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  • Jackson + Builder Pattern?

    - by Gili
    I'd like Jackson to deserialize a class with the following constructor: public Clinic(String name, Address address) Deserializing the first argument is easy. The problem is that Address is defined as: public class Address { private Address(Map<LocationType, String> components) ... public static Builder { public Builder setCity(String value); public Builder setCountry(String value); public Address create(); } } and is constructed like this: new Address.Builder().setCity("foo").setCountry("bar").create(); Is there a way to get key-value pairs from Jackson in order to construct the Address myself? Alternatively, is there a way to get Jackson to use the Builder class itself?

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  • Troubleshooting Multiple Endpoints Problem in WCF

    - by omatase
    I have been using WCF for a few years now and am fairly comfortable with it, however there is one simple WCF concept that I have yet to employ and am having difficulties with it. Following this article about WCF addressing as it specifically relates to multiple endpoints in IIS I see these two excerpts: "Suppose you have a file named calc.svc and you place it in a virtual directory that corresponds to (http://localhost:8080/calcservice). The base address for this service will be (http://localhost:8080/calcservice/calc.svc)." and "Now, consider the endpoint configuration found in the virtual directory’s web.config file (in Figure 3). In this case, the address of the first endpoint becomes the same as the base address (http://localhost:8080/calcservice/calc.svc) since I left the endpoint address empty. The address of the second endpoint becomes the combination of the base address appended with "secure", like this: (http://localhost:8080/calcservice/calc.svc/secure)." Now in my application I'm trying to create two endpoints for the same service (shown below). The service name is MainService.svc. For endpoint one I have address="" and endpoint two has address="Soap11". Bringing the site up in IIS I can successfully hit this URL: (https://localhost:444/MainService.svc). This is the base address for the service according to all the documentation I can find. According to this article and others I have seen that confirm its information I should have the second endpoint at (https://localhost:444/MainService.svc/Soap11) but if I navigate to that URL I get a .Net exception indicating the resource is not found. Is there a tool I can use to see where my different endpoints will be available? Maybe some IIS or aspnet_isapi.dll logging I can turn on? My web.config section defining my endpoints follows. Thanks in advance for your help <service behaviorConfiguration="MyService.MainServiceBehavior" name="MyService.MainService"> <endpoint address="" binding="wsHttpBinding" bindingConfiguration="WSBindingConfig" contract="MyService.IMainService"> <identity> <dns value="localhost" /> </identity> </endpoint> <endpoint address="Soap11" binding="basicHttpBinding" bindingConfiguration="BasicBindingWithCredentials" contract="MyService.IMainService"> <identity> <dns value="localhost" /> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service>

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  • Efficient splitting of elements in a field

    - by Gary
    I have a field in a text file exported from a database. The field contains addresses but sometimes they are quite long and the database allows them to contain multiple lines. When exported, the newline character gets replaced with a dollar sign like this: first part of very long address$second part of very long address$third part of very long address Not every address has multiple lines and no address contains more than three lines. The length of each line is variable. I'm massaging the data for import into MS Access which is used for a mailmerge. I want to split the field on the $ sign if it's there but if the field only contains 1 line, I want to set my two extra output fields to a zero length string so that I don't wind up with blank lines in the address when it gets printed. I have an awk file that's working correctly on all the other data in the textfile but I need to get this last bit working. I tried the below code. Aside from the fact that I get a syntax error at the else, I'm not sure this is a good way to do what I want. This is being done with gawk on Windows. BEGIN { FS = "|" } $1 != "HEADER" { if ($6 ~ /\$/) split($6, arr, "$") address = arr[1] addresstwo = arr[2] addressthree = arr[3] addressLength = length(address) addressTwoLength = length(addresstwo) addressThreeLength = length(addressthree) else { address = $6 addressLength = length($6) addresstwo = "" addressTwoLength = length(addresstwo) addressthree = "" addressThreeLength = length(addressthree) } printf("%*s\t%*s\t\%*s\n", addressLength, address, addressTwoLength, addresstwo, addressThreeLength, addressthree) }

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  • How to create a dynamic width column in Twitter Bootstrap

    - by Elad
    How do you use Twitter Bootstrap to create a table-like list structure, where some columns take as much space as required to accommodate the widest element of that column, and a single column takes the remaining space? For example Id |Name |Email address 100001|Joe |[email protected] 100 |Christine|[email protected] 1001 |John |[email protected] the Id column takes just enough space to accommodate the 100001 id which is the longest id, and the Name column takes just enough space to accommodate the name Christine. The Email column takes the remaining space.

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  • A error about "Address 0x0 is not stack'd, malloc'd or (recently) free'd" in c program under linux

    - by MaiTiano
    There is a piece of my program: height = atoi(argv[3]); width = atoi(argv[2]); sprintf(seqName,"%s", argv[1]); // strcpy(seqName, argv[1]); After compiling it, a exe file test is generated, then I use Valgrind to check it. Then I got the following message, however I cannot understand what it tends to tell me. Can anyone provide some kind help, Thanks. 1 contexts (suppressed: 13 from 8) 1 contexts (suppressed: 13 from 8) jl@ubuntu:~/work/dsr_analysis$ valgrind --tool=memcheck --leak-check=yes ./test ==28940== Memcheck, a memory error detector ==28940== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et al. ==28940== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for copyright info ==28940== Command: ./test ==28940== ==28940== Invalid read of size 1 ==28940== at 0x40260CA: strcpy (mc_replace_strmem.c:311) ==28940== by 0x804A5C6: main (me_search.c:1428) ==28940== Address 0x0 is not stack'd, malloc'd or (recently) free'd ==28940== ==28940== ==28940== Process terminating with default action of signal 11 (SIGSEGV) ==28940== Access not within mapped region at address 0x0 ==28940== at 0x40260CA: strcpy (mc_replace_strmem.c:311) ==28940== by 0x804A5C6: main (me_search.c:1428) ==28940== If you believe this happened as a result of a stack ==28940== overflow in your program's main thread (unlikely but ==28940== possible), you can try to increase the size of the ==28940== main thread stack using the --main-stacksize= flag. ==28940== The main thread stack size used in this run was 8388608. ==28940== ==28940== HEAP SUMMARY: ==28940== in use at exit: 0 bytes in 0 blocks ==28940== total heap usage: 0 allocs, 0 frees, 0 bytes allocated ==28940== ==28940== All heap blocks were freed -- no leaks are possible ==28940== ==28940== For counts of detected and suppressed errors, rerun with: -v ==28940== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 13 from 8)1 contexts (suppressed: 13 from 8) 1 contexts (suppressed: 13 from 8)

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  • Problem with return 2 libc method

    - by jth
    Hi, I'am trying to understand the return2libc method. I'am using an ubuntu linux 9.10, 32 bit with ASLR disabled. In theory, it sounds quite easy, overwrite the saved eip with the address of system() (or whatever function you want), then put the address to which system() should return and after that, the parameter for system, the "/bin/bash"-string. But what happens is that my exploit keeps segfaulting the vulnerable program. I assume something with the system()-address went wrong. This is what I did so far: Determined the address of system(): (gdb) print system $1 = {<text variable, no debug info>} 0x167020 <system> (gdb) x/x system 0x167020 <system>: 0x890cec83 I used the subsequent x/x system because those 3 bytes returned by print system looks like an index in some sort of jumptable (PLT?), so I assume 0x890cec83 is the right address which is used to overwrite the saved eip. After that I determined the address of the /bin/bash string in memory, using a small C program which basically consists of this line: printf("Address of string /bin/bash: %p\n", getenv("SHELL")); Then I looked a little bit around in the memory and fount /bin/bash: (gdb) x/s 0xbffff6ca 0xbffff6ca: "/bin/bash" After I gathered this information, I filled the buffer: (gdb) b 9 Breakpoint 1 at 0x8048407: file victim.c, line 9. (gdb) r `perl -e 'print "A"x9 . "\x83\xec\x0c\x89FAKE\xca\f6\ff\bf";'` Breakpoint 1, main (argc=1111638594, argv=0xc360cca) at victim.c:10 10 return 0; (gdb) x/s 0xbffff6ca 0xbffff6ca: "/bin/bash" Stack frame looks like this: (gdb) i f Stack level 0, frame at 0xbffff440: eip = 0x8048407 in main (victim.c:10); saved eip 0x890cec83 source language c. Arglist at 0xbffff438, args: argc=1111638594, argv=0xc360cca Locals at 0xbffff438, Previous frame's sp is 0xbffff440 Saved registers: ebp at 0xbffff438, eip at 0xbffff43c This seems all right to me, saved eip was overwritten with the (hopefully) correct system()-address, return address for system was set to "FAKE" (shouldn't matter) and the address of /bin/bash also seems to be correct. When I'am continuing the execution, victim segfaults on some strange address and certainly not in 0x890cec83: (gdb) cont Continuing. Program received signal SIGSEGV, Segmentation fault. 0x0804840d in main (argc=Cannot access memory at address 0x41414149 ) at victim.c:11 11 } Has anyone an explanation or a hint what happens here and why the execution isn't redirected to 0x890cec83? Thanks in advance, any hint, and be it only vague, would be appreciated. I have no idea why this doesn't work.

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  • If the address of a function can not be resolved during deduction, is it SFINAE or a compiler error?

    - by Faisal Vali
    In C++0x SFINAE rules have been simplified such that any invalid expression or type that occurs in the "immediate context" of deduction does not result in a compiler error but rather in deduction failure (SFINAE). My question is this: If I take the address of an overloaded function and it can not be resolved, is that failure in the immediate-context of deduction? (i.e is it a hard error or SFINAE if it can not be resolved)? Here is some sample code: struct X { // template T* foo(T,T); // lets not over-complicate things for now void foo(char); void foo(int); }; template struct S { template struct size_map { typedef int type; }; // here is where we take the address of a possibly overloaded function template void f(T, typename size_map::type* = 0); void f(...); }; int main() { S s; // should this cause a compiler error because 'auto T = &X::foo' is invalid? s.f(3); } Gcc 4.5 states that this is a compiler error, and clang spits out an assertion violation. Here are some more related questions of interest: Does the FCD-C++0x clearly specify what should happen here? Are the compilers wrong in rejecting this code? Does the "immediate-context" of deduction need to be defined a little better? Thanks!

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  • Common one-to-many table for multiple entities

    - by Ben V
    Suppose I have two tables, Customer and Vendor. I want to have a common address table for customer and vendor addresses. Customers and Vendors can both have one to many addresses. Option 1 Add columns for the AddressID to the Customer and Vendor tables. This just doesn't seem like a clean solution to me. Customer Vendor Address -------- --------- --------- CustomerID VendorID AddressID AddressID1 AddressID1 Street AddressID2 AddressID2 City... Option 2 Move the foreign key to the Address table. For a Customer, Address.CustomerID will be populated. For a Vendor, Address.VendorID will be populated. I don't like this either - I shouldn't need to modify the address table every time I want to use it for another entity. Customer Vendor Address -------- --------- --------- CustomerID VendorID AddressID CustomerID VendorID Option 3 I've also seen this - only 1 foreign key column on the Address table with another column to identify which foreign key table the address belongs to. I don't like this one because it requires all the foreign key tables to have the same type of ID. It also seems messy once you start coding against it. Customer Vendor Address -------- --------- --------- CustomerID VendorID AddressID FKTable FKID So, am I just too picky, or is there something I haven't thought of?

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  • MVC: How do i declare the name value using DropDownListFor

    - by frosty
    I have the following dropdownlist in mvc <%= Html.DropDownListFor(c => c.Address.Id, new SelectList(Model.Addresses, "id", "Name", Model.Address.Id), "-- New Address --", new { @name = "[" + orderItemAddressCount + "].AddressId" })%> I'm trying to overwrite the name value on the dropdownlist. this is the markup i get <select id="Address_Id" name="Address.Id"><option value="">-- New Address --</option> This is the markup i want -- New Address -- How do i declare the name value using DropDownListFor?

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  • remove duplicate values from a multidimensional arrays in php

    - by haseeb
    hi this is my array , i need to remove duplicating values , please hekp me out Array ( [0] = Array ( [0] = * garfield calicut Address: tanil nadu chennai0696955666 About Company: re stored. [1] = 0.0004 [2] = 0 ) [1] = Array ( [0] = * gamut Address: ashok puram calicut9865326921 About Company: You've come. * garfield calicut Address: tanil nadu chennai0696955666 About Company: re stored. * Hyva It Solutions Address: 697 / 75,30th Cross About Company: Hyva IT Solutions. * streem pvt Ltd Address: onden road kannur9845672062 About Company: Go to the website * Advanced It Wave Address: Ayyappankavu, Ernakulam (North), About Company: Website Developement Services * Viral Industry Address: vettiyar, kodam p o tramp8469666663 About Company: # for discussion [1] = 0.0008 [2] = 0 ) [2] = Array ( [0] = company [1] = 0.0007 [2] = 1 ) ) here 'garfield calicut Address: tanil nadu chennai0696955666 About Company: re stored. ' is repeated , i need to display that only once

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  • what is a RoR best practice? match by id or different column?

    - by Omnipresent
    I had a terrible morning. Lots of emails floating around about why things don't work. Upon investigating I found that there is a data mismatch which is causing errors. Scenario Customer and Address are two tables. Customer contains class Customer < ActiveRecord::Base has_one :address, :foreign_key => "id" end Address Contains class Address < ActiveRecord::Base belongs_to :customer, :foreign_key => "cid" end So the two tables match on id which is the default and that column is auto incremented. Problem on the edit Page we have some code like this. params[:line1] = @customer.first.address.line1 It fails because no matching record is found for a customer in the address table. I don't know why this is happening. It seems that over time a lot of records did not get added to Address table. Now problem is that when a new Customer is added (say with id 500) the Address will be added with some other id (say 425) ...now you don't know which address belongs to which customer. Question Being new to Rails, I am asking whether it is always considered good to create an extra column for joining of the records, rather than depending on the column that is automatically incremented? If I had a seperate column in Address table where I would manually insert the recently added customers id then this issue would not have come up.

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  • Question on Addressing Modes in PDP-11 Assembler

    - by lego69
    I have small question about pdp-11(simulator), I have this command (it begins from the address 1000) add 2500, #2500 and this initial list: register/address - initial value pc 1000 sp 600 2500 3000 and I want to know how this small snippet exactly runs, in my booklet I found that: firstly it reads inforamtion from the address 1000, inside this address we have value 066727, after we read number from the address 1002, AND VALUE MUST BE 2500(because of add 2500, #2500), but in my booklet I have 1474 without any explanations why, I know that I have here relative addressing mode, but why 1474 inside the address 1002 and not 2500, thanks in advance for any help

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • How do I set a single virtual directory of my web app to not inherit web.config?

    - by Ryan
    I have a virtual directory setup in one of my web apps that needs to not inherit the web.config of the main app so it can run on it's own. I am wondering how I can do this because right now when I hit it (mainwebapp.domain.com/virdir) it throws an error saying it can't find some dependencies that are listed in the main apps web.config (shows main app web.config in the error message), this virdir contains it's own little app that needs to just run standalone.

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  • How bad is it to use a virtual file system with VMWare? [closed]

    - by user30997
    IT is running a series of VMs that we'd like to see optimized further: if the VMs' are Windows XP, storing their NTFS images out to the virtual disk (ext3) provided by Linux/VMWare, how much of a hit are we taking - as opposed to having a partition of the host hard drive formatted NTFS to eliminate the translation layer and the extra level of operating system IO preparation?

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  • C#: How would you only draw certain ListView Items while in Virtual Mode?

    - by Jonathan Richter
    C#: How would you only draw certain ListView Items while in Virtual Mode? I am trying to create a filter-like feature to use in listview so that if the user selects an imageindex from 0-5, it will loop through the listview items and only make it so that the items in question with the correct image index will be displayed and the other items will be hidden. How would I go upon creating such a routine?

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  • Problem Formating in Eclipse

    - by fastcodejava
    I have method in eclipse as below : public String toString() { return "HouseVo [ " + "Name : " + this.name == null ? "" : this.name + "Address : " + this.address == null ? "" : this.address; } When I format it becomes : return "HouseVo [ " + "Name : " + this.name == null ? "" : this.name + "Address : " + this.address == null ? "" : this.address; Any way to fix it so it correctly formats?

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  • Can I Move a MediaWiki site to a new virtual folder?

    - by Tyler
    I had MediaWiki installed in as the default site on my server using IIS 6 and I created a virtual directory and pointed it to the Wiki folder. The page loads, but all the links are pointing to the original location that is no longer pointing to the Wiki Folder. Info Server Name: tech Path to Wiki: http://tech/wiki/ Example Links Wrong Link - This is the current link displayed http://tech/index.php?title=Main_Page The link should look like this http://tech/wiki/index.php?title=Main_Page All of the links are not showing the /wiki Any ideas?

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  • Rails Nested Attributes, Relationship for Shared or Common Object

    - by SooDesuNe
    This has to be a common problem, so I'm surprised that Google didn't turn up more answers. I'm working on a rails app that has several different kinds of entities, those entities by need a relation to a different entity. For example: Address: a Model that stores the details of a street address (this is my shared entity) PersonContact: a Model that includes things like home phone, cell phone and email address. This model needs to have an address associated with it DogContact: Obviously, if you want to contact a dog, you have to go to where it lives. So, PersonContact and DogContact should have foreign keys to Address. Even, though they are really the "owning" object of Address. This would be fine, except that accepts_nested_attributes_for is counting on the foreign key being in Address to work correctly. What's the correct strategy to keep the foreign key in Address, but have PersonContact and DogContact be the owning objects?

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  • c++ compile error

    - by Niranjan
    Hi, I am trying to develop abstract design pattern code for one of my project as below.. But, I am not able to compile the code ..giving some compile errors(like "conversion from 'ProductA1 *' to 'ProductA *' exists, but is inaccessible" ).. Can any one please help me out in this... #include "stdafx.h" #include <iostream> using namespace std; class ProductA { public: virtual void Operation1()=0; virtual void Operation2()=0; }; class ProductA1 : ProductA { public: virtual void Operation1() {cout<<"PD ProductA1 Operation1"<<endl; } virtual void Operation2() {cout<<"PD ProductA1 Operation2"<<endl; } }; class ProductA2 : ProductA { public: virtual void Operation1() {cout<<"DT ProductA2 Operation1"<<endl; } virtual void Operation2() {cout<<"DT ProductA2 Operation2"<<endl; } }; //------------------------------------------------------------- class ProductB { public: virtual void Operation3()=0; virtual void Operation4()=0; }; class ProductB1 : ProductB { public: void Operation3() { cout<<"PD ProductB1 Operation3"<<endl; } void Operation4() { cout<<"PD ProductB1 Operation4"<<endl; } }; class ProductB2 : ProductB { public: void Operation3() { cout<<"DT ProductB2 Operation3"<<endl; } void Operation4() { cout<<"DT ProductB2 Operation4"<<endl; } }; //--------------- abstrct factory --------------------------- class Factory { public: virtual ProductA* CreateA () =0; virtual ProductB* CreateB ()=0; }; class Factory1 : Factory { public: ProductA* CreateA () { return new ProductA1(); } ProductB* CreateB () { return new ProductB1(); } }; class Factory2 : Factory { public: ProductA* CreateA () { return new ProductA2(); } ProductB* CreateB () { return new ProductB2(); } }; //--------------------- client -------------------------------- int _tmain(int argc, _TCHAR* argv[]) { Factory* pf = new Factory1(); ProductA *pa = pf->CreateA(); pa->Operation1(); pa->Operation2(); ProductB *pb = pf->CreateB(); pb->Operation3(); pb->Operation4(); return 0; }

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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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  • is there something equivalent to 'Address of' or offset operator in .net?

    - by Gio
    We have nested stuctures as such, used as an interface for some device drivers. On occasion we have to update individual elements. An 'address of' operator would be helpful, but an 'offset' function or operator is what I'm really looking for, but not sure how to go about it. In other words, how far is structureN.elementX away from the start of the structure in bytes? [StructLayout(LayoutKind.Sequential)] public struct s1 { UInt16 elem1; UInt16 elem2; UInt16 elem3; } [StructLayout(LayoutKind.Sequential)] public struct s2 { UInt16 elem1; UInt16 elem2; UInt16 elem3; } [StructLayout(LayoutKind.Sequential)] public struct driver { public S1 s1; public S2 s2; } For instance we need to send the device driver some data to update driver.s1.elem3, by way of providing an offset address, data block and length. We would update our local copy, then call the device api with the afore mentioned data. Not sure I have to do this with 'unsafe' method calls. Any help?

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