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  • Which way to store this data is effective?

    - by Tattat
    I am writing a game, which need a map, and I want to store the map. The first thing I can think of, is using a 2D-array. But the problem is what data should I store in the 2D-array. The player can tap different place to have different reaction. So, I am thinking store a 2D-array with objects, when player click some position, and I find it in the array, and use the object in that array to execute a cmd. But I have a concern that storing lots of object may use lots of memory. So, I am think storing char/int only. But it seems that not enough for me. I want to store the data like that: { Type:1 Color:Green } No matter what color is, if they are all type 1, the have same reactions in logic, but the visual effect is based on the color. So, it is not easy to store using a prue char/int data, unless I make something like this: 1-5 --> all type 1. 1=color green , 2=color red, 3 = color yellow.... ... 6-10 --> all type 2. 2 = color green, 2 = color red ... ... So, do you have any ideas on how to minimize the ram use, but also easy for me to read... ...thx

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  • C++ 64bit issue

    - by Bobby
    I have the following code: tmp_data = simulated_data[index_data]; unsigned char *dem_content_buff; dem_content_buff = new unsigned char [dem_content_buff_size]; int tmp_data; unsigned long long tmp_64_data; if (!(strcmp(dems[i].GetValType(), "s32"))) { dem_content_buff[BytFldPos] = tmp_data; dem_content_buff[BytFldPos + 1] = tmp_data >> 8; dem_content_buff[BytFldPos + 2] = tmp_data >> 16; dem_content_buff[BytFldPos + 3] = tmp_data >> 24; } if (!(strcmp(dems[i].GetValType(), "f64"))) { dem_content_buff[BytFldPos] = tmp_data; dem_content_buff[BytFldPos + 1] = tmp_data >> 8; dem_content_buff[BytFldPos + 2] = tmp_data >> 16; dem_content_buff[BytFldPos + 3] = tmp_data >> 24; dem_content_buff[BytFldPos + 4] = tmp_data >> 32; dem_content_buff[BytFldPos + 5] = tmp_data >> 40; dem_content_buff[BytFldPos + 6] = tmp_data >> 48; dem_content_buff[BytFldPos + 7] = tmp_data >> 56; } I am getting some weird memory errors in other places of the application when the second if statement is true and executed. When I comment out the 2nd if statement, the problem works fine. So I suspect the way I am performing bitwise operations for 64bit data is incorrect. Can anyone see anything in this code that needs to be corrected?

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  • c++ STL vector is not acccepting the copy constructor

    - by prabhakaran
    I wrote a code ( c++,visual studio 2010) which is having a vector, even I though copy const is declared, but is still showing that copy const is not declared Here the code #include<iostream> #include<vector> using namespace std; class A { public: A(){cout << "Default A is acting" << endl ;} A(A &a){cout << "Copy Constructor of A is acting" << endl ;} }; int main() { A a; A b=a; vector<A> nothing; nothing.push_back(a); int n; cin >> n; } The error I got is Error 1 error C2558: class 'A' : no copy constructor available or copy constructor is declared 'explicit' c:\program files\microsoft visual studio 10.0\vc\include\xmemory 48 1 delete Anybody please help me

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  • Managing a log stream in C++ in a cout-like notation

    - by Andry
    Hello! I have a class in c++ in order to write log files for an application of mine. I have already built the class and it works, it is something like this: class Logger { std::string _filename; public: void print(std::string tobeprinted); } Well, it is intuitive that, in order to print a line in the log file, for an object of Logger, it is simply necessary to do the following: Logger mylogger("myfile.log"); mylogger.print(std::string("This is a log line")); Well. Using a method approach is not the same as using a much better pattern like << is. I would like to do the following: Logger mylogger("myfile.log"); mylogger << "This is a log line"; That's all. I suppose I must overload the << operator... But overloading using this signature (the classic one): ostream& operator<<(ostream& output, const MyObj& o); But I do not have a ostream... So, should I do as follows? Logger& operator<<(Logger& output, const std::string& o); Is this the right way? Thanks

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  • Pair equal operator overloading for inserting into set

    - by Petwoip
    I am trying to add a pair<int,int> to a set. If a pair shares the same two values as another in the set, it should not be inserted. Here's my non-working code: typedef std::pair<int, int> PairInt; template<> bool std::operator==(const PairInt& l, const PairInt& r) { return (l.first == r.first && l.second == r.second) || (l.first == r.second && l.second == r.first); } int main() { std::set<PairInt> intSet; intSet.insert(PairInt(1,3)); intSet.insert(PairInt(1,4)); intSet.insert(PairInt(1,4)); intSet.insert(PairInt(4,1)); } At the moment, the (4,1) pair gets added even though there is already a (1,4) pair. The final contents of the set are: (1 3) (1 4) (4 1) and I want it to be (1 3) (1 4) I've tried putting breakpoints in the overloaded method, but they never get reached. What have I done wrong?

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  • Click at specified client area

    - by VixinG
    Click doesn't work - I don't know why and can't find a solution :( ie. Click(150,215) should move mouse to the client area and click there. [DllImport("user32.dll")] private static extern bool ScreenToClient(IntPtr hWnd, ref Point lpPoint); [DllImport("user32", SetLastError = true)] private static extern int SetCursorPos(int x, int y); static void MouseMove(int x, int y) { Point p = new Point(x * -1, y * -1); ScreenToClient(hWnd, ref p); p = new Point(p.X * -1, p.Y * -1); SetCursorPos(p.X, p.Y); } static void Click(int x, int y) { MouseMove(x, y); SendMessage(hWnd, WM_LBUTTONDOWN, (IntPtr)0x1, new IntPtr(y * 0x10000 + x)); SendMessage(hWnd, WM_LBUTTONUP, (IntPtr)0x1, new IntPtr(y * 0x10000 + x)); } Edit: Of course I can use mouse_event for that, but I would like to see a solution for SendMessage()... [DllImport("user32.dll")] static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo); const int LEFTDOWN = 0x00000002; const int LEFTUP = 0x00000004; static void Click(int x, int y) { MouseMove(x, y); mouse_event((int)(LEFTDOWN), 0, 0, 0, 0); mouse_event((int)(LEFTUP), 0, 0, 0, 0); }

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  • Where to add an overloaded operator for the tr1::array?

    - by phlipsy
    Since I need to add an operator& for the std::tr1::array<bool, N> I wrote the following lines template<std::size_t N> std::tr1::array<bool, N> operator& (const std::tr1::array<bool, N>& a, const std::tr1::array<bool, N>& b) { std::tr1::array<bool, N> result; std::transform(a.begin(), a.end(), b.begin(), result.begin(), std::logical_and<bool>()); return result; } Now I don't know in which namespace I've to put this function. I considered the std namespace as a restricted area. Only total specialization and overloaded function templates are allowed to be added by the user. Putting it into the global namespace isn't "allowed" either in order to prevent pollution of the global namespace and clashes with other declarations. And finally putting this function into the namespace of the project doesn't work since the compiler won't find it there. What had I best do? I don't want to write a new array class putted into the project namespace. Because in this case the compiler would find the right namespace via argument dependent name lookup. Or is this the only possible way because writing a new operator for existing classes means extending their interfaces and this isn't allowed either for standard classes?

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  • Recursion problem overloading an operator

    - by Tronfi
    I have this: typedef string domanin_name; And then, I try to overload the operator< in this way: bool operator<(const domain_name & left, const domain_name & right){ int pos_label_left = left.find_last_of('.'); int pos_label_right = right.find_last_of('.'); string label_left = left.substr(pos_label_left); string label_right = right.substr(pos_label_right); int last_pos_label_left=0, last_pos_label_right=0; while(pos_label_left!=string::npos && pos_label_right!=string::npos){ if(label_left<label_right) return true; else if(label_left>label_right) return false; else{ last_pos_label_left = pos_label_left; last_pos_label_right = pos_label_right; pos_label_left = left.find_last_of('.', last_pos_label_left); pos_label_right = right.find_last_of('.', last_pos_label_left); label_left = left.substr(pos_label_left, last_pos_label_left); label_right = right.substr(pos_label_right, last_pos_label_right); } } } I know it's a strange way to overload the operator <, but I have to do it this way. It should do what I want. That's not the point. The problem is that it enter in an infinite loop right in this line: if(label_left<label_right) return true; It seems like it's trying to use this overloading function itself to do the comparision, but label_left is a string, not a domain name! Any suggestion?

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  • Drawing line graphics leads Flash to spiral out of control!

    - by drpepper
    Hi, I'm having problems with some AS3 code that simply draws on a Sprite's Graphics object. The drawing happens as part of a larger procedure called on every ENTER_FRAME event of the stage. Flash neither crashes nor returns an error. Instead, it starts running at 100% CPU and grabs all the memory that it can, until I kill the process manually or my computer buckles under the pressure when it gets up to around 2-3 GB. This will happen at a random time, and without any noticiple slowdown beforehand. WTF? Has anyone seen anything like this? PS: I used to do the drawing within a MOUSE_MOVE event handler, which brought this problem on even faster. PPS: I'm developing on Linux, but reproduced the same problem on Windows. UPDATE: You asked for some code, so here we are. The drawing function looks like this: public static function drawDashedLine(i_graphics : Graphics, i_from : Point, i_to : Point, i_on : Number, i_off : Number) : void { const vecLength : Number = Point.distance(i_from, i_to); i_graphics.moveTo(i_from.x, i_from.y); var dist : Number = 0; var lineIsOn : Boolean = true; while(dist < vecLength) { dist = Math.min(vecLength, dist + (lineIsOn ? i_on : i_off)); const p : Point = Point.interpolate(i_from, i_to, 1 - dist / vecLength); if(lineIsOn) i_graphics.lineTo(p.x, p.y); else i_graphics.moveTo(p.x, p.y); lineIsOn = !lineIsOn; } } and is called like this (m_graphicsLayer is a Sprite): m_graphicsLayer.graphics.clear(); if (m_destinationPoint) { m_graphicsLayer.graphics.lineStyle(2, m_fixedAim ? 0xff0000 : 0x333333, 1); drawDashedLine(m_graphicsLayer.graphics, m_initialPos, m_destinationPoint, 10, 10); }

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  • Need advice on C++ coding pattern

    - by Kotti
    Hi! I have a working prototype of a game engine and right now I'm doing some refactoring. What I'm asking for is your opinion on usage of the following C++ coding patterns. I have implemented some trivial algorithms for collision detection and they are implemented the following way: Not shown here - class constructor is made private and using algorithms looks like Algorithm::HandleInnerCollision(...) struct Algorithm { // Private routines static bool is_inside(Point& p, Object& object) { // (...) } public: /** * Handle collision where the moving object should be always * located inside the static object * * @param MovingObject & mobject * @param const StaticObject & sobject * @return void * @see */ static void HandleInnerCollision(MovingObject& mobject, const StaticObject& sobject) { // (...) } So, my question is - somebody advised me to do it "the C++" way - so that all functions are wrapped in a namespace, but not in a class. Is there some good way to preserve privating if I will wrap them into a namespace as adviced? What I want to have is a simple interface and ability to call functions as Algorithm::HandleInnerCollision(...) while not polluting the namespace with other functions such as is_inside(...) Of, if you can advise any alternative design pattern for such kind of logics, I would really appreciate that...

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  • Why is DivMod Limited to Words (<=65535)?

    - by Andreas Rejbrand
    In Delphi, the declaration of the DivMod function is procedure DivMod(Dividend: Cardinal; Divisor: Word; var Result, Remainder: Word); Thus, the divisor, result, and remainder cannot be grater than 65535, a rather severe limitation. Why is this? Why couldn't the delcaration be procedure DivMod(Dividend: Cardinal; Divisor: Cardinal; var Result, Remainder: Cardinal); The procedure is implemented using assembly, and is therefore probably extremely fast. Would it not be possible for the code PUSH EBX MOV EBX,EDX MOV EDX,EAX SHR EDX,16 DIV BX MOV EBX,Remainder MOV [ECX],AX MOV [EBX],DX POP EBX to be adapted to cardinals? How much slower is the naïve attempt procedure DivModInt(const Dividend: integer; const Divisor: integer; out result: integer; out remainder: integer); begin result := Dividend div Divisor; remainder := Dividend mod Divisor; end; that is not (?) limited to 16-bit integers?

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  • Parallelize or vectorize all-against-all operation on a large number of matrices?

    - by reve_etrange
    I have approximately 5,000 matrices with the same number of rows and varying numbers of columns (20 x ~200). Each of these matrices must be compared against every other in a dynamic programming algorithm. In this question, I asked how to perform the comparison quickly and was given an excellent answer involving a 2D convolution. Serially, iteratively applying that method, like so list = who('data_matrix_prefix*') H = cell(numel(list),numel(list)); for i=1:numel(list) for j=1:numel(list) if i ~= j eval([ 'H{i,j} = compare(' char(list(i)) ',' char(list(j)) ');']); end end end is fast for small subsets of the data (e.g. for 9 matrices, 9*9 - 9 = 72 calls are made in ~1 s). However, operating on all the data requires almost 25 million calls. I have also tried using deal() to make a cell array composed entirely of the next element in data, so I could use cellfun() in a single loop: # who(), load() and struct2cell() calls place k data matrices in a 1D cell array called data. nextData = cell(k,1); for i=1:k [nextData{:}] = deal(data{i}); H{:,i} = cellfun(@compare,data,nextData,'UniformOutput',false); end Unfortunately, this is not really any faster, because all the time is in compare(). Both of these code examples seem ill-suited for parallelization. I'm having trouble figuring out how to make my variables sliced. compare() is totally vectorized; it uses matrix multiplication and conv2() exclusively (I am under the impression that all of these operations, including the cellfun(), should be multithreaded in MATLAB?). Does anyone see a (explicitly) parallelized solution or better vectorization of the problem?

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  • Why does my code fail to create a directory in "C:\Program Files" under Windows 7?

    - by sunil.nishad87
    I am using Windows 7 and I have to run one program in that windows but that program working in Windows XP. This is a Visual C++ program and I am using Visual Studio 2008 for this. When I am running my application, it does not throw any errors, but it does not create a directory in "c:\program files\". So can anyone help me to create directory and exe file? This is the code I am using: char szAppPath[MAX_PATH]; char szFileName[MAX_PATH]; DWORD dwResult; WIN32_FIND_DATA FindFileData; HANDLE hFind; dwResult = ExpandEnvironmentStrings( NULL, szAppPath, MAX_PATH); // "%ProgramFiles%" // do same for NSim directory strcat(szAppPath,"\\NSim"); hFind = FindFirstFile(szAppPath, &FindFileData); if (hFind == INVALID_HANDLE_VALUE) { //Directory Does't Exists create New if(!CreateDirectory(szAppPath,NULL)) //Throw Error { MessageBox("Unable to Create N-SIM directory","NSim Installer"); return ; } } else { //check if is directory or not if(!(FindFileData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) { MessageBox("Can't Create N-SIM directory\n Another file with same name exists","NSim Installer"); return ; } FindClose(hFind); } //***************************************N-SIM Application**************************** strcpy(szFileName, szAppPath); HRSRC hRes; if( bRegister == FALSE) { strcat(szFileName,"\\NSim.exe"); //make same name of the Client & Server in program file hRes = FindResource(NULL, MAKEINTRESOURCE(IDR_LANSIMSERVER),RT_RCDATA); if(flagUpgrade ==0) { CString trial = installationDate(); //----- Detemine Expiry Date ----- setRegistry(trial); } }

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  • Calling base class constructor

    - by The Void
    In the program below, is the line Derived(double y): Base(), y_(y) correct/allowed? That is, does it follow ANSI rules? #include <iostream> class Base { public: Base(): x_(0) { std::cout << "Base default constructor called" << std::endl; } Base(int x): x_(x) { std::cout << "Base constructor called with x = " << x << std::endl; } void display() const { std::cout << x_ << std::endl; } protected: int x_; }; class Derived: public Base { public: Derived(): Base(1), y_(1.2) { std::cout << "Derived default constructor called" << std::endl; } Derived(double y): Base(), y_(y) { std::cout << "Derived constructor called with y = " << y << std::endl; } void display() const { std::cout << Base::x_ << ", " << y_ << std::endl; } private: double y_; }; int main() { Base b1; b1.display(); Derived d1; d1.display(); std::cout << std::endl; Base b2(-9); b2.display(); Derived d2(-8.7); d2.display(); return 0; }

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  • Unsure how to come up with a good design

    - by Mewzer
    Hello there, I am having trouble coming up with a good design for a group of classes and was hoping that someone could give me some guidance on best practices. I have kept the classes and member functions generic to make the problem simpler. Essentially, I have three classes (lets call them A, B, and C) as follows: class A { ... int GetX( void ) const { return x; }; int GetY( void ) const { return y; }; private: B b; // NOTE: A "has-a" B int x; int y; }; class B { ... void SetZ( int value ) { z = value }; private: int z; C c; // NOTE: B "has-a" C }; class C { private: ... void DoSomething(int x, int y){ ... }; void DoSomethingElse( int z ){ ... }; }; My problem is as follows: Class A uses its member variables "x" and "y" a lot internally. Class B uses its member variable "z" a lot internally. Class B needs to call C::DoSomething(), but C::DoSomething() needs the values of X and Y in class A passed in as arguments. C::DoSomethingElse() is called from say another class (e.g. D), but it needs to invoke SetZ() in class B!. As you can see, it is a bit of a mess as all the classes need information from one another!. Are there any design patterns I can use?. Any ideas would be much appreciated ....

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  • Implementing comparision operators via 'tuple' and 'tie', a good idea?

    - by Xeo
    (Note: tuple and tie can be taken from Boost or C++11.) When writing small structs with only two elements, I sometimes tend to choose a std::pair, as all important stuff is already done for that datatype, like operator< for strict-weak-ordering. The downsides though are the pretty much useless variable names. Even if I myself created that typedef, I won't remember 2 days later what first and what second exactly was, especially if they are both of the same type. This gets even worse for more than two members, as nesting pairs pretty much sucks. The other option for that is a tuple, either from Boost or C++11, but that doesn't really look any nicer and clearer. So I go back to writing the structs myself, including any needed comparision operators. Since especially the operator< can be quite cumbersome, I thought of circumventing this whole mess by just relying on the operations defined for tuple: Example of operator<, e.g. for strict-weak-ordering: bool operator<(MyStruct const& lhs, MyStruct const& rhs){ return std::tie(lhs.one_member, lhs.another, lhs.yet_more) < std::tie(rhs.one_member, rhs.another, rhs.yet_more); } (tie makes a tuple of T& references from the passed arguments.) Edit: The suggestion from @DeadMG to privately inherit from tuple isn't a bad one, but it got quite some drawbacks: If the operators are free-standing (possibly friends), I need to inherit publicly With casting, my functions / operators (operator= specifically) can be easily bypassed With the tie solution, I can leave out certain members if they don't matter for the ordering Are there any drawbacks in this implementation that I need to consider?

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  • Emacs hide/show support for C++ triple-slash Doxygen markup?

    - by jsyjr
    I use Doxygen's triple-slash syntax to markup my C++ code. There are two important cases which arise: 1) block markup comments which are the sole element on the line and may or may not begin flush left; e.g. class foo /// A one sentence brief description of foo. The elaboration can /// continue on for many lines. { ... }; void foo::bar /// A one sentence brief description of bar. The elaboration can /// continue on for many lines. () const { ... } 2) trailing markup comments which always follow some number of C++ tokens earlier on the first line but may still spill over onto subsequent lines; e.g. class foo { int _var1; ///< A brief description of _var1. int _var2; ///< A brief description of _var2 ///< requiring additional lines. } void foo::bar ( int arg1 ///< A brief description of arg1. , int arg2 ///< A brief description of arg2 ///< requiring additional lines. ) const { ... } I wonder what hide/show support exists to deal with these conventions. The most important cases are the block markup comments. Ideally I would like to be able to eliminate these altogether, meaning that I would prefer not to waste a line simply to indicate presence of a folded block markup comment. Instead I would like a fringe marker, a la http://www.emacswiki.org/emacs/hideshowvis.el /john

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  • C++: Simple data type for a variable in IF statement?

    - by Jason
    I am new to C++ and am making a simple text RPG, anyway, The scenario is I have a "welcome" screen with choices 1-3, and have a simple IF statement to check them, here: int choice; std::cout << "--> "; std::cin >> choice; if(choice == 1) { //.. That works fine, but if someone enters a letter as selection (instead of 1, 2 or 3) it'll become "-392493492"or something and crash the program. So I came up with: char choice; std::cout << "--> "; std::cin >> choice; if(choice == 1) { //.. This works kinda fine, but when I enter a number it seems to skip the IF statements completely.. Is the char "1" the same as the number 1? I get a compiler errro with this (ISO-CPP or something): if(choice == "1") So how on earth do I see if they entered 1-3 correctly!?

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  • GetLongPathName Undeclared

    - by iwizardpro
    When I try to compile my code with the function GetLongPathName(), the compiler tells me that the function is undeclared. I have already read the MSDN documentation located @ http://msdn.microsoft.com/en-us/library/aa364980%28VS.85%29.aspx. But, even though I included those header files, I am still getting the undeclared function error. Which header file(s) am I supposed to include when using the function? #include <Windows.h> #include <WinBase.h> #define DLLEXPORT extern "C" __declspec(dllexport) DLLEXPORT char* file_get_long(char* path_original) { long length = 0; TCHAR* buffer = NULL; if(!path_original) { return "-10"; } length = GetLongPathName(path_original, NULL, 0); if(length == 0) { return "-10"; } buffer = new TCHAR[length]; length = GetLongPathName(path_original, buffer, length); if(length == 0) { return "-10"; } return buffer; } And, if it makes a difference, I am currently compiling using Dev-C++ on a Windows Vista 64-bit.

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  • Segmentation Fault

    - by Biranchi
    Hi All, I have the following piece of code for getting the hostname and IP address, #include <stdlib.h> #include <stdio.h> #include <netdb.h> /* This is the header file needed for gethostbyname() */ #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> int main(int argc, char *argv[]) { struct hostent *he; if (argc!=2){ printf("Usage: %s <hostname>\n",argv[0]); exit(-1); } if ((he=gethostbyname(argv[1]))==NULL){ printf("gethostbyname() error\n"); exit(-1); } printf("Hostname : %s\n",he->h_name); /* prints the hostname */ printf("IP Address: %s\n",inet_ntoa(*((struct in_addr *)he->h_addr))); /* prints IP address */ } but i am getting a warning and segmentation fault as host.c: In function ‘main’: host.c:24: warning: format ‘%s’ expects type ‘char *’, but argument 2 has type ‘int’ What is the error in the code ?? Thanks

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  • [c++] accessing the hidden 'this' pointer

    - by Kyle
    I have a GUI architecture wherein elements fire events like so: guiManager->fireEvent(BUTTON_CLICKED, this); Every single event fired passes 'this' as the caller of the event. There is never a time I dont want to pass 'this', and further, no pointer except for 'this' should ever be passed. This brings me to a problem: How can I assert that fireEvent is never given a pointer other than 'this', and how can I simplify (and homogenize) calls to fireEvent to just: guiManager->fireEvent(BUTTON_CLICKED); At this point, I'm reminded of a fairly common compiler error when you write something like this: class A { public: void foo() {} }; class B { void oops() { const A* a = new A; a->foo(); } }; int main() { return 0; } Compiling this will give you ../src/sandbox.cpp: In member function ‘void B::oops()’: ../src/sandbox.cpp:7: error: passing ‘const A’ as ‘this’ argument of ‘void A::foo()’ discards qualifiers because member functions pass 'this' as a hidden parameter. "Aha!" I say. This (no pun intended) is exactly what I want. If I could somehow access the hidden 'this' pointer, it would solve both issues I mentioned earlier. The problem is, as far as I know you can't (can you?) and if you could, there would be outcries of "but it would break encapsulation!" Except I'm already passing 'this' every time, so what more could it break. So, is there a way to access the hidden 'this', and if not are there any idioms or alternative approaches that are more elegant than passing 'this' every time?

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  • 3x3 array = 10 numbers

    - by user1708505
    i have this code #include <math.h> #include <stdio.h> const int n = 3; const int s = 3; int getm(int mat[n][s]); int printm(int mat[n][s]); int main() { int m[n][s]; getm(m); printm(m); return 0; } int getm(int mat[n][s]) { for(int x = 0;x < n;x++) { for (int y = 0;y<s;y++) { scanf("%i ", &mat[x][y]); } } return 0; } int printm(int mat[n][s]) { for(int x = 0;x<n;x++) { for(int y = 0;y<s;y++) { printf("%i ", mat[x][y]); if(y==(s-1)) { printf("\n"); } } } } which shoud ask for 9 numbers to make a 3x3 matrix array, but it actually asks for 10 numbers, printm is working well - printing only 9 numbers. Where is error?

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  • Custom Font. Keeping the font width same.

    - by user338322
    I am trying to draw a string using quartz 2d. What i am doing is, i am drawing each letter of the string individually, because each letter has special attributes associated with it, by taking each letter into a new string. The string gets printed, but the space between the letters is not uniform. It looks very ugly to read . I read someting about using custom fonts. But i have no Idea, if I can do it!! my code is here. (void) drawRect : (CGRect)rect{ NSString *string=@"My Name Is Adam"; float j=0; const char *charStr=[string cStringUsingEncoding: NSASCIIStringEncoding]; for(int i=0;i { NSString *str=[NSString stringWithFormat:@"%c",charStr[i]]; const char *s=[str cStringUsingEncoding:NSASCIIStringEncoding]; NSLog(@"%s",s); CGContextRef context=[self getMeContextRef]; CGContextSetTextMatrix (context,CGAffineTransformMakeScale(1.0, -1.0)) ; CGContextSelectFont(context, "Arial", 24, kCGEncodingMacRoman); //CGContextSetCharacterSpacing (context, 10); CGContextSetRGBFillColor (context, 0,0,200, 1); CGContextSetTextDrawingMode(context,kCGTextFill); CGContextShowTextAtPoint(context, 80+j,80,s,1); j=j+15; } } In the output 'My Name is Adam' gets printed but the space between the letters is not uniform.!! is there any way to make the space uniform!!!

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  • Working with a string as an array of characters

    - by Malfunction
    I'm having some trouble with a string represented as an array of characters. What I'd like to do, as I would do in java, is the following: while (i < chars.length) { char ch = chars[i]; if ((WORD_CHARS.indexOf(ch) >= 0) == punctuation) { String token = buffer.toString(); if (token.length() > 0) { parts.add(token); } buffer = new StringBuffer(); } buffer.append(ch); i++; } What I'm doing is something like this: while(i < strlen(chars)) { char ch = chars[i]; if(([WORD_CHARS rangeOfString:ch] >= 0) == punctuation) { NSString *token = buffer.toString(); if([token length] > 0) { [parts addObject:token]; } buffer = [NSMutableString string]; } [buffer append(ch)]; i++; } I'm not sure how I'm supposed to convert String token = buffer.toString(); to objective c, where buffer is an NSMutableString. Also, how do I check this if condition in objective c? if ((WORD_CHARS.indexOf(ch) >= 0) == punctuation) WORD_CHARS is an NSString. I'm also having trouble with appending ch to buffer. Any help is greatly appreciated.

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  • Objective-C Result from a Static Method saved to class instance variable giving "EXC_BAD_ACCESS" when used.

    - by KinGBin
    I am trying to store the md5 string as a class instance variable instead of the actual password. I have a static function that will return a md5 string which I'm trying to store in an instance variable instead of the actual password. I have the following setter for my class instance variable: -(void)setPassword:(NSString *)newpass{ if(newpass != password){ password = [utils md5HexDigest:newpass]; } } This will pass back the correct md5 string and save it to the password variable in my init function: [self setPassword:pword];. If I call another instance method and try to access self.password" I will get "EXC_BAD_ACCESS". I understand that the memory is getting released, but I have no clue to make sure it stays. I have tried alloc init with autorelease with no luck. This is the md5HexDigest function getting called during the init (graciously found in another stackoverflow question): + (NSString*)md5HexDigest:(NSString*)input { const char* str = [input UTF8String]; unsigned char result[CC_MD5_DIGEST_LENGTH]; CC_MD5(str, strlen(str), result); NSMutableString *ret = [NSMutableString stringWithCapacity:CC_MD5_DIGEST_LENGTH*2]; for(int i = 0; i<CC_MD5_DIGEST_LENGTH; i++) { [ret appendFormat:@"%02x",result[i]]; } return ret; } Any help/pointers would be greatly appreciated. I would rather have the md5 string saved in memory than the actual password calling the md5 every time I needed to use the password. Thanks in advance.

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