I am trying to wright a program that takes student grade data from a command line file, calculates a final grade, and copies the final grades to an output file. So far I have two functions, one that creates a student structure by allocating memory for it and returning its address, and one that should take that address and fill it with data from a line from the input file. My ultimate goal is to use a linked list to connect all the structs, but for now I just want to get the functions working. When I run what I have so far, I get an error C2440 (using visual 2010) that says "cannot convert from 'cStudent *', to 'cStudent', and points to the line where I call my fill function. How should structure pointers be passed?
I'm trying to call a function via a function pointer, and this function pointer is inside a structure. The structure is being referenced via a structure pointer.
Code:
position = hash->(*funcHash)(idNmbr);
The function will return an int, which is what position is a type of. When I compile this code,
I get the error: error: expected identifier before ( token.
Is my syntax wrong? I'm not sure what would be throwing this error.
I've been able to write the program completing all requirements except for one... creating a function that accepts a nested structure array. Here's the program:
This works if the function pointer being passed to the event manager is not a member function.
I have two other classes Scene and Object that could potentially use this EventManager to create callback events. Scene and Object are both pure virtual objects. How can I pass a pointer to a member function of the child classes of both Scene and Object? I am fine with just having two separate watchEvent functions for Scene and Object but how do I pass the type of the Object or the type of the Scene? The child classes are unknown as they are being created by someone using this game engine.
For example, if I want to make a player object it would be something like
class PlayerObject : public Object{...};
Now that PlayerObject type has to find its way to PlayerObject::functionToCall(). I think I need templates to do this but, since I never used them before
This is how I intend to use this
class OtherScene : public Scene{ void p_pressed(void){ //pause }
I'm trying to pass the pointer of a dynamic array into a template function, but it keeps telling me there is no matching function to call because the parameters I'm passing in are wrong. how to make the function accept the pointer.
//main int main() { srand(unsigned(time(NULL))); int size; int *list; int *listCopy;
Is there such thing as passing a winforms label by reference? For example, can I create a pointer label and pass the address to a function? I've looked online but couldn't find anything. Perhaps that's a sign?
The function should pass the square of the first input parameter and the cube of the second input parameter back to the calling routine. I thought I could use a recursion but its not going to work.
I am getting a few compile errors for what might be a simple thing to do. I am opening a file in main, passing that pointer to a function and checking the contents of that file with a regex before I pass it on to build a BST. I am getting the following compile errors, what is wrong. Here are the errors:
Code: gcc main.c fileCheck.c -o tree main.c: In function `fileCheck': main.c:19: error: syntax error before "FILE" fileCheck.c: In function `fileCheck':
[Code] .....
Fatal error: Command failed for target `tree' Here is the two files and header that seem to be causing me the problems.
main.c
Code: #include "main.h" //#include "node.h" int main(int argc, char *argv[]) FILE *fp; if (argc > 2)
I have in the past written code for templated functions where one function argument can be either a function pointer or a Functor. Works pretty straightforward.
Now I am in a situation where I am actually trying to pass a function pointer as template argument to a class. Unfortunately this does not work, I can pass the Functor class but not the function pointer. Below code illustrates the issue:
The idea is to have the definition of the Record class simple and readable and have a maintainable way to add auto-conversion functions to the class. So the lines I commented out are the desirable way how I want my code to look. Unfortunately I could not come up with any way that was close to readable for solving this.
I am working on a project and decided to try something simple before I start adding items. I am calling a function from main and that function has a file pointer.
Here is my main.cpp
Code: #include <cstdio> #include <string> #include <iostream> #include "main.h" extern FILE *fp; using namespace std; int main(int argc, char *argv[])
My test file consists of several characters and digits. Nothing special and I at this point in time do not have any type of formatting that needs to be adhered to. I am simply wanting to read the file character by character and print it out. When I run the program, I get this symbol:
Code: If I use a printf statement, such as: Code: printf("%s ", nextChar);
Basically I'm trying to pass an object as a reference to the template function, rather than a copy as it's seeing. I'm needing to do this without editing Obj::Call to accommodate a reference as its first parameter, as it'd break other calls.
You'll notice in the following code the object will be destroyed upon passing, while the object defined is still in-scope due to the infinite end loop.
#include <iostream> #include <string> using namespace std; class Obj { public: string name; Obj(string name): name(name) {cout << "create " << this << endl;}
[code]....
In the past I tried ref(), which appeared to stop this happening, however it created a blank copy of the object instead.
Description: Use functions and structures to simulate storage in a warehouse
*/ #include <cstdlib> #include<iostream> #include<cmath> #include<iomanip> #include<string> using namespace std; struct Bin {std::string name; int Quantity;}; //create a structure for "Bin"
[code].....
I keep getting a linker error on every function. what am I doing wrong?
What this is, is a more recent assignment and my question is if my errors are directly related to passing structure addresses to functions. I've tried several syntax variations at the beginning of my loops such as this one:
while (choice != "Q" || "q")
But the loops will not run since I introduce polar to rectangular and the choice element. My last working code was rectangular to polar and all of it worked fine.
#include<iostream> #include<cmath> using namespace std; //structure declarations struct polar { double distance; //distance from origin double angle; //direction from origin
error: request for member 'character' in '* ptr', which is of non-class type 'datastructure*' error: request for member 'character' in '* ptr', which is of non-class type 'datastructure*'
These errors are related to " *ptr->character='a'; printf("Ptr: %c",*ptr->character); "
I want to access "character" data inside the structure "trial" by a pointer to pointer "ptr" inside function "function",but I couldn't find a way to do this.
Is there way to find the size of structure pointer size? When we tried to get the size of structure pointer will get size of address(@ location) which would be 4 bytes long. But I want to get the size of all structure members size using structure pointer.
This is a code snippet extracted from C++ Primer Plus book. However, it is really confusing. I don't really understand the free_throws * pt;
as far as I know, a pointer has to point to a memory address, and it is best to initialize it when it is declared. However, according to the code snippet above, the pt isn't initialized to any address. Isn't it dangerous when we declare a pointer without initializing it before we use it?
I thought it is supposed to be like this
free_throw * pt = new three_throw; // or free_throw * pt = & ft;