Why something doesn't work without setting global variables. I want to know how to deliver values for example my boolean value "ende" (means end) from the function in line 99
Code: bool pruefeGewinn() or in line 116 Code: bool spielfeldVoll() to the main function for using it there for Code: } while (ende != true); in line 164.
How to return it correctly?
Here is the Code of the game TicTacToe.
Code: #include <stdio.h> // In- and Output #include <stdlib.h> // Implementation of many functions #include <stdbool.h> // Allows in C99 True and False as Boolean #include <time.h> // Allows using Random by time
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 have an AbstractAgent base class that manages a background thread. The actual work done in the background thread is accomplished through a pure virtual function call.
Here's the problem: because the base class is initialized prior to the derived class, there is a race condition in which the pure virtual call might occur before the derived class is initialized. Likewise, on teardown the derived class might deconstruct before the base class destructor has a chance to stop the thread.
I'd like to know if there are any well-known patterns for dealing with this problem. All I can think of is providing start() and stop() methods which can be called from the most-derived class's constructor/destructor, but that strikes me as inelegant.
I have this method called "walk" and what it's supposed to do is, walk through a bunch of triangles one step at a time (the're all connected [not to each other, but in a mesh]).
To do so, I need to perform a containment test.
Normally, I guess I'd just write a separate function but what if I wanted to be weird and write my inclusion test as a lambda in my walk method? Literally the only function that needs this code is my walk() procedure and I need to call the test an arbitrary amount of times.
Is this frowned upon? Would this be the jarring type of code I've been warned about? Or should I just say yolo and do what I want?
using namespace System; ref class A { public: A(){Console::WriteLine(L"A constructor");} virtual void func(){foo();} void foo()
[Code] .....
Supposing that class A is the development code; and so for unit-testing purpose I create a mock for it. But I don't know how to override A's constructor such that it will not get executed in my unit-test code.
I get a memory leak error for every instance where a CString is set. I tried moving this to the MainFrame just to see if there was something with this being in the app, and saw the same memory leak errors.
I didn't include the functions in this class that manipulate this table. I didn't put it in the document because this is a multi-doc application and this table is universal to the program.
Is this an example of a false positive in the memory leak checker, or did I do something wrong?
I am making a tic tac toe program in which they are asking me to have a 3x3 2 dimensional array of integers and have the constructor initialize the empty board to all zeros. They also want me to place a 1 or 2 in each empty board space denoting the place where player 1 or player 2 would move The problem I'm having is, my code initializes the board to all zeros for each element of the array, and prints it out just fine, but I can't figure out how to re-initialize the values in the array to show where each player moves on the board... I was thinking about having a default constructor that has each value set to zero, and then use a setGame function that can change the values on the board to one or two depending on where the player moves....but I don't know if that's possible.....
For example, std::vector<Person> people = {Mark, MrMac, Lola, MsWhite, Cindy, Zainab, Mikey, Fred, Zolal} is to be sorted so that teachers will be placed first, then students, and then babies, but with the exception that people with names starting with Z be placed before anyone else, followed by people with age equal to 8. All this is set up by the ordered list:
Zolal Zainab (baby) Cindy Ms. White Mr. Mac Fred Mark Mikey (baby) Lola (baby)
Teachers are supposed to be placed before students, which in turn placed before babies, but Cindy's age is 8, and so is placed before the teachers, and Zolal and Zainab start with Z, so is placed before her. So far so good, but now I want the further sorting result that all people within their subcategories be sorted in their own way, e.g. Zainab should come before Zolal alphabetically, Ms. White should precede Mr. Mac because she is younger, etc... How do I further generalize my customSort function so it carries out those further criteria as well?
i am writing this bank accounts program using structures. i haven't implemented the function before that i want to check if the data is being read and printed. When i build and run the program in visual studio it gives me the following error. "No constructor could take the source type, or constructor overload resolution was ambiguous". Now whats wrong in this program?
/* Bank Accounts Program */ #include <iostream> #include <string> #include <fstream> #include <cstdlib>//needed to use system() function using namespace std; const int MAX_NUM = 50; struct Name{
The lambda accepts no arguments, but it accesses increment by value and current by reference, the latter being used to store the next value to be set. This lambda has the side effect that current will be updated when generate is finished. The following lambda expression is similar, but without the side effect:
[=]()mutable->T{T result(current); current += increment; return result;} "
I dont exactly understand what side affect it is talking about. Wouldn't you want generate to update current? I understand how the second code fixes it though, just takes everything in the enclosing scope by value.
I am trying to write a function that extracts chunks of numbers from a stream (ie if i had "ui33ui24ui23hjdwejf" it would extract the chunk 33), and its finished, but it wont compile. errors here: [URL] ...... its only one line in an include file, but im stumped. anyways, this is the most updated version of the code: [URL] .....
Constructor of the Base Class Person::Person(char* n="", char* nat="U.S.A", int s=1) { name = n; nationality = nat; sex = s; }
Constructor of the Derived Class (inherited from the base class)
Student(char* n, int s=0, char* i=""): Person(n, s)
Why the initialized list of the base class constructor doesn't match the initialized list of the derived class constructor? I know this book is a little bit old, I'm not sure if this wrong in VC++ 2010?
is it possible to get object name in the constructor? I would like to initialize an object of circle class without any arguments and put some pretty lines in constructor to get and save as table of chars the name of creating object. Is it possible? I work with MSVS2012.