C++ :: Deleting A Character Recursively?

Mar 18, 2013

I'm having trouble deleting a character inputted by the user recursively..

1- Should I be doing it this way where it returns the character one by one to the console?

2- Is there a way actually rebuild the string to "delete" these occurances of the key?

//This program deletes a character inputted by the user recursively
#include <iostream>
using namespace std;
char find (char *a, char key)//Function gets passed array (but makes it a pointer) and key

[code]....

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C++ :: Deleting Linked List Nodes Recursively

Jun 25, 2014

I am creating a Linear linked list in c++. I've written all the functions for it, but now I want to try and do them using recursion.

I managed to make functions for adding and displaying nodes on the list, but I am stuck on the function for removing nodes. First I want to try and write a function the removes the last item on the list. But for some reason my code isn't working properly.

Here is the code :

void removeLastItem(node * &head) {
if(!head) {
delete head;
head = NULL;

[Code] ....

NODE - My structure name
NEXT - The pointer to next element.
HEAD - The first (head) pointer.

The couts in the if statements are just for testing. In fact after I Run my program it does as it is supposed - enters the second if /b]case as many times as there are elements and then executes the first [b]if statement. But for some reason it does not delete the actual node.

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I'm writing a C++ module that is meant to recursively scan a directory and I'm curious what yall think of my strategy.

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As I'm a scanning the directory, I've decided to store the temporary list in a linked list where each node is containing an array of 100 strings. I did this because I obviously don't know how long the list will be and I from my understanding of the C++ vector class it basically just makes over sized arrays and moves them when it runs out of space. That sounded rather clunky to me, as did a traditional linked list.. I didn't see the point of allocating memory that many times in a row.

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suppose that the class LinkedBag did not have the data member item_count_. Revise the method getCurrentSize so that it counts the number of nodes in the linked chain a. iterartively b. Recursively[

LinkedBag.h
template<class ItemType>
class LinkedBag : public BagInterface<ItemType> {
public:
LinkedBag();
LinkedBag(const LinkedBag<ItemType>& a_bag);
LinkedBag<ItemType>& operator=(const LinkedBag<ItemType>& right_hand_side);
virtual ~LinkedBag();

[code].....

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I'm trying to recursivly display the contents and sub contents of a folder. Here is the function that gets called:

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if(dirStream==NULL)
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[Code] ....

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I'm trying to implement a code that recursively calls itself and prints the given digits in ascending order, i.e. if the number is 5, then the function will print 1 2 3 4 5. I cannot use loops in any way!

The problem I have is with keeping my variable i at a set value each time the function calls itself.

void print_ascending(int n){
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if(i < n) {
printf("%d", i);
i++;
print_ascending(n);
}
}

Of course, the problem with this code is it will re-initialize the variable i to 1 every single time and infinitely loop to print 1.

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C/C++ :: Recursively Building Cons Cell Structure Via Recursive Descent

Apr 25, 2015

I'm currently working on a Scheme Interpreter written in C. I'm trying to create a cons cell structure via recursive descent parsing, except instead of just having the car and cons, I also have a field that holds the token that I receive from the lexical analyzer (which was provided to us). The struct for what I'm describing is as such:

typdef struct node node;
typedef node* list;
struct node {
char* symbol;
list car;
list cdr;
};

Thus a cons cell would be (with a node represented as [symbol][car][cdr]), [null][car][cdr], while a symbol would be [symbol][null][null].

In the top answer for a similar question on Stack Overflow, one of the suggestions was to put the tokens into a stack as the input is recursively parsed, and then from that stack input it into the cons cell structure.

This is something that I'm working towards now, as it is easier for me to understand and I already have implemented a stack in C before, but I know that I can just build the structure recursively, I'm just not sure how. The following is code that I have:

list s_expression() {
list local;
list temp;
if (strcmp(token, "(") == 0) {
strcpy(token, getToken());

[Code] .....

s_expression is supposed to return a pointer to a recursively built cons cell structure. I'm just having issues figuring out when to call getToken(), as I either call getToken in the wrong spot and unintentionally skip over a token, or I call getToken() when I'm done getting all of the tokens, thus causing my program to continue searching for a token from user input instead of continuing on with the rest of the program.

When should I be calling getToken()?

In addition, what would be better, recursively building the cons cell structure as you go through the user's input, or putting all of the tokens into a stack and then building the cons cell structure using that stack?

If needed, I can post the lexical analyzer that's been provided to us. Also, for S_expression(); showing up as S_exp<b></b>pression();, I'm not sure what happened there. I copied this post from my question on stack overflow.

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#include<string>
#include <stdio.h>
using namespace std;
char * scanf(char * a) {

[code]....

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In my implementation file

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{
this->replace(this->begin(),this->end(), target, entry);
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Main program

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[Code].....

Instead of replacing the the l's with y's it outputted a long string of y's. Also, NewString is derived from the string class (it's for the assignment). the header and whole implementation file, already tested.

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[Code]....

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Apr 13, 2013

Simple rect collision detection

bool check_collision(SDL_Rect *box1, SDL_Rect *box2){
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[Code] ...

The order of the game is of course standard.

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why not

struct node{
//data
node* *left, *right;
}
node * root;

whats the difference?

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I am writing a program to list the 8 planets, then you select which planet you want. it gives you the mass of the planet, the radius, then you use the mass and radius of the planet to find the surface area (sphere formula) and the density of the planet. Along with those options, you have to add and delete a planet from the list and then sort them alphabetically. All i am having trouble with is the adding and deleting part. The code the adding and deleting from the list would go in cases 9 and 10.

heres my code as of this point.

#include <iostream>
#include <cmath>
#include <vector>
#include <algorithm>
#include <set>
using namespace std;
void print(const std::string& item) {

[Code] ....

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Nov 21, 2013

I have a container in c++11 and i must delete first object and i don't know how...

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May 5, 2013

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Code :

void linkedstack::pop() {
if(head==NULL){
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return;}
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[code]....

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Oct 21, 2014

Consider the following code snippet:

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{ x2 + w, -y2 - h, 1, 1 },
};

Do I need to call a variant of

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listPtr->addNode(4);
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listPtr->print(std::cout);

delete listPtr;

listPtr->addNode(5);
listPtr->print(std::cout);

When I run the program it outputs
{ 3, 4, 6 }
{ 5 }

Why does the LinkedList object that listPtr is pointing to not get destroyed??

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Then this program will cout the text with out _ !

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cin >> sd_fd_e_dd
cout << sdfdedd
# include <iostream>
#inclued<vector>
using namespace std;
char a[10],m;

[Code] ....

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Nov 23, 2013

Currently I am implementing the A* algorithm in C++. I have chosen to use a hybrid of a '2D vector grid' and two 1D pointer vectors to specific places in the '2D vector grid'. I have chosen to do it this way, so I can access the nodes using coordinates and also for iterating over the appropriate nodes(rather than the whole '2D vector grid').

In the below examples I have not included the full code because I deemed it irrelevant to the question.

vector <int> CInGame::AStarAlgorithm(vector<vector<bool>>& resistanceMap, int startX, int startY, int targetX, int targetY, int cutOff) {
vector <int> returnVec;
vector <vector<CNode>> twoDimNodes;
vector <CNode*> openSet;
vector <CNode*> closedSet;

[code].....

The error is:

_BLOCK_TYPE_IS_VALID(pHead->nBlockUse)

do I need to free the pointers or is it done automatically? If not then how would I do this?

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