reading and writing 2D arrays I've been trying out a few tutorials using FileStream but I couldn't get any of them to work.
Anyway what I'm trying to do is save the playerArray to a .txt file and then read from that .txt into the fields within the GUI. This is supposed to act as a database.
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data;
I'm a little confused by my programming assignment this week. I've been working at it Wednesday and I've made progress but I'm still confused as to how I'm supposed to do this. The class I made is called Stack, and it's derived from a template class called StackADT. We also utilize a class called unorderedLinkedList, which is derived from a class called linkedList.
We're supposed to implement all of the virtual functions from stackADT in the Stack class. The Stack data is stored in a an unorderedLinkedList, so what I'm confused by is how to implement a few of the Stack functions because there are no functions in unorderedLinkedList which we could call to manipulate the data.
As you can see from my attached code, I'm really confused by how I'm supposed to implement the pop() and top() functions, and I also think my initializeList() function is wrong. We don't have any similar functions in unorderedLinkedList to call, so I'm at a loss of how i'd access my unorderedLinkedList. My initial thought was to call the similar functions in the class that unorderedLinkedList was derived from, linkedList, but I'm unsure of this is what we're supposed to do, or if theres actually a way to access my unorderedLinkedList without having to use the functions from the base class.
NOTE: We're not allowed to modify stackADT, unorderedLinkedList, and linkedList.
Stack.h
#include "stackADT.h" #include "unorderedLinkedList.h" template<class Type> class Stack: public stackADT<Type>{ template <class T> struct nodeType { T info; nodeType<T> *link;
I have the following code which will find the minimum size queue among a vector of queues and the minimimum size queue will enqueue(push) the int
std::vector<std::queue<int> > q void enqueue(){ int min_index = 1; std::size_t size = q.size(); for( i=2; i<size; i++) //accessing loop of queues if(q[min_index].size() > q[i].size()) min_index = i; // Now q[min_index] is the shortest queue q[min_index].push(int) }
Now my another paradigm is to do the dequeue(pop) operation in another function(shown below), bt i need to access all vector of queues declared in enqueue() function. how can i access the loop of queues given in the enqueue() function?
void dequeue(){ //q.pop operation , access all the queues in the loop of queues } willq[i].pop(int);
Access all the queues in the enqueue function and does the pop operation?
I have a big problem with searching a solution for getting access on getters and setters of the derived classes of an interface.
Interface:
class IfParam { public: IfParam(); };
Now I have a derived class for each needed datatype. E.g.
class Int32Param: public IfParam { public: Int32Param(); Int32Param(IfParam* l_param); int getValue(); void setValue(int l_value); private:
[Code]...
My Problem now ist getting access to the getters/setters over the interface. I wish I could initialize the Params like this:
IfParam* param = new Int32Param(); param.setValue(12);
IfParam* param = new StringParam(); param.setValue("String");
But to have access to the getter/setter I have to declaire the functions in the interface as generic functions. But how? I tried to use temlates, but then i have to declaire IfParam as IfParam<int>. Thats a problem because in my original program I do not know which TypeParam the IfParam interface will be initialized with when I create the pointer.
Suppose I make a class, something like having the constructor being invoked first makes sense, I don't have a problem with that. But, how could I limit access to functions until certain functions are called? Perhaps this isn't built into the language so you can't. And maybe this problem never comes up. For example if you have a set() and get() functions, if they are both public functions, there doesn't seem to be a way for the compiler at least now if set() never gets called you shouldn't call get(). I just see this as error prone if you need to use libraries, you have to know not to do it from documentation instead of something the compiler can check.
I need to access the functions of the derived classes from a vector of objects of base classes (can't believe I wrote it). Here a Diagram for you to understand:
So as you see, I need the function Use() from the Usable class, to be able to be called from the vector like:
I am doing a project which I have to read, write and erase data from a NorFlash Memory. Then, I have to compare those data files in order to find errors.
Besides, I would like to know which is the best way to TEST errors in this kind of memories.
I am using NetBeans 7.3.1 for writting the code and Cygwin running on Windows XP Virtual Machine. The Memory Flash (S29JL064J 64 Megabit) is incorporated on an external board which is connected to an adapter board (using HDMI cable). This adapter is connected to the Laptop (using an USB).
I have CAN Dll program for my application,which was separately used.Now I have included the Drivers program into my application Program and I am having this error System Access Violation Exception:Attempted to read or write protected memory.i am attaching the Dll code and Application code which is throwing this error.
My Application Code which is the receiver thread for accessing the messages got onto the CAN bus.
DWORD WINAPI Rcv_Msg(LPVOID param){ int*MsgId = new int;//msg id from CAN intRcvVal;//0 = there is data in the queue; 1 = there is no data unsigned int uMsgId; *MsgId = 0; unsigned char CanData[8];
Write a program with two functions both called from main(). The first function just prints "Hello". In the second function ask the user to enter a number. Calculate the square root of the number and return the result to main(). In main() print the square root value.
A static function can be called in relation to a particular object by a statement such as the following:
aBox.Afunction(10);
The function has no access to the non-static members of aBox. The same function could also be called without reference to an object. In this case, the statement would be:
CBox::Afunction(10);
where CBox is the class name. Using the class name and the scope resolution operator tells the compiler to which class Afunction() belongs."
I am using set in my code to get fields from a reader xml which are being errored out but it is storing it in ordered form(i.e it is internally sorting it) not in accordance to how the reader xml has the fields. What should i do so that it write the errored file in accordance to the reader xml.
I am using set in my code to get fields from a reader xml which are being errored out but it is storing it in ordered form(i.e it is internally sorting it) not in accordance to how the reader xml has the fields.What should i do so that it write the errored file in accordance to the reader xml.
How can you actually create private fields in a C struct? I got the concept of VTable and inheriting methods aswell overriding them, but private variables can be obtained with static keyword in sourcefile. If you have variables in a struct, you can access them as soon as you got a ref to the struct. The functions are easy:
Code:
struct classA { pointerToFunction *p; } static void* thePrivateFoo() { } void* publicFoo() { thePrivateFoo(); /* or something like that */ } ... /*in init code somewhere in the c file */ classAInstance->p = publicFoo;
But I was thinking about the variables... How is this achievable? I was thinking of a struct with only get/set functions and with no datamembers at all. All vars to be static outside the struct. But this kind of destroys the encapsulation.
I have made the following code to illustrate my problem:
#pragma once #include <bitset> #include <iostream>
[Code].....
Now I want to avoid my bitset field being constructed before the ConstructTest constructor is called. So at first I tried wrapping it in a unique_ptr but found out that this would give me some potential problems with const functions.
And then I realized I could just set it to NULL, as I have in the above code. I tried that, got unexpected print outs, until I found out that NULL is just equal to 0 in C++ and that the bitset has a = operator that takes a number, int, long or maybe something else. Either way, this effectively constructs the bitset and sets it to the number 0.
So my efforts so far have been shut down. But then how can I avoid the bitset being constructed in advance, if at all possible?
I'm currently working on the ioquake3 engine . The ioquake3 engine is separated into 2 different main threads at runtime: the gamecode and the engine. Both are communicating but not all information and my problem resides here.
In the gamecode, there's a struct called gentity_t which contains a lot of fields:
Code: typedef struct gentity_s gentity_t; struct gentity_s { entityState_ts;// communicated by server to clients entityShared_tr;// shared by both the server system and game // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ struct gclient_s*client;// NULL if not a client
[Code] ....
This whole entity is passed to the engine at runtime, but only the first two fields are declared for the engine:
Code: // the server looks at a sharedEntity, which is the start of the game's gentity_t structure typedef struct { entityState_ts;// communicated by server to clients entityShared_tr;// shared by both the server system and game } sharedEntity_t;
My problem is that I need to access the health field of gentity_t from the engine. Technically, this is possible, but the health field is not declared in sharedEntity (which is the same memory address than gentity_t in the gamecode), so this is not straightforward.
I am looking for an elegant way to do this, and my constraint is that I must not edit the gamecode, only the engine.
The solutions I've thought:
- Just copy the whole gentity_t fields into sharedEntity_t. This would work I think but would be redundant, and I would like to avoid copying this huge set of fields.
- Include the two headers files declaring the gentity_t and sharedEntity_t structs, and create a Getter and a Setter functions that would cast a gentity_t over a sharedEntity_t and return/set a field. The problem is that I can't simply include them because they are both including some common headers files and this produce a recursive include error (and I can't modify the files to add a check, these are normally in the gamecode).
- Directly access the health field using a clever memory pointer, but I don't even know if that's possible given the huge number of fields prior health with many different types?
if we don't provide the acces modifiers for base class and we need to manipulate the private data of base class in derived class. Is there anyway to acces the private data members? Here's a coding example
class A { private : int a; }; class B : public class A { public : void displayA() { cout<<a<<endl; } };
how i can acces the a of base class A in derived class B without acces modifiers.
And a few more (up to 3000). These defines are used to read certain fields from a DICOM image, that give information about that image (Patient Name, etc…). However I don’t wish to read all these fields. Instead I’m trying to load an .ini configuration which will configure which fields to read. For example:
[PROPERTIES] # Fields to read fields=PatienId,Modality
This would only retrieve the Patient Name and a Modality.
The problem is, the values I retrieve from the .ini file (reading and parsing the file with std::fstream) come as a string. How could I retrieve, for example, the defined value from PatientId, i.e. “(0x0010, 0x0020)”? Something like std::cout << # << "PatientId"; won't work.