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  • I can't apply prefast /StackHogThreshold option.

    - by Benjamin
    I'm using ddkbuild for building my driver. And I use prefast also. Prefast has /StackHogThreshold option. The default value is 1024 Bytes. But I can't modify the value. It's my input for 'Rebuild All Command Line' C:\Windows\System32\cmd.exe /k "$(SolutionDir)....\ddkbuild.bat" -WIN7WLHA64 -prefast free $(ProjectDir) -cZ

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  • want to start programming

    - by Dan
    I really want to learn how to program. A friend suggested I buy vs 2005 or a newer version if I'm serious about it. Is there a cheaper route? I would like to start with c#.

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  • Is there a way to load an existing connection string for Linq to SQL from an app.config file?

    - by Brian Surowiec
    I'm running into a really annoying problem with my Linq to SQL project. When I add everything in under the web project everything goes as expected and I can tell it to use my existing connection string stored in the web.config file and the Linq code pulls directly from the ConfigurationManager. This all turns ugly once I move the code into its own project. I’ve created an app.config file, put the connection string in there as it was in the web.config but when I try to add another table in the IDE keeps forcing me to either hardcode the connection string or creates a Settings file and puts it in there, which then adds a new entry into the app.config file with a new name. Is there a way keep my Linq code in its own project yet still refer back to my config file without the IDE continuously hardcoding the connection string or creating the Settings file? I’m converting part of my DAL over to use Linq to SQL so I’d like to use the existing connection string that our old code is using as well as keep the value in a common location, and one spot, instead of in a number of spots. Manually changing the mode to WebSettings instead of AppSettings works untill I try to add a new table, then it goes back to hardcoding the value or recreating the Settings file. I also tried to switch the project type to be a web project and then rename my app.config to web.config and then everything works as I’d like it to. I’m just not sure if there are any downfalls to keeping this as a web project since it really isn't one. The project only contains the Linq to SQL code and an implementation of my repository classes. My project layout looks like this Website -connectionString.config -web.config (refers to connectionString.config) Middle Tier -Business Logic -Repository Interfaces -etc. DAL -Linq to SQL code -Existing SPROC code -connectionString.config (linked from the web poject) -app.config (refers to connectionString.config)

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Change right-click context menu options in VS2008

    - by Mark Ursino
    When I right-click in my class library, I get some quick options to create things, like an Item from the popup list (New Item...), a User Control, etc. E.g. Now in my web app project, I'd like to be able to get the User Control listed in the right-click menu just like Component and Class, so I don't have to click New Item... then choose it from there. Is there a way to do this in the configuration? I can't seem to figure it out in VS.

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  • VS 2008 Code Snippet Indentation

    - by Daniel
    In VS 2008, there are XML code snippets that seem to be pretty awesome :) However, it seems that the snippets we created do not indent properly. For example if we have the following code: { ... { ... { InsertSnippet here. We get something like: { ... { ... { FirstLineofSnippet SecondLineOfSnippet ThirdLineOfSnippet Is there any way to make it so that all lines keep the same indentation?

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  • Any recommended VC++ settings for better PDB analysis on release builds

    - by Brian R. Bondy
    Are there any VC++ settings I should know about to generate better PDB files that contain more information? I have a crash dump analysis system in place based on the project crashrpt. Also, my production build server has the source code installed on the D:\, but my development machine has the source code on the C:\. I entered the source path in the VC++ settings, but when looking through the call stack of a crash, it doesn't automatically jump to my source code. I believe if I had my dev machine's source code on the D:\ it would work.

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  • Are there localization tools which spot content strings in xaml/wpf?

    - by Noel Kennedy
    When globalizing a wpf application with static resx classes, it's very easy to miss the odd label or button that has its Content property set to a hard coded string in a particular language, ie English. These should of course be moved off to a {x:Static ...} so they can be localised for each culture. Are there any tools which can spot this and warn you? Built in to VS would be ideal, but I'm thinking that 'style cop' type build tools would do the job as well.

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  • How does the VS XAML designer know what to auto-populate certain values with?

    - by Pwninstein
    <Button Name="MyButton" Content="Test" FontStyle="Italic" /> In the above XAML definition of a button, the FontStyle property is set to Italic. The designer is somehow able to populate a list for me to choose from when I hit the = sign. How is this achieved? Before you answer, consider that the FontStyle property is, appropriately enough, of type FontStyle (which is a struct). It's not an enumeration, which would be trivial for VS to list out at design time, so how are the valid list of options chosen to be displayed? There is also a completely separate FontStyles class which contains three static fields, Italic, Normal, and Oblique which just so happen to be the three items VS provides in the drop down list. Is there some mapping going on behind the scenes between the FontStyle struct and FontStyles class, because I've looked in many places in both the object browser and in .NET Reflector and couldn't determine anything from either. Thanks!! I NEED to know!* *Not really, but it would be nice to :)

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  • non-english VS2008 + Resharper 4.5 = problems

    - by lak-b
    I have russian version of VS2008 (don't aske me why..) + R# 4.5. After installing R# these problems appear: Can't select text with "Ctrl+Shift+arrow" (no idea how to fix it) Can't use Resharper shortcut scheme. I have trying to apply R# scheme, rebooting VS - no luck. Seems like Russian VS have something different inside it, not only russian textboxes... Any ideas?

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  • Howw to add new value with generic Repository if there are foreign keys (EF-4)?

    - by Phsika
    i try to write a kind of generic repository to add method. Everything is ok to add but I have table which is related with two tables with FOREIGN KEY.But Not working because of foreign key public class DomainRepository<TModel> : IDomainRepository<TModel> where TModel : class { #region IDomainRepository<T> Members private ObjectContext _context; private IObjectSet<TModel> _objectSet; public DomainRepository() { } public DomainRepository(ObjectContext context) { _context = context; _objectSet = _context.CreateObjectSet<TModel>(); } //do something..... public TModel Add<TModel>(TModel entity) where TModel : IEntityWithKey { EntityKey key; object originalItem; key = _context.CreateEntityKey(entity.GetType().Name, entity); _context.AddObject(key.EntitySetName, entity); _context.SaveChanges(); return entity; } //do something..... } Calling REPOSITORY: //insert-update-delete public partial class AddtoTables { public table3 Add(int TaskId, int RefAircraftsId) { using (DomainRepository<table3> repTask = new DomainRepository<table3>(new TaskEntities())) { return repTask.Add<table3>(new table3() { TaskId = TaskId, TaskRefAircraftsID = RefAircraftsId }); } } } How to add a new value if this table includes foreign key relation

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  • Mdi Children Changed in .Net

    - by Ben
    Hi Is there a simple way of tracking the change of an Mdi's children i.e. when they are created and closed, something like an event OnMdiChildListChanged (I realise this doesn't actually exist). I am also aware that I could have a method within my Mdi that handles the creation of child forms and logs the state of them or even create an Interface that defines that a child form has a "NotifyParent" method that is then called on close of the form, but i was wondering if there was any built in events that i could plumb into? Thanks

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  • How i can Integrate my Compiler in VS2008?

    - by Mauricio
    I make a compiler of Tiger and I want integrate with VS2008, but I read a lot of stuff and don't say very well how i can made that. What is the type of the project that i need to make? How i register my Language/compiler in VS2008, I know that i need install the SDK, I know litle thing that i need to do but the steps more important, like What class i need to implement... Thanks for all

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  • Accented character regex

    - by user314573
    I'm trying to create a regex that will look for french words whether a user specifies the accented characters or not. So if the the user has searched for "déclaré" but types in declare instead I would like to be able to match the text still. I'm having difficulty making this more dynamic so that it can be matched on any french word... Closest example from another user from a different post was: d[eèéê]cl[aàáâ]r[eèéê] Is it even possible to write a regex for something like this? Any advice would be much appreciated.

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  • How to write a simple Lexer/Parser with antlr 2.7?

    - by Burkhard
    Hello, I have a complex grammar (in antlr 2.7) which I need to extend. Having never used antlr before, I wanted to write a very simple Lexer and Parser first. I found a very good explanation for antlr3 and tried to adapt it: header{ #include <iostream> using namespace std; } options { language="Cpp"; } class P2 extends Parser; /* This will be the entry point of our parser. */ eval : additionExp ; /* Addition and subtraction have the lowest precedence. */ additionExp : multiplyExp ( "+" multiplyExp | "-" multiplyExp )* ; /* Multiplication and addition have a higher precedence. */ multiplyExp : atomExp ( "*" atomExp | "/" atomExp )* ; /* An expression atom is the smallest part of an expression: a number. Or when we encounter parenthesis, we're making a recursive call back to the rule 'additionExp'. As you can see, an 'atomExp' has the highest precedence. */ atomExp : Number | "(" additionExp ")" ; /* A number: can be an integer value, or a decimal value */ number : ("0".."9")+ ("." ("0".."9")+)? ; /* We're going to ignore all white space characters */ protected ws : (" " | "\t" | "\r" | "\n") { newline(); } ; It does generate four files without errors: P2.cpp, P2.hpp, P2TokenTypes.hpp and P2TokenTypes.txt. But now what? How do I create a working programm with that? I tried to add these files to a VS2005-WinConsole-Project but it does not compile: p2.cpp(277) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?

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  • [c++] - Help about class and error: C3861

    - by Chelsea_cole
    Can someone help me in this error? in "cDef.h" : #pragma once class cDef { public: static int STATE_LOGO; static int STATE_MENU; static int MESSAGE_ENTER; static int MESSAGE_UPDATE; static int MESSAGE_PAINT; static int MESSAGE_EXIT; }; in "GameState.h": #pragma once #ifndef _GameState_ #define _GameState_ #include "cDef.h" class MainGame; class GameState; class GameState { public: MainGame *mg; int GAME_STATE_DEF; virtual void MessengeEnter(int message) = 0; virtual void MessengeUpdate(int message,int keys) = 0; virtual void MessengePaint(int message,CDC *pDc) = 0; void StateHandler(int message,CDC *pDc,int keys); public: GameState(void); public: ~GameState(void); }; #endif in "GameState.cpp": #include "StdAfx.h" #include "GameState.h" GameState::GameState(void) { GAME_STATE_DEF = -1; } GameState::~GameState(void) { } void GameState::StateHandler(int message,CDC *pDc,int keys) { if(message == cDef.MESSAGE_ENTER) { MessageEnter(message); } if(message == cDef.MESSAGE_UPDATE) { MessageUpdate(message,keys); } if(message == cDef.MESSAGE_PAINT) { MessagePaint(message,pDC); } } error: warning C4832: token '.' is illegal after UDT 'cDef' see declaration of 'cDef' error C3861: 'MessageUpdate': identifier not found error C3861: 'MessageEnter': identifier not found error C3861: 'MessagePaint': identifier not found ..... Thanks in advance!

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  • Any way to surround code block with Curly Braces {} in VS2008?

    - by Jim McKeeth
    I always find myself needing to enclose a block of code in curly braces { }, but unfortunately that isn't included in the C# surround code snippets, which seems to be an oversight. I couldn't find anything on building your own surround snippets either (just other kinds of snippets). I am actually running Resharper too, but it doesn't seem to have this functionality either (or I haven't figured how to activate it). We have a coding standard of including even a single line of code after an if or else in curly braces, so if I could just make Resharper do that refactor automatically that would be even better!

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  • Unit Test Organization

    - by cam
    I'm using Nunit for unit testing, and added another project called "Unit Testing" to my current solution. I referenced Nunit, and changed the Namespace to the same namespace used in the main project. I can't seem to figure out how to get access to all the classes, files, etc in the main project. Is there something I have to do to link two projects?

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  • parsing xml attribute value

    - by vbNewbie
    I have been parsing xml content using the xmlreader and cannot use the xml document but so far it works getting all elementcontent except for the attribute contents. I need to parse the link below found in the following entry; <title>XXXX UUUUUU posted a</title> <category term="NotePosted" label="Note Posted"/> <link rel="alternate" type="html" href="http://www.dfsddsfdsf.com/profile.php?id=sdfdfsfdsdfddfsfd&amp;v=wall&amp;story_dbid=dssdfasdfdasfdsafafafa"/> <source>......... <source> I need the href tag in the link attribute but it keeps coming back null. While ureader.Read If ureader.HasAttributes Then fId = ureader.GetAttribute("href") If fId.Contains("?v=wall&amp") Then fIdList.Add(fId) Exit While End If If String.IsNullOrEmpty(fId) Then fId = "NOTHING" End If End If End While

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  • VS2005 Compilation Problem with Settings

    - by vijay.j
    I am trying to integrate PJNSMTPCONNECTION CLASSES in my project; they say that those classes do not use MFC. My project is with the setting like MT, and using standard library linking. When I try to compile, I am getting CSTRING not defined and fatal error C1189: #error : WINDOWS.H already included. MFC apps must not #include <windows.h> If I include afx.h and remove windows.h, I am getting iDLLMain already defined errors. How do I resolve these problems, please?

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  • Is it a bug???????????????/

    - by Knowing me knowing you
    I'm using VS2010 Ultimate. Having code: //file IntSet.h #include "stdafx.h" #pragma once /*Class representing set of integers*/ template<class T> class IntSet { private: T** myData_; std::size_t mySize_; std::size_t myIndex_; public: #pragma region ctor/dtor explicit IntSet(); virtual ~IntSet(); #pragma endregion #pragma region publicInterface IntSet makeUnion(const IntSet&)const; IntSet makeIntersection(const IntSet&)const; IntSet makeSymmetricDifference(const IntSet&)const; void insert(const T&); #pragma endregion }; //file IntSet_impl.h #include "StdAfx.h" #include "IntSet.h" #pragma region ctor/dtor template<class T> IntSet<T>::IntSet():myData_(nullptr), mySize_(0), myIndex_(0) { } template<class T> IntSet<T>::~IntSet() { } #pragma endregion #pragma region publicInterface template<class T> void IntSet<T>::insert(const T& obj) {/*IF I SET A BREAKPOINT HERE AND AFTER THAT I CHANGE SOMETHING IN THE BODY I'M GETTING MSG SAYING THAT THE BREAKPOINT WILL NOT CURRENTLY BE HIT, AFTER I REBUILD THE BREAKPOINT IS VALID AGAIN*/ /*Check if we are initialized*/ if (mySize_ == 0) { mySize_ = 1; myData_ = new T*[mySize_]; } /*Check if we have place to insert obj in.*/ if (myIndex_ < mySize_) { myData_[myIndex_++] = new T(obj); return; } /*We didn't have enough place...*/ T** tmp = new T*[mySize_];//for copying old to temporary basket std::copy(&myData_[0],&myData_[mySize_],&tmp[0]); delete myData_; auto oldSize = mySize_; mySize_ *= 2; myData_ = new T*[mySize_]; std::copy(&tmp[0],&tmp[oldSize],&myData_[0]); myData_[myIndex_] = new T(obj); ++myIndex_; } #pragma endregion Thanks.

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