBER}|{SIMPLE_NUMBER} %% <INITIAL>{ [\n] {++yylinenu ; yycolno=1;} [ ]+ {yycolno=yycolno+yyleng;} [\t]+ {yycolno=yycolno+(yyleng*8);} "*" {return MAL;} "+" {return PLUS;} "-" {return MINUS;} "/" {return SLASH;} "(" {return LINKEKLAMMER;} ")" {return RECHTEKLAMMER;} "{" {return LINKEGESCHWEIFTEKLAMMER;} "}" {return RECHTEGESCHEIFTEKLAMMER;} "=" {return GLEICH;} "==" {return GLEICHVERGLEICH;} "!=" {return UNGLEICH;} "<" {return KLEINER;} ">" {return GROSSER;} "<=" {return KLEINERGLEICH;} ">=" {return GROSSERGLEICH;} "while" {return WHILE;} "if" {return IF;} "else" {return ELSE;} "printf" {return PRINTF;} ";" {return SEMIKOLON;} \/\/[^\n]* { ;} {NUMMER} {return NUMBER;} {ID} {return IDENTIFIER;} \" {BEGIN(STR);} . {;} } <STR>{ \n {++yylinenu ;yycolno=1;} ([^\"\\]|"\\t"|"\\n"|"\\r"|"\\b"|"\\\"")+ {return STRING;} \" {BEGIN(INITIAL);} } %% yywrap() { } YACC: %{ #include stdio.h> #include string.h> #include "lex.yy.c" void yyerror(char *err); int error=0,linecnt=1; %} %token IDENTIFIER NUMBER STRING COMMENT PLUS MINUS MAL SLASH LINKEKLAMMER RECHTEKLAMMER LINKEGESCHWEIFTEKLAMMER RECHTEGESCHEIFTEKLAMMER GLEICH GLEICHVERGLEICH UNGLEICH GROSSER KLEINER GROSSERGLEICH KLEINERGLEICH IF ELSE WHILE PRINTF SEMIKOLON %start Stmts %% Stmts : Stmt {puts("\t\tStmts : Stmt");} |Stmt Stmts {puts("\t\tStmts : Stmt Stmts");} ; //NEUE REGEL---------------------------------------------- Stmt : LINKEGESCHWEIFTEKLAMMER Stmts RECHTEGESCHEIFTEKLAMMER {puts("\t\tStmt : '{' Stmts '}'");} |IF LINKEKLAMMER Cond RECHTEKLAMMER Stmt {puts("\t\tStmt : '(' Cond ')' Stmt");} |IF LINKEKLAMMER Cond RECHTEKLAMMER Stmt ELSE Stmt {puts("\t\tStmt : '(' Cond ')' Stmt 'ELSE' Stmt");} |WHILE LINKEKLAMMER Cond RECHTEKLAMMER Stmt {puts("\t\tStmt : 'PRINTF' Expr ';'");} |PRINTF Expr SEMIKOLON {puts("\t\tStmt : 'PRINTF' Expr ';'");} |IDENTIFIER GLEICH Expr SEMIKOLON {puts("\t\tStmt : 'IDENTIFIER' '=' Expr ';'");} |SEMIKOLON {puts("\t\tStmt : ';'");} ;//NEUE REGEL --------------------------------------------- Cond: Expr GLEICHVERGLEICH Expr {puts("\t\tCond : '==' Expr");} |Expr UNGLEICH Expr {puts("\t\tCond : '!=' Expr");} |Expr KLEINER Expr {puts("\t\tCond : '<' Expr");} |Expr KLEINERGLEICH Expr {puts("\t\tCond : '<=' Expr");} |Expr GROSSER Expr {puts("\t\tCond : '>' Expr");} |Expr GROSSERGLEICH Expr {puts("\t\tCond : '>=' Expr");} ;//NEUE REGEL -------------------------------------------- Expr:Term {puts("\t\tExpr : Term");} |Term PLUS Expr {puts("\t\tExpr : Term '+' Expr");} |Term MINUS Expr {puts("\t\tExpr : Term '-' Expr");} ;//NEUE REGEL -------------------------------------------- Term:Factor {puts("\t\tTerm : Factor");} |Factor MAL Term {puts("\t\tTerm : Factor '*' Term");} |Factor SLASH Term {puts("\t\tTerm : Factor '/' Term");} ;//NEUE REGEL -------------------------------------------- Factor:SimpleExpr {puts("\t\tFactor : SimpleExpr");} |MINUS SimpleExpr {puts("\t\tFactor : '-' SimpleExpr");} ;//NEUE REGEL -------------------------------------------- SimpleExpr:LINKEKLAMMER Expr RECHTEKLAMMER {puts("\t\tSimpleExpr : '(' Expr ')'");} |IDENTIFIER {puts("\t\tSimpleExpr : 'IDENTIFIER'");} |NUMBER {puts("\t\tSimpleExpr : 'NUMBER'");} |STRING {puts("\t\tSimpleExpr : 'String'");} ;//ENDE ------------------------------------------------- %% void yyerror(char *msg) { error=1; printf("Line: %d , Column: %d : %s \n", yylinenu, yycolno,yytext, msg); } int main(int argc, char *argv[]) { int val; while(yylex()) { printf("\n",yytext); } return yyparse(); }

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  • Is it possible for a called routine to force its caller to return?

    - by Kinopiko
    If I have Perl module like package X; and an object like my $x = X->new (); Inside X.pm, I write an error handler for $x called handle_error, and I call it sub check_size { if ($x->{size} > 1000) { $x->handle_error (); return; } } is there any way to make handle_error force the return from its caller routine? In other words, in this example, can I make handle_error do return in check_size without actually writing return there?

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  • Is it possible for a Perl subroutine to force its caller to return?

    - by Kinopiko
    If I have Perl module like package X; and an object like my $x = X->new (); Inside X.pm, I write an error handler for $x called handle_error, and I call it sub check_size { if ($x->{size} > 1000) { $x->handle_error (); return; } } Is there any way to make handle_error force the return from its caller routine? In other words, in this example, can I make handle_error do return in check_size without actually writing return there?

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  • Prevent backslash from being parsed by javascript for a string

    - by user286269
    A Flash AS3 IRC application sends me a string like "f\reak" to my javascript. Irc allows the \ in usernames which poses a problem when its passed to javascript. "f\reak" become "feak" in javascript making the \r into a carriage return. Is there a way to read the absolute value of the string instead of parsing a carriage return? These don't methods didn't work str.valueOf() str.toString() str.charAt(position of the \ ) this just sees the carriage return as well and not a backslash

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  • Method that does conditional return of method calling it?

    - by Mattias Konradsson
    Ok this might be a bit of hack but bear with me :) The background is that i'm tired of methods that that some if-statement to that messes up indention for the whole method, like: public SomeClass DoStuff(string inputStr) { SomeClass result =null; if (IsOpenFilter(inputStr)) { .... } return result; } So I was thinking , wouldn't it be neat if I could do something like this instead: public SomeClass DoStuff(string inputStr) { Require(IsOpenFilter(inputStr),null); .... return result; } The idea is that if the statement does not evaluates to true it would return null. If there wasn't a return type for the method it would simply be: Require(IsOpenFilter(inputStr)); I realize that this is kinda overlapping with code contracts but these would be more like "conditional" or "soft" contracts evaluated at runtime rather than compile time. So I guess there's two questions, can this be done somehow? I'm stumped on how to do a conditional return from calling a method. The other question is, is this a good idea? It's a bit weird to monkeypatch the language like this but I'd rather like the way the code reads. I would be even cleaner if it could be put into an attribute above the method: [Require(IsOpenFilter(inputStr))]

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  • Managing Instances in Python

    - by BeensTheGreat
    Hello, I am new to Python and this is my first time asking a stackOverflow question, but a long time reader. I am working on a simple card based game but am having trouble managing instances of my Hand class. If you look below you can see that the hand class is a simple container for cards(which are just int values) and each Player class contains a hand class. However, whenever I create multiple instances of my Player class they all seem to manipulate a single instance of the Hand class. From my experience in C and Java it seems that I am somehow making my Hand class static. If anyone could help with this problem I would appreciate it greatly. Thank you, Thad To clarify: An example of this situation would be p = player.Player() p1 = player.Player() p.recieveCard(15) p1.recieveCard(21) p.viewHand() which would result in: [15,21] even though only one card was added to p Hand class: class Hand: index = 0 cards = [] #Collections of cards #Constructor def __init__(self): self.index self.cards def addCard(self, card): """Adds a card to current hand""" self.cards.append(card) return card def discardCard(self, card): """Discards a card from current hand""" self.cards.remove(card) return card def viewCards(self): """Returns a collection of cards""" return self.cards def fold(self): """Folds the current hand""" temp = self.cards self.cards = [] return temp Player Class import hand class Player: name = "" position = 0 chips = 0 dealer = 0 pHand = [] def __init__ (self, nm, pos, buyIn, deal): self.name = nm self.position = pos self.chips = buyIn self.dealer = deal self.pHand = hand.Hand() return def recieveCard(self, card): """Recieve card from the dealer""" self.pHand.addCard(card) return card def discardCard(self, card): """Throw away a card""" self.pHand.discardCard(card) return card def viewHand(self): """View the players hand""" return self.pHand.viewCards() def getChips(self): """Get the number of chips the player currently holds""" return self.chips def setChips(self, chip): """Sets the number of chips the player holds""" self.chips = chip return def makeDealer(self): """Makes this player the dealer""" self.dealer = 1 return def notDealer(self): """Makes this player not the dealer""" self.dealer = 0 return def isDealer(self): """Returns flag wether this player is the dealer""" return self.dealer def getPosition(self): """Returns position of the player""" return self.position def getName(self): """Returns name of the player""" return self.name

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  • In Javascript, is there a technique where I can execute code after a return?

    - by Christopher Altman
    Is there a technique where I can execute code after a return? I want to return a value then reset the value without introducing a temporary variable. My current code is: function(a){ var b; if(b){ var temp = b; //I want to avoid this step b = false; return temp; }else{ b = a; return false; }; }; I want to avoid the temp var. Is that possible? var b holds a value between function calls because it is a memoization styled function.

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  • Is gethostbyname guaranteed to return hostent structures with IPv4 addresses?

    - by Robert
    I cannot use getaddrinfo(...) for resolving hostnames and therefore must stick to gethostbyname(...) Is the gethostbyname(...) function guaranteed to return hostent structures that contain only IPv4 (AF_INET) addresses on success, so that the following code would always lead to an IPv4 address: int resolve(const char *name, struct in_addr *addr) { struct hostent *he = gethostbyname(name); if (!he) return 1; memcpy(addr,he->h_addr_list[0],4); return 0; }

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  • LINQ to SQL -- Can't modify return type of stored procedure.

    - by Kyle Ryan
    When I drag a particular stored procedure into the VS 2008 dbml designer, it shows up with Return Type set to "none", and it's read only so I can't change it. The designer code shows it as returning an int, and if I change that manually, it just gets undone on the next build. But with another (nearly identical) stored procedure, I can change the return type just fine (from "Auto Generated Type" to what I want.) I've run into this problem on two separate machines. Any idea what's going on? Here's the stored procedure that works: USE [studio] GO /****** Object: StoredProcedure [dbo].[GetCourseAnnouncements] Script Date: 05/29/2009 09:44:51 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER OFF GO CREATE PROCEDURE [dbo].[GetCourseAnnouncements] @course int AS SELECT * FROM Announcements WHERE Announcements.course = @course RETURN And this one doesn't: USE [studio] GO /****** Object: StoredProcedure [dbo].[GetCourseAssignments] Script Date: 05/29/2009 09:45:32 ******/ SET ANSI_NULLS ON GO SET QUOTED_IDENTIFIER OFF GO CREATE PROCEDURE [dbo].[GetCourseAssignments] @course int AS SELECT * FROM Assignments WHERE Assignments.course = @course ORDER BY date_due ASC RETURN

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  • Why does this code block say "not all code paths return a value"?

    - by Kishan
    I wrote following code...but i am getting Error like: Error 1 'LoginDLL.Class1.Login(string, string, string)': not all code paths return a value Please help me... Thanks in advance... My code is as given below... public int Login(string connectionString,string username,string password) { SqlConnection con=new SqlConnection(connectionString); con.Open(); SqlCommand validUser = new SqlCommand("SELECT count(*) from USER where username=@username", con); validUser.Parameters.AddWithValue("@username", username); int value=Convert.ToInt32(validUser.ExecuteScalar().ToString()); if (value == 1) { //check for password SqlCommand validPassword = new SqlCommand("SELECT password from USER where username=@username", con); validPassword.Parameters.AddWithValue("@username", username); string pass = validPassword.ExecuteScalar().ToString(); if (pass == password) { //valid login return 1; } else { return 0; } } else if (value == 0) { return 2; } }

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