C/C++ :: Initializing Constructor In CPropertyPage?
Aug 21, 2013
Here is a declaration of property class
class CMyPropertyPage11 : public CPropertyPage
Here is the definition
CMyPropertyPage11::CMyPropertyPage11() : CPropertyPage(CMyPropertyPage11::IDD)
I really do not understand the role of the
CPropertyPage(CMyPropertyPage11::IDD)
But I need to derive CMyPropertyPage11 from another CPropertyPage, say CBasePropertyPage adn really need to know how to implement the CPropertyPage(CMyPropertyPage11::IDD) initialization again.
I am making a tictactoe program that requires me to have a 3 by 3 two dimensional array of integers, in which the constructor should initialize the empty board to all zeroes. The program complies, but it keeps outputting garbage values and i'm not entirely sure why, My print function isn't complete yet, since I want to print out the array in a tic tac toe format, but i'm more concerned with why it's printing garbage values, here is my code:
I am trying to create a `std::map` from `std:: string` to a pointer to member function type. I'm initializing the `map` with an initializer list (braced). When I compile, I get a message from the compiler: No matching constructor for initialization.
I am making a tic tac toe program in which they are asking me to have a 3x3 2 dimensional array of integers and have the constructor initialize the empty board to all zeros. They also want me to place a 1 or 2 in each empty board space denoting the place where player 1 or player 2 would move The problem I'm having is, my code initializes the board to all zeros for each element of the array, and prints it out just fine, but I can't figure out how to re-initialize the values in the array to show where each player moves on the board... I was thinking about having a default constructor that has each value set to zero, and then use a setGame function that can change the values on the board to one or two depending on where the player moves....but I don't know if that's possible.....
I have a class that defines a window (a popup dialog of sorts), and I want the name of that window to be constant. The only problem is that the name of the popup needs to match the title of the parent window, and I get the name of the parent in the constructor. So how do I go about defining this member variable to be constant and initializing it with a value in the constructor?
I want to do something like this, but I know this isn't allowed:
/* class.h */ class foo { public: foo(*parentWindowPtr);
[Code] .....
I should mention that yes the name of the parent window is const char *, and I would like to keep it this way.
class Base { char * ptr; public: Base(){} Base(char * str)
[code].....
Obj1 is a derived class object where base class char pointer is initialized with "singh" and derived class char pointer is initilized with "sunil". I want to create Obj2 out of Obj1. Separate memory should be created for Obj2 char pointer (base part and derived part as well) and that should be initialized with the strings contained in Obj1.
Here the problem is: Derived class part can be initialized with copy constructor. How to initialize the base class char poniter of Obj2 with the base class part of Obj1. char pointers in both the classes are private.
I tried using initializer list but could not succeed.
Let's say I have a Car object , and it contains inner Engine object.
Code: struct Car{ Engine mEngine; };
In order to initialize the engine object NOT by the default constructor (if it has any) , we use initialization semantics:
Code: Car::Car: mEngin(arg1,arg2,...) { other stuff here }
Now it gets tricky: Let's say a Car objects has 10 inner objects, each object has about 5 variables in it . Car is a base class for , e.g. , Toyota class. you don't want the Car class to have a constructor with 50 arguments. Can the inner objects of Car be initialized from the base class , e.g. Toyota?
Code: class Toyota: Car(...), mEngine(...), mGear(..) { ... };
The other options are: 1) like said , create a Car constructor which gets 50 arguments, then initialize Car as whole from Toyota - the code becomes less readable and less intuitive 2) Car constructor which get built-objects as arguments and initialize the inner objects with copy constructor . the code gets more readable but then you create many excess objects .
i am writing this bank accounts program using structures. i haven't implemented the function before that i want to check if the data is being read and printed. When i build and run the program in visual studio it gives me the following error. "No constructor could take the source type, or constructor overload resolution was ambiguous". Now whats wrong in this program?
/* Bank Accounts Program */ #include <iostream> #include <string> #include <fstream> #include <cstdlib>//needed to use system() function using namespace std; const int MAX_NUM = 50; struct Name{
Constructor of the Base Class Person::Person(char* n="", char* nat="U.S.A", int s=1) { name = n; nationality = nat; sex = s; }
Constructor of the Derived Class (inherited from the base class)
Student(char* n, int s=0, char* i=""): Person(n, s)
Why the initialized list of the base class constructor doesn't match the initialized list of the derived class constructor? I know this book is a little bit old, I'm not sure if this wrong in VC++ 2010?
I am working on a homework assignment and have most of the program working, but when I try to compile it keeps telling me to initialize the coin variables in each class. However, they are supposed to be added then removed so I don't want to set them back to zero.
Rewrite the Purse program given in Page 35 with functions to perform insert and remove operations. The function insert (int p, int n, int d, int q) will initialize pennies, nickels, dimes and quarters. The function dollars() will return the dollars. The function remove (int p, int n, int d, int q) will subtract pennies, nickels, dimes and quarters. The function display() returns a new String to print the content of the purse with remaining pennies, nickels, dimes and quarters.
Code: usingnamespace std; int insert_money (int *p, int *n, int *d, int *q); int remove_money (int *p, int *n, int *d, int *q); int dollars(); int main()
I am having issues with trying to implement JameM's kernel. I page fault attempting to assign the return value of place_ordered_array into the kheap.The malloc function should remain between 10000000-20000000 yet I exceed this. I have a hunch it's due that I am using grub2 (he uses legacy) and it loads modules at a higher address. I tested this by debugging at alloc and found that the function cannot handle above about 20000000. Am I on track to say I must attempt to move the module or code to prevent trampling or that I should switch to legacy.
enum Country {India, China, France, NumCountries}; // plus many other countries struct School {}; struct Mall {}; struct HockeyArena {};
[Code] ....
Output:
PersonFactory::initializeEthnicNames() called Carrying out the initialization... PersonFactory::initializeEthnicNames() called PersonFactory::initializeEthnicNames() called PersonFactory::initializeEthnicNames() called PersonFactory::initializeEthnicNames() called numberOfTimesInitialized = 1
As you can see, even though five PersonFactory objects were constructed, the ethnicNames initialization only occurred once, as desired. However, there are some issues with my method. First of all, the use of the comma operator is ugly in my opinion. But fashion statements aside, PersonFactory::initializeEthnicNames() is still called multiple times, which is not good, even though it correctly avoids reinitializing ethnicNames after the first call. Also, I now forever get the annoying compiler warnings that the bool namesInitialized is never used, which is true, thus wasting a small bit of memory. And finally, I cannot declare ethnicNames const now, and it is supposed to be const. Any better way to accomplish what I'm trying to do?
By the way, the reason why I don't initialize ethnic names outside the class as is normally done for static data members (and that would indeed allow me to declare it const) is because it would get messed up if I later change the order of the elements in enum Country. Hence actual lines of initializations I think are needed. And I do want ethnicSurnames inside PersonFactory, because I feel it really does belong there. Also, PersonFactory is not to be Singleton, because it has data members that depend on some parameters in its constructor (e.g. geographic location).
I want to know how to make variables during the program. for example in a program i want to have the player be able to create their own spells or add their own weapons to the game without having to edit the source code. i use sfml 2.0
I'm working on this program, and when i run it for 'p', 'P', or for a incorrect service code a error message pops up saying that "totalCost is being used without being initialized". I don't want to change it to switches, case, and breaks now because I've come too far to change it all. I have that variable right here just below.
#include <iomanip> #include <iostream> using namespace std; int main() { int acctCode; double nightCost; double totalCost;
So I'm writing a small program for class, and for some reason I keep getting an error when trying to initialize head to NULL. Even threw in the namespace just to see, nothin'.
#ifndef NUMBERLIST_H #define NUMBERLIST_H using namespace std;
[Code].....
There's my header file. Not sure what I'm doing wrong with the constructor.
EDIT: Got it to work with nullptr, but still curious why that isn't working
I am going to be using a boolean variable to mark whether or not a specific field has had data entered into it. I figure the best way to do that is to initialize all the elements of the structures to 0. However, with strings and with the nested structure, I'm not sure how to do this.
I'm wondering what is the "best" way to initialize a bitfield struct. I have this bitfield, defined as:
Code: struct S { unsigned int a : 1; unsigned int b : 1; };
If I'm "using" the bitfield, I can initialize it easily when declaring it, as so:
Code: int main() { S s = {0}; }
Now, the issue I'm facing is that I want to embed S inside another struct, which I'll name "outer". EG:
Code: struct Outer { S s; };
I'm wondering what the "best" way to have Outer initialize S is? I've seen a lot of people use the "union" approach:
Code: struct Outer { Outer() { u.all = 0; } union { unsigned char all; S s; } u; };
but:This adds an extra field depth (the union's u)Does bit hacking, in a way (is the bitfield as large as my field?) I'd have wanted to initialize the field in my constructor, as so:
Code: Outer::Outer() : s({0})
However, this would appear to be a C++11 feature only.
I have, however, "observed" that by simply "empty constructing" s, eg:
Code: Outer::Outer() : s(){} //Initialize s ? vs Outer::Outer(){}