The only difficulty im having is creating a class and methods & being able to access them from my win form app. Can i get a few tips on the do's and donts of creating classes / methods and accessing them from form app.
This is what i have put together so far.
public partial class Form1 : Form { private Image[] dicePics; private int[] diceNum; private Random randomize; public Form1() { InitializeComponent();
Well, basically, what I've been doing was creating a class that would implement the concept of Double Linked List, but that would behave like a queue ( the STL implementation is deque, or Double Ended Queue ).
The problem occured when I have been trying to generalize the class using templates. I mean, why use only integers ? Why not double or char or what not ?
Worked perfectly before including all the template stuff..
// Source.cpp <=> Main.cpp #include <iostream> #include "DList.h" using namespace std; int main(void) { DList<int> *list; list = new DList<int>();
[Code] .....
The errors returned by the compiler:
Error1error C2955: 'Node' : use of class template requires template argument listc:usersjumperdesktopc++ otherdouble linked listdouble linked listdlist.h6 Error2error C2955: 'Node' : use of class template requires template argument listc:usersjumperdesktopc++ otherdouble linked listdouble linked listdlist.h6
I've written this class and struct to create a singly linked list. The data is stored in the binary file which I've opened and read. I'm trying to load said data into a class type array. The errors I'm getting are "incompatible types in assignment of 'StatehoodInfo' to char[3]" Lines 130-134 is what I was working on.
I'd like to be able to add additional class-methods through lua for any classes that I've bound in c++, but I'm unsure how to do it.
The problem is that luabind uses a function as the __index-metamethod for any bound classes instead of a table, so I don't see a way to access the class-methods at all.
What I essentially want to do is to add a lua-function to the list of methods for this class, and be able to overwrite existing ones:
local t = tableOfClassMethods local r = t.TestFunc -- Reference to the c++-function we've bound t.SomeFunction = function(o) end -- New function for all objects of this class t.TestFunc = function(o) end -- Should overwrite the c++-function of the same name
I need to override a few methods in FILE class so i defined few methods as
EnCrpt * fp; fp * fopen(const char * filename, const char * mode); int fwrite(const void * p,int length,int readLenth,FILE * fpp = NULL); int fread(void * p,int length,int readLenth,FILE * fpp = NULL); int fseek(FILE * fpp = NULL,long offset, int whence); long ftell(FILE * fpp = NULL); int feof(FILE * fpp = NULL); int fflush(FILE * fpp = NULL); int fclose(FILE * fpp = NULL);
I will call fread method in my encrypted file class .. similar to other methods.. is this correct ? can NULL file pointer create issue ?
Because i have so many place where FILE class called i don't want to change everywhere to call encrypted file class so i am override these methods to encrypted file class instead of standrd FILE class
I develop add-ons for MS Flight Simulator and I use the poorly documented SDK for this. The SDK provides a .h file in which an interface class is defined (with pure virtual methods only), something like this:
In my code, I use this interface like this: Code: IPanelCCallback* pCallBack = panel_get_registered_c_callback("fs9gps"); ... SINT32 id; pCallBack->ConvertStringToProperty(propertyName, &id);
Everything works fine, but I don't understand why... I thought the linker would stop with an "undefined symbol" error because the IPanelCCallback methods, such as ConvertStringToProperty, are declared as pure virtual but defined nowhere, and I don't use any library for linking. With such an interface class, I thought I would have to defined a subclass of IPanelCCallback and define the ConvertStringToProperty method.
Imagine if there is an abstract class with a method (say output or print) which would be inherited by a few other classes. Later objects are created using the inherited classes, and the user wishes to call the above method twice, for eg (i) output/print to screen and (ii) output/print to a file. What is the best way to achieve that.
I am writing my program on C++ language. I have one promblem. I need to set signal handler for my process. As the signal is related with the process on system level I have faced the problem.
My program consists several classes. They are connected together. But it doesn't metter in this case. The problem is that I need to access to member and methods of the class from my signal handler. For instance , I have class named Foo at it has some members and methods.
So from my handler I need to call its function and change members.
I understand that compiler should know that this class instances will exist during all program execution.
I have tried to set static member class Foo instance in another class , but this didn't solve the problem.
What is correct approach to do this. How to correctly implement signal handling in such case.
Here is example of my code
Code: class MyContainer{ private: std::vector<Foo> container; public: int removeFromContainer(Foo* aFoo) {
#include <iostream> using namespace std; class superclass; class subclass1; class subclass2;
[Code] ....
As you can see I want to create a dynamically allocated storage of references to a parent class each of which can then point to a child class, how ever I do not know how to extract the child class out again from that array so i may access its variable b.
I would like to have a List with Lists. (every list with have strings ints and i would like to be able to have all the lists in a array) is this approach too expensive and i will have problem with the memory or something? is it better if i have a list with the names of the lists and access them that way?
In order to give a better understanding of what i need this is what im trying to do but throws errors:
public List<MusicItem> Theme1 { get; set; } public List<List<MusicItem>> AllThemes { get; set; } AllThemes = new List<List<MusicItem>> { Theme1 = new List<MusicItem> {
I am creating linked list of memory blocks. Allocate a block of 512 bytes and insert into the first node of list. then Allocate a 2nd block of same size and add to the list. now free each block from the list.
How would I go about creating a tree like structure using linked lists, I am thinking of making a rubix cube solver program, what I want to do create nodes that each do one operation like turn left, right, up, down but I dont know how to go about starting this.
I need to create a templated doubly linked list, with an iterator class within the list class. This program is to function just like the STL list class but I only need to implement functions that I am using, My trouble is I am kind of clueless on the iterator part and the fact that the list is templated is giving me syntax grief. I have pasted the code I have done so far.
1. On the syntax implementing the list and iterator functions outside of the class 2. I am not sure when to deference the iterator in the functions, but think I have it right so far 3. For the reverse function can I copy the list into a new list in reverse then re add them to the original list overwriting the same values? I have the code I have so far there 4. For the iterator erase function, I am not sure if I am deleting the node correctly. 5. I am not sure if I need template <typename T> above the iterator functions. Does the iterator class need to be a template? Right now it is not.
// Templated doubly linked list class
#include <iostream> using namespace std; template <typename T> class list { private: Node *head; Node *tail;
In the program I'm writing, I'm creating a linked list of students with individual data read from a file. At the moment, I have written two functions to accomplish this; one that creates a student node and fills it from a line file, and a second that calls on the first to create a linked list. It seems to work fine except for one thing; It seems that EOF is being reached first, but the function continues on anyways? Here is my code so far...
I am currently working on a "bag" class which is sort of a common sense answer to creating a random class with difference functions. I am attempting to create a "union" function which takes two bags ie: bag1 and bag2, adds all the items in both bags and creates a new bag ie: "bag3". For some reason I keep coming up with problems instead of solutions. Maybe it's the fact I just got done with 2 days of calculus. I don't know. My code is below. Both a main(source) and header file.
Header
#ifndef BAG_H #define BAG_H const int BAG_CAPACITY = 20; template <typename T> class Bag { private: int count; // Number of items in the Bag