C++ :: How To Move Object From Right To Left Automatically And Opposite
Apr 13, 2014I'm using Visual C++ 2010 and SFML game library. I want to know how to move an object from right to left automatically and back left to right??
View 2 RepliesI'm using Visual C++ 2010 and SFML game library. I want to know how to move an object from right to left automatically and back left to right??
View 2 RepliesHow do I tell c++ to move the mouse in place x?
for example, I run a c++ program and the mouse moves to the top left corner of my screen.
How do I go about doing something like that?
Having trouble getting my square to move to the left my code and instructions of what i am suppose to do is below. No sure how to move my square or if I am even going in the right direction as to writing code to do so. Note that it is only part of my code ( part 2 of project)
Part 2:
Write a graphical application that draws a square and then moves it.
Get the x and y coordinates for the top left corner of the square from the user using the get_int() member function of cwin. Get the length of a side of the square from the user using get_int() as well. Now draw the square to cwin according to the user input.Ask the user how many units to the left they want to move it using get_int() again. Then move the square, clear the screen, and draw it again.
// Part 2 //
/* command output to declare the x,y value and 1 side length of a square through user interaction( Has user input intergers) */
int x_value = cwin.get_int("What is the x_value of the top left of the square?");
int y_value = cwin.get_int("What is the y_value of the top left of the square?");
int side_length = cwin.get_int("Input the length for one side of the square:");
/* Data type for the 4 corners of the square */
Point e;
Point f;
[Code]...
So far I have managed to write the code for a simple game (resembling to "Pacman") :P. Now what I want is to move the smiley in the upper left-hand corner of the map "automatically" when the program runs and also want it to change it's direction to up or down when it touches the wall.
Also the screen is flickering when the program runs (due to re-printing the whole array?). I want to stop this flicker. Somebody suggested to use 'gotoxy' function.
Here's my code :
#include <iostream>
#include <conio.h>
#include <stdlib.h>
using namespace std;
void display (char array [10][25] , int row , int column) {
[Code] .....
I'm currently reading/programming from "Head first C#" book. I have this project which is making a program that has four dogs which race and there are three players that can bet on the race. I need to learn how to make the "dogs" (picture boxes) move from left end to the right end of a picture box.
Here is the code:
using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;
using System.Drawing;
[Code].....
Say I have an object and 10 pointers to it in several other objects of varying class types. if the object gets deleted, those pointers have to be set to null. normally I would interconnect the object's class with the classes which have pointers to it so that it can notify them it is being deleted, and they can set their pointers to null. but this also has the burden that the classes must also notify the object when THEY are deleted since the object will need a pointer to them as well. That way the object doesn't call dereference a dangling pointer when it destructs and attempts to notify the others.
Auto pointers and shared pointers are not what I'm looking for - auto pointers delete their object when they destruct, and shared pointers do the same when no more shared pointers are pointing to it. What I'm looking for is a slick method for setting all pointers to an object to null when the object destructs.
What c++ code can be used to make an 'X' move through a maze. I have some code, but I'm not sure where to go from there. I have divided the program into three files, A header file, a main file and a .cpp implementation file.
In my implementation file I have:
#include "Maze.h"
Maze::Maze() {
} void Maze::mazeTraversal(char maze[][COLS], int row, int col, int direction) {
enum Direction {DOWN, RIGHT, UP, LEFT};
switch(option)
[Code] ....
i draw some object (polygon , triangle , etc.. ) and i want to move them from side to side automatically and from keyboard ...
View 1 Replies View RelatedI have an adjacent and opposite. I think I can use: tan(x) = opposite / adjacent but how do I get the tangent inverse?
View 10 Replies View RelatedI'm playing around and wrote a tiny program.
Code:
char bracketin[] = "thisgetsbracketed.txt";
char bracketout[] = "bracketed.txt";
char testwalk[10] = "12345678";
[Code]....
I'm incrementing the pointer to buffer 150 bytes beyond its reserved 50. I see testwalk, followed by bracketout, followed by bracketin printed by the overflow on buffer.
The memory locations are ordered descending from their call order. Why is this the case?
One would think that they would be written in ascending order as I call them. I can only assume that they're compiled bottom up - where could I read about this process?
I am trying to execute a very simple piece of code. But I am unable to find how the value of T[i][j] is changing all of a sudden. CODE:-
insert Code:
void initialize(float** &T,int NP,int D,int low,int high) {
int i = 0,j = 0;
T = (float **)malloc(NP*sizeof(float));
for(i = 0;i<NP;i++)
[code].......
I am wondering if integers and unsigned integers automatically assigned to zero (0) upon declaration like so:
bool randomFunction() {
int i;
if (i == 0) {
return true; //Will most modern compilers return true here?
} else {
return false;
}
}
I am just curious as I have always initialized my ints/unsigned ints variables. Would save me a lot of typing if I didn't have to do this all of the time.
I know that floats and doubles you still have to initialize.
Im doing a little game, casting dices etc. The problem is that the program will ask for player 1 then if i enter a name and enter it will ask for player two and so going on until i just press enter with a empty field and then continue the game.
The problem is i don't have any clue what code bits to start studying and how i shall lay it up, feels like i need a new string declaration automatically for each name.
I have a triple hierarchy class:
template<class T> class Singleton;
class Base;
class Sub : public Base, public Singleton<Sub>;
I' using underlying auto pointers, that's why Singleton is a template class and Sub passes itself as a template parameter. I'm developing Singleton and Base and a public API allows anyone to add their own sub classes. I actually want a real triple hierarchy like this:
template<class T> class Singleton;
class Base : public Singleton<Base>;
class Sub : public Base;
So that external developers don't have to worry about templates and complexity. The problem with this is that my implementation in Singleton will now call the constructor of Base whenever I create an instance of Sub (since the template parameter is Base).I was wondering if this could be done by pre-processor macros:
template<class T> class Singleton;
class Base : public Singleton<__CLASS_NAME__>;
class Sub : public Base;
Where __CLASS_NAME__ is the class name that will be replaced by the pre-processor. Theoretically this should be possible, since the __PRETTY_ FUNCTION__ macro actually returns the class name. The problem is that one cannot do string-manipulation to remove the function name from __PRETTY_FUNCTION__.
how I can accomplish this so that the Sub class is not aware of inheriting from a Singleton<template> class?
When using wxWidgets, i am tempted to deallocate memory using delete in the destructor, but my program crashes on closing. I try to do something like this:
class mainwnd:public wxFrame{
public:
mainwnd():wxFrame(NULL,wxID_ANY,wxT("test")){
menubar=new wxMenuBar;
[Code] .....
tell me why? and is it done automatically?
I am new to programming all together but i have been writing a program in c++ and im coming up against an issue with my array.
#include<iostream>
#include<iomanip>
#include<string>
using namespace
int main () {
int a ;
int b ;
char answer ('Y') ;
[Code] ....
I am trying to get the program to increase say year one by 1 when the condition is met i have tried
if ( a >= 70 && a <= 100 && b == 1)
{grade [0][0] = 0 + 1;}
and
for (grade[0][0] = 0 ; a >= 70 && a <= 100 && b == 1 ; grade [0][0]++)
{grade [0][0]= 0 + 1 ;}
Now all that i want is that the array will take the information from int a and int b and then add 1 to the appropriate part of the array . I have tried putting it in deferent places but its not working for ether. the program will run but it will not add to the array.
I recently noticed that I don't need to include the required header files inside header files that I have written myself. As as example, GLuint is defined using typedef unsigned int GLuint; inside glew.h. If I create a sample.hpp header file and mention GLuint without including glew.h, the compiler automatically works out that there is a typedef in glew.h. However, if I mention GLuint in a source file the compiler starts to complain. I have seen this happen in VS 2010 and 2013.
Edit: I should have mentioned that I am not including any other header files so I'm not indirectly including glew.h
In case you need to look at the code:
#ifndef CP_SHADER_LOADER_H
#define CP_SHADER_LOADER_H
namespace cp {
[Code].....
If we have to arrange large array structure, and we should also have to set a field which is the 'index' of elements in the structure array as:
typedef struct {
int index;
char [MENU_ELEMENTS_CHAR_MAX];
int value;
boolean enable;
} stc_MenuEntry;
const stc_MenuEntry GlobMenu[] =
[Code] ....
Suppose we have a lot of row like those written before: also many structured array , and we should mantain: inserting and deleting elements, without having to worry about index error insertion, what kind of preprocess should we choose to best perform the automatic field writing? Obviously we could set properly any array field as:
{
{START_INDEX, "menu_voice01",100, TRUE },
{NEXT_INDEX, "menu_voice02",100, TRUE },
{NEXT_INDEX, "menu_voice03",100, TRUE }
......
.....
};
Just to make the task easier, maybe to allow a 'program filter' to find and subtitute the field as required.
We should also put theese menu variable in RAM, and perform the field init, setting the index at run time, but if we want to save RAM (const attribute chosen) we must find a solution.
I thought about UNIX/LINUX OS filter like sed and awk which would maybe perform the task, before giving the source file to the building process, but I'm working on Windows environment and I don't know the appropriate tool to do this kind of work.
In my program, I create controls by deriving base objects of them I've made. These controls are then are attached within the OnCreate() function via a method I've created. For example:
Code:
class tChat: public TextBox {
public:
void OnKeyDown(UINT &KeyCode) {
if (KeyCode == VK_RETURN) {
MessageBox(NULL, "Pressed enter!", NULL, 0);
[Code] ....
The use of AddControl() feels quite redundant and is only their to parse a pointer to txtChat's Parent. I'm trying to see if it's possible to remove this line and automatically associate txtChat to fMain.
Currently my hierarchy looks like:
[User's derived Form] -> [MDIForm or Form] -> [FormBase] -> [Object]
[User's derived Control] -> [TextBox, etc..] -> [Control] -> [Object]
The user can then derive the Form and Controls and use their virtual OnEVENT functions to handle all the messages they expose.
So far my first concept is using the order-of-creation based on base-class constructor's being fired to determine which object is associated with what.
If I create a copy of a class (i.e. a Form-derived object), first the Form's constructor is fired, and then the constructor's of any class-based member-variables are fired. Is this a safe assumption? I imagine the only time this could be affected is by another thread creating the object of a Form or Control derivative?
If this assumption is true, I could save the 'this' pointer from the FormBase constructor, and then associate it with each Control via the base Control class' constructor? Then to ensure thread-safety, I could map the current FormBase pointer to the local thread id to ensure no conflict if multiply threads are creating forms at the same time?
I've created some mock-up code before trying to implement this into my main code. The following keeps track of the current Form being created by using a ThreadId-based map. When a control is created it gets the FormBase pointer based of it's ThreadId calling. The control then calls an Attach() function of it's parent Form using the pointer it just got, and parses a pointer to the control. The Form then adds the control's pointer to a list. When the Form eventually parses WM_CREATE, it automatically pulls the controls from the list and fires their virtual Create() functions to build them.
Mock-up:
Code:
#include <Windows.h>
#include <string>
#include <map>
#include <list>
class FormBase;// Forward declaration
class FormMap;// Forward declaration
class Object {};// Base Object
[Code] ....
Is this plausible to use? I imagine C++ does not have many "guarantees" about how it creates objects and when. But I thought it would be safe that it would never create member-variables before the class of them is first created?
I encounter this from a library:
( *(reg8 *)(pinPC) |= CY_PINS_PC_DATAOUT)
From my understand the cast (reg8 *) applies to the result of the bitwise OR. But what is the left most asterisk doing?Is it just dereferencing the casted pointer?
I am creating and implementing a left and a right rotation to balance a bst into an avl tree. I have made and tried 5 different codes that are commented in the functions left_rotate() and right_rotate() but none have run correctly. Sometimes the program works, sometimes there is a segmentation fault and sometimes not all inserted numbers are shown.
avl.c
Code:
#include<stdio.h>#include<stdlib.h>
#include<time.h>
#include "avl.h"
#define N 10
void swap(int *a, int *b){
[Code] ....
Given an array of angles A = [0 30 60 90 120 150 180 210 240 270 300 330 360]
Write a program that will generate the data set of angles automatically and provide three columns; sin(angle), cos(angle), tan(angle). Make this program as compact and readable as possible.
#include<windows.h>
#include<conio.h>
void gotoxy(int x,int y);
void gets_ex(char*, int max_chars);
int main(int argc, char *argv[]) {
char urname[16], surname[16], fullname[32];
start:
system("COLOR 1c");
[Code]...
#include<iostream>
#include<conio.h>
#include<fstream>
#include<windows.h>
using namespace std;
int main(){
string ptr,a;
string b="E:project";
[Code] ....
I have a board where a character is. I need to ask the user whether they want to move it up, down, left right. They are allowed to enter 3 move per turn. like up, up, left. How do I do this?
#include <iostream>
#include <cstdlib>
#include <ctime>
using namespace std;
const int COL = 17;
const int ROW = 17;
[Code] .....
This works, if just loops through till it doesn't find a space or tab than counts the index at that point then uses substr to get rid of any spaces/tabs, it's a small function and uses a goto. how to do it?
Code:
string trimLeft(string lineOfCodeToTrim){
string l = lineOfCodeToTrim;
int k =0;
for(UINT i = 0;i<l.length();i++){
[Code] ....