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  • struts2, code completion in jsp

    - by bobbyquinne1
    Hi there, I have done some work with JSF(using netbeans as the IDE) and within your jsp/xhtml file you get code on beans/resource bundles that your have defined. ATM I am investigating struts2 and seem to be unable to get similar functionality in the IDE. Is this just the case with the IDE or do I need to define something? Thanks

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  • C: reading file and populating struct

    - by deostroll
    Hi, I have a structure with the following definition: typedef struct myStruct{ int a; char* c; int f; } OBJECT; I am able to populate this object and write it to a file. However I am not able to read the char* c value in it...while trying to read it, it gives me a segmentation fault error. Is there anything wrong with my code: //writensave.c #include "mystruct.h" #include <stdio.h> #include <string.h> #define p(x) printf(x) int main() { p("Creating file to write...\n"); FILE* file = fopen("struct.dat", "w"); if(file == NULL) { printf("Error opening file\n"); return -1; } p("creating structure\n"); OBJECT* myObj = (OBJECT*)malloc(sizeof(OBJECT)); myObj->a = 20; myObj->f = 45; myObj->c = (char*)calloc(30, sizeof(char)); strcpy(myObj->c, "This is a test"); p("Writing object to file...\n"); fwrite(myObj, sizeof(OBJECT), 1, file); p("Close file\n"); fclose(file); p("End of program\n"); return 0; } Here is how I am trying to read it: //readnprint.c #include "mystruct.h" #include <stdio.h> #define p(x) printf(x) int main() { FILE* file = fopen("struct.dat", "r"); char* buffer; buffer = (char*) malloc(sizeof(OBJECT)); if(file == NULL) { p("Error opening file"); return -1; } fread((void *)buffer, sizeof(OBJECT), 1, file); OBJECT* obj = (OBJECT*)buffer; printf("obj->a = %d\nobj->f = %d \nobj->c = %s", obj->a, obj->f, obj->c); fclose(file); return 0; }

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  • Amazon S3 components for Delphi 2010

    - by Mick
    Besides the Amazon Integrator from /n software, are there any other Amazon S3 components available that can be used with Delphi 2010? I would use the one from /n software, but it has some issues (e.g. GetObjectInfo doesn't work if the object is stored in a specific location) and limitations (e.g. copying objects doesn't let you define replacement meta-data). I don't have the time or resources to create such a component myself. Thanks!

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  • Storing a NTFS Security Descriptor in C

    - by Doori Bar
    My goal is to store a NTFS Security Descriptor in its identical native state. The purpose is to restore it on-demand. I managed to write the code for that purpose, I was wondering if anybody mind to validate a sample of it? (The for loop represents the way I store the native descriptor) This sample only contains the flag for "OWNER", but my intention is to apply the same method for all of the security descriptor flags. I'm just a beginner, would appreciate the heads up. Thanks, Doori Bar #define _WIN32_WINNT 0x0501 #define WINVER 0x0501 #include <stdio.h> #include <windows.h> #include "accctrl.h" #include "aclapi.h" #include "sddl.h" int main (void) { DWORD lasterror; PSECURITY_DESCRIPTOR PSecurityD1, PSecurityD2; HANDLE hFile; PSID owner; LPTSTR ownerstr; BOOL ownerdefault; int ret = 0; unsigned int i; hFile = CreateFile("c:\\boot.ini", GENERIC_READ | ACCESS_SYSTEM_SECURITY, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_BACKUP_SEMANTICS, NULL); if (hFile == INVALID_HANDLE_VALUE) { fprintf(stderr,"CreateFile() failed. Error: INVALID_HANDLE_VALUE\n"); return 1; } lasterror = GetSecurityInfo(hFile, SE_FILE_OBJECT, OWNER_SECURITY_INFORMATION , &owner, NULL, NULL, NULL, &PSecurityD1); if (lasterror != ERROR_SUCCESS) { fprintf(stderr,"GetSecurityInfo() failed. Error: %lu;\n", lasterror); ret = 1; goto ret1; } ConvertSidToStringSid(owner,&ownerstr); printf("ownerstr of PSecurityD1: %s\n", ownerstr); /* The for loop represents the way I store the native descriptor */ PSecurityD2 = malloc( GetSecurityDescriptorLength(PSecurityD1) * sizeof(unsigned char) ); for (i=0; i < GetSecurityDescriptorLength(PSecurityD1); i++) ((unsigned char *) PSecurityD2)[i] = ((unsigned char *) PSecurityD1)[i]; if (IsValidSecurityDescriptor(PSecurityD2) == 0) { fprintf(stderr,"IsValidSecurityDescriptor(PSecurityD2) failed.\n"); ret = 2; goto ret2; } if (GetSecurityDescriptorOwner(PSecurityD2,&owner,&ownerdefault) == 0) { fprintf(stderr,"GetSecurityDescriptorOwner() failed."); ret = 2; goto ret2; } ConvertSidToStringSid(owner,&ownerstr); printf("ownerstr of PSecurityD2: %s\n", ownerstr); ret2: free(owner); free(ownerstr); free(PSecurityD1); free(PSecurityD2); ret1: CloseHandle(hFile); return ret; }

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  • Where to store Android preference keys?

    - by pixel
    When I create preference activity I define all preferences in xml file. Every preference has a key defined in this xml. But when I access preference I write: SharedPreferences appPreferences = PreferenceManager.getDefaultSharedPreferences(this); boolean foo_value = appPreferences.getBoolean("foo_key_defined_in_xml", false); Is there any way to avoid acessing "foo_key_defined_in_xml" in hard-coded way? Maybe there is a possibility to access it in R style way?

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  • Why can't create object of an abstract class?

    - by Gaurav
    Here is a scenario in my mind and I have googled, Binged it a lot but got the answer like "Abstract class has not implemented method so, we cant create the object" "The word 'Abstract' instruct the clr that not to create object of the class" But in a simple class where we have all virtual method, able to create an object??? Also, we can define different access modified to Abstract class constructor like private, protected or public. My search terminated to this question ; Why we can't create object of an Abstract class?

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  • GCC Preprocessor for inline method name

    - by Maz
    Hi I'm working on a project where I have code like the following: #define NAME() Array inline NAME()* NAME()_init (void* arg0){return (NAME()*)Object_init(arg0);} But I get the following result: inline Array* Array _init (void* arg0){return (Array*)Object_init(arg0);} With a space between the "Array" and the "_init" Because this is a function name, I obviously do not want the space. Does anyone know how to get the space out? Thanks.

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  • How can I dynamically load and execute all of the Javascript files in a directory?

    - by Andrew
    I'm making a very simple content-management system in Javascript. It uses plugins which are individual .js files which live in a "modules" folder. Currently I'm loading them with JQuery's getScript() function, but I have to manually define the list of available modules. Is there any way to dynamically load the list of Javascript files so that the user can install additional modules by simply dropping them into the "modules" folder?

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  • NSNotifications vs delegate for multiple instances of same protocol

    - by Brent Traut
    I could use some architectural advice. I've run into the following problem a few times now and I've never found a truly elegant way to solve it. The issue, described at the highest level possible:I have a parent class that would like to act as the delegate for multiple children (all using the same protocol), but when the children call methods on the parent, the parent no longer knows which child is making the call. I would like to use loose coupling (delegates/protocols or notifications) rather than direct calls. I don't need multiple handlers, so notifications seem like they might be overkill. To illustrate the problem, let me try a super-simplified example: I start with a parent view controller (and corresponding view). I create three child views and insert each of them into the parent view. I would like the parent view controller to be notified whenever the user touches one of the children. There are a few options to notify the parent: Define a protocol. The parent implements the protocol and sets itself as the delegate to each of the children. When the user touches a child view, its view controller calls its delegate (the parent). In this case, the parent is notified that a view is touched, but it doesn't know which one. Not good enough. Same as #1, but define the methods in the protocol to also pass some sort of identifier. When the child tells its delegate that it was touched, it also passes a pointer to itself. This way, the parent know exactly which view was touched. It just seems really strange for an object to pass a reference to itself. Use NSNotifications. The parent defines a separate method for each of the three children and then subscribes to the "viewWasTouched" notification for each of the three children as the notification sender. The children don't need to attach themselves to the user dictionary, but they do need to send the notification with a pointer to themselves as the scope. Same as #4, but rather than using separate methods, the parent could just use one with a switch case or other branching along with the notification's sender to determine which path to take. Create multiple man-in-the-middle classes that act as the delegates to the child views and then call methods on the parent either with a pointer to the child or with some other differentiating factor. This approach doesn't seem scalable. Are any of these approaches considered best practice? I can't say for sure, but it feels like I'm missing something more obvious/elegant.

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  • Naming case classes in Scala.

    - by Lukasz Lew
    I tend to have this redundant naming in case classes: abstract class MyTree case class MyTreeNode (...) case class MyTreeLeaf (...) Isn't it possible to define Node and Leaf inside of MyTree? What are best practices here?

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  • Can I make the compiler and the CLR ignore non implemented interfaces on my types?

    - by Thiado de Arruda
    I would like to define a type implementing a certain interface, however I would only implement it in a proxy at runtime. I can see two obstacles in this scenario : 1-Make the compiler ignore non implemented interfaces. 2-Make the CLR ignore(or at least delay) the TypeLoadException with the following description : "Method SOMEMETHOD in type SOMETYPE from assembly SOMEASSEMBLY does not have an implementation." Is something like this possible?

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  • Why use buffers to read/write Streams

    - by James Hay
    Following reading various questions on reading and writing Streams, all the various answers define something like this as the correct way to do it: private void CopyStream(Stream input, Stream output) { byte[] buffer = new byte[16 * 1024]; int read; while ((read = input.Read(buffer, 0, buffer.Length)) > 0) { output.Write(buffer, 0, read); } } Two questions: Why read and write in these smaller chunks? What is the significance of the buffer size used?

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  • Lexer written in Javascript?

    - by Phobis
    I have a project where a user needs to define a set of instructions for a ui that is completely written in javascript. I need to have the ability to parse a string of instructions and then translate them into instructions. Is there any libraries out there for parsing that are 100% javascript? Or a generator that will generate in javascript? Thanks!

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  • Passing a string when starting a class in PHP

    - by Francesc
    Hi. First I have to say: Happy Christmas to All! I'm starting learning classes in PHP. I coded that: class User { function getFbId($authtoken) { } function getFbFirstName ($authtoken) { } } What I want to do is something like that: $user=new User($authtoken); And pass the $authtoken to the class. It's possible to define that when starting the class. It's possible to retrive that value inside a function of that class?

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  • Dealing with &rest-parameters in common lisp

    - by Patrick
    I want define a functions that accepts &rest - parameters and delegates them to another function. (html "blah" "foo" baz) = "blahfoobaz" I did not find a better way than this one: (defun html (&rest values) (concatenate 'string "" (reduce #'(lambda(a b) (concatenate 'string a b)) values :initial-value "") "")) But this looks somewhat glumbsy to me, since line 4 does no more than concatenating the &rest parameter "values". I tried (concatenate 'string "" (values-list values) "") but this does not seem to work (SBCL). Could someone give me an advice? Kind regards

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  • How Should I Generate Trade Statistics For CouchDB/Rails3 Application?

    - by James
    My Problem: I am trying to developing a web application for currency traders. The application allows traders to enter or upload information about their trades and I want to calculate a wide variety of statistics based on what the user entered. Now, normally I would use a relational database for this, but I have two requirements that don't fit well with a relational database so I am attempting to use couchdb. Those two problems are: 1) Primarily, I have a companion desktop application that users will be able to work with and replicate to the site using couchdb's awesome replication feature and 2) I would like to allow users to be able to define their own custom things to track about trades and generate results based off of what they enter. The schema less nature of couch seems perfect here, but it may end up being harder than it sounds. (I already know couch requires you to define views in advance and such so I was just planning on sticking all the custom attributes in an array and then emitting the array in the view and further processing from there.) What I Am Doing: Right now I am just emitting each trade in couch keyed by each user's system and querying with the key of the system to get an array of trades per system. Simple. I am not using a reduce function currently to calculate any stats because I couldn't figure out how to get everything I need without getting a reduce overflow error. Here is an example of rows that are getting emitted from couch: {"total_rows":134,"offset":0,"rows":[ {"id":"5b1dcd47221e160d8721feee4ccc64be", "key":["80e40ba2fa43589d57ec3f1d19db41e6","2010/05/14 04:32:37 +0000"], null, "doc":{ "_id":"5b1dcd47221e160d8721feee4ccc64be", "_rev":"1-bc9fe763e2637694df47d6f5efb58e5b", "couchrest-type":"Trade", "system":"80e40ba2fa43589d57ec3f1d19db41e6", "pair":"EUR/USD", "direction":"Buy", "entry":12600, "exit":12700, "stop_loss":12500, "profit_target":12700, "status":"Closed", "slug":"101332132375", "custom_tracking": [{"name":"signal", "value":"Pin Bar"}] "updated_at":"2010/05/14 04:32:37 +0000", "created_at":"2010/05/14 04:32:37 +0000", "result":100}} ]} In my rails 3 controller I am basically just populating an array of trades such as the one above and then extracting out the relevant data into smaller arrays that I can compute my statistics on. Here is my show action for the page that I want to display the stats and all the trades: def show @trades = Trade.by_system(:startkey => [@system.id], :endkey => [@system.id, Time.now ]) @trades.each do |trade| if trade.result > 0 @winning_trades << trade.result elsif trade.result < 0 @losing_trades << trade.result else @breakeven_trades << trade.result end if trade.direction == "Buy" @long_trades << trade.result else @short_trades << trade.result end if trade["custom_tracking"] != nil @custom_tracking << {"result" => trade.result, "variables" => trade["custom_tracking"]} end end end I am omitting some other stuff that is going on, but that is the gist of what I am doing. Then I am calculating stuff in the view layer to produce some results: <% winning_long_trades = @long_trades.reject {|trade| trade <= 0 } %> <% winning_short_trades = @short_trades.reject {|trade| trade <= 0 } %> <ul> <li>Total Trades: <%= @trades.count %></li> <li>Winners: <%= @winning_trades.size %></li> <li>Biggest Winner (Pips): <%= @winning_trades.max %></li> <li>Average Win(Pips): <%= @winning_trades.sum/@winning_trades.size %></li> <li>Losers: <%= @losing_trades.size %></li> <li>Biggest Loser (Pips): <%= @losing_trades.min %></li> <li>Average Loss(Pips): <%= @losing_trades.sum/@losing_trades.size %></li> <li>Breakeven Trades: <%= @breakeven_trades.size %></li> <li>Long Trades: <%= @long_trades.size %></li> <li>Winning Long Trades: <%= winning_long_trades.size %></li> <li>Short Trades: <%= @short_trades.size %></li> <li>Winning Short Trades: <%= winning_short_trades.size %></li> <li>Total Pips: <%= @winning_trades.sum + @losing_trades.sum %></li> <li>Win Rate (%): <%= @winning_trades.size/@trades.count.to_f * 100 %></li> </ul> This produces the following results, which aside from a few things is exactly what I want: Total Trades: 134 Winners: 70 Biggest Winner (Pips): 1488 Average Win(Pips): 440 Losers: 58 Biggest Loser (Pips): -516 Average Loss(Pips): -225 Breakeven Trades: 6 Long Trades: 125 Winning Long Trades: 67 Short Trades: 9 Winning Short Trades: 3 Total Pips: 17819 Win Rate (%): 52.23880597014925 What I Am Wondering- Finally The Actual Questions: I am starting to get really skeptical of how well this method will work when a user has 5,000 trades instead of just 134 like in this example. I anticipate most users will only have somewhere under 200 per year, but some users may have a couple thousand trades per year. Probably no more than 5,000 per year. It seems to work ok now, but the page load times are already getting a tad high for my tastes. (About 800ms to generate the page according to rails logs with about a 250ms of that spent in the view layer.) I will end up caching this page I am sure, but I still need the regenerate the page each time a trade is updated and I can't afford to have this be too slow. Sooo..... Is doing something similar here possible with a straight couchdb reduce function? I am assuming handing this off to couch would possibly help with larger data sets. I couldn't figure out how, but I suppose that doesn't mean it isn't possible. If possible, any hints will be helpful. Could I use a list function if a reduce was not available due to reduce constraints? Are couchdb list functions suitable for this type of calculations? Anyone have any idea of whether or not list functions perform well? Any hints what one would look like for the type of calculations I am trying to achieve? I thought about other options such as running the calculations at the time each trade was saved or nightly if I had to and saving the results to a statistics doc that I could then query so that all the processing was done ahead of time. I would like this to be the last resort because then I can't really filter out trades by time periods dynamically like I would really like to. (I want to have a slider that a user can slide to only show trades from that time period using the startkey and endkey in couchdb if I can.) If I should continue running the calculations inside the rails app at the time of the page view, what can I do to improve my current implementation. I am new to rails, couch and programming in general. I am sure that I could be doing something better here. Do I need to create an array for each stat or is there a better way to do that. I guess I just would really like some advice on how to tackle this problem. I want to keep the page generation time minimal since I anticipate these being some of the highest trafficked pages. My gut is that I will need to offload the statistics calculation to either couch or run the stats in advance of when they are called, but I am not sure. Lastly: Like I mentioned above, one of the primary reasons for using couch is to allow users to define their own things to track per trade. Getting the data into couch is no problem, but how would I be able to take the custom_tracking array and find how many winning trades for each named tracking attribute. If anyone can give me any hints to the possibility of doing this that would be great. Thanks a bunch. Would really appreciate any help. Willing to fork out some $$$ if someone wants to take on the problem for me. (Don't know if that is allowed on stack overflow or not.)

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  • Can twitter do callbacks?

    - by RenegadeAndy
    Hi! I am wondering if the twitter API supports the following: Whenever I make a post to my twitter account - it also calls a specific URL which I define so I can do something else? Thanks very much, Andy

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  • using lambda instead of let in scheme

    - by Radagaisus
    Hey, In SICP 1.2.1 there is a function that makes a rational number, as follow: (define (make-rat n d) (let ((g (gcd n d))) (cons (/ n g) (/ d g)))) I'm just curious how you can implement the same thing using lambda instead of let, without calling GCD twice. I couldn't figure it out myself.

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  • How to create a hover effect in a newsletter?

    - by Moak
    I'm creating a newsletter, and i want to have panels that change background-color on mouse over. Seeing as the newsletter wont have a head, I am defining all styles inline. I'm pretty sure most popular mail clients will block JS. So I was wondering if I can define a hover effect in the style attribute. Or is there any other solution to achieve this effect? Peace

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  • Header Guard Issues - Getting Swallowed Alive

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

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