C/C++ :: Object Represent A Value And Add / Remove Cart?
Sep 25, 2013
im working on Book Ordering system and i having trouble how to make the system recognize different price values when i add different books into it, also how to make the system to be able to add/remove cart?
I will make a program to read the image in C++. And later, the image will represent by array 3D, which (x,y) represent the spatial coordinate of (height*weight) image (pixel) and z represent the intesity of those image (0-255).
In matlab, the code for do that is --> imread('image.jpg')
Here is the code I have written so far. My problem is that when the second user enters its position the last user's position is wiped of the board. I want to know how I can hold that position and keep doing so until the game is finished. I thought that calling the previous function would do that (and you can see where I have put that into a comment) but it doesn't.
Code: #include <iostream> //includes header file using namespace std; //function prototypes void printLeftUpper(int i, int j); void printMiddleUpper(int i, int j);
My program has a large version of this, where every leaf class is singleton, and pointers of the base class to represent each possible path are stored in a map during compile time. I have it working as follows:
But System::initializePrototypes() is constructing the map manually, and I want to use recursion somehow, because my hierarchy is much bigger than this. It's also easy to miss a path doing it the above way, and when new classes are added to the hierarchy, it will be a nightmare to update the map. So the ideal solution is recursion constructing the map perfectly--and when new classes are introduced, nothing needs to be added to System::initializePrototypes().
I've attached an image that shows a basic table with dynamic content in the header.
Initially, I thought about using a datagrid. However, I can't use a datagrid because of the format of my data visually. The DataGrid would not allow me to have static and dynamic data inside my column headers.
You see anything I am displaying in brackets, {}, are being updated with results after I process some data in the backend. After the data analysis is done, the results are displayed based on an algorithm.
So, let's say for control1, for each family, it would indicate whether the data passed or failed. Then, in the rows themselves, it would update with choice 1 or choice 2 depending on the data generated.
So, the data that is in brackets shows properties being updated. I'm not sure what UserControl I can use to accommodate this kind of display.
The following code is an example of how task are created with micro cos III in c. I am trying to figure how to create similliar code in C++. My problem is how do I instantiate objects and how to use member functions to represent task. Within the create task routine the address of function is passed as argument. How do I do this in C++? Will I need more than one class? New to embedded C++.
I am trying to make an interpreter. This stack function is supposed to represent the scope of the program, meaning scope of the variables. The START represents a new scope, and FINISH represents the current scope closing. I am trying to do a recursive function in which the stack is updated with each recursive call, which represent a new scope for each call.After i enter a new scope and the scope ends, my program prematurely terminates.
void stack(ifstream& file,Hash& Table) { string line; getline(file,line); int i=0;
Given a product category and subcategory representation:
a. Come up with a tree data structure to minimally (in terms of storage) represent this b. Write a program to convert the given representation (shown in example below) to this c. Write a function to output the tree structure in a nice human readable format
Note: a. There can be any number of levels of depth b. Rows may be repeated in input, but need to feature only once in the final tree.
Example category list (read this input from a file):
I am having trouble of exactly how "class" works. I dont know what the difference between set and get is. I have this code:
#include <iostream> #include <cmath> using namespace std; class Point { private: double px; double py;
[Code] .....
How to get void Triangle::setBottomLeftX(const double x) to work.
Implement the get and set member functions for the class Triangle. Use the appropriate class attributes of the class Triangle.
a. The location of the bottom left vertex is stored in the member attribute blPoint. b. The top left vertex can be computed from blPoint and the height. c. The bottom right vertex can be computed from blPoint and the length.
will copy constructor does object initialization using another already created object? I understand that it can be applied for object initialization and not for assignment.Is it correct?
I have a method to take a Tile object and make an instances of it based on some data from the original object. Than it is suppose to manipulate the a specific instance and save the results. The first loop through it works but it changes all instance as well as the base.
public static int recurse(int count, Tile[,] b,Huristic h,int check) { if (check==1) { boardState.Add(B)/>; return check; } if (check == 0)
this function will return a temporary integer now void fun1(const int & num); this function can receive from myfun().BUT void fun2(int & num); this function cannot receive from myfun() Why is that, Moreover what is lifetime of a temporary object like one returned in myfun() ???
I am using the above code to retrive an item selected by user,But this line is giving an exception "Null Reference Exception, Object reference not set to an instance of an object"
In Visual Studio 2010 C++ I have a series of existing text objects The text properties names are item1_lbl, item2_lbl, item3_lbl, ….
Based on a selection I want to change an object. I generate the name of the object I want to change in a string so from this string is there a way to get a pointer to the correct text object that is same name?
I'm trying to figure out how I can create a vertex array object at offset of a vertex buffer object.I've created the buffer object. I'd like the "texs" idnex data to start at the texture coordinate content of the vertex_t structure.
Type definitions:
struct vertex_t { vector3d_t position; float s; // Texture coordinate s float t; // Texture coordinate t };
Code so far:
// How do I make this start at a certain spot of the VBO?! glVertexAttribPointer(texs, 2, GL_FLOAT, GL_FALSE, sizeof(vector3d_t), nullptr; //...
Code: /* generals is the first array. Max 10 elements. numGenerals is the element count of generals.
genBuff is the second array; it is to be checked/pruned. genCount is the element count of genBuff. genBuff will be a max of 171, but be pruned to no more than 10, and no more than the complement of the element count of generals. */
[Code] ....
(I do have comments in the actual source, different from above).
I have two int arrays. They hold values from 0 to 170. The first one will never be more than 10. The second will be at most 171, but will be whittled down to at most 10, usually less. 171 is worst case, most users of this particular program will probably be reasonable and not try to add all 171 (max is 10 anyway). The first array is the original array. The second array is a temporary array. Any value in the second array that is also found in the first array, is removed from the second array, since all values in the first one must be unique. After this pruning process, both arrays will collectively contain no more than 10 unique elements; the elements from the second will be added to the first.
So right now I have three nested loops. I figured with the miniscule array sizes it wouldn't be a big deal. I can think of a way to remove one or two of them, but I want to be sure that I'm still writing clean, legible, good-practice code. The first loop walks through the first array. For each element in the first array, there is a second loop to walk through the second array to check for duplicates. If a duplicate is found, the third loop walks through the second array to overwrite the duplicate while preserving the second loop's position (j).
Is this dumb? I know that the big O gets worse and worse the deeper you go with nested loops. Even though the arrays are really tiny, is this still a thing to avoid?
The following 2 codes are almost identical, only that the switch statements are slightly different. The 2nd code has the issue of requiring an additional enter key to be pressed when I enter '3' as input to exit the program.
Working code :
Code:
#include <stdio.h> #include <ctype.h> #include <string.h> void clearKeyboardBuffer() { int ch; while ((ch = getchar() != '
I know how to remove digits in number from right to left.For example: the number 319. If I do (number /= 10), I get 31.how can I remove digits in number from left to right.For example: the number 319. If I will do something, I will get the number 19.