Visual C++ :: How To Search For Object That Has Been Hashed
May 27, 2013
Ran into a logic issue with my hashing program that stores a state object. It's storing the object just fine now but I need to be able to search for it. The user enters a state name and I'm supposed to be able to search for it. I am at a complete loss on how to handle hashing objects.
I have created a program that first sorts a series of numbers that are input dynamically then an option is given to either use a sequential search or a Binary search. my sequential search works fine but the merge sort coupled with the binary search has a small bug that I just can't seem to figure how to eliminate. I first used my own merge sort but it was really in efficient so a I took a more efficient example and incorporated it in my program but I cant seem to get rid of this bug I'm dealing with. and it seems to be causing a further problem with the Binary seach.
Code: #include <iostream> #include <cmath> using namespace std; const int N = 10;
The program I have below. If you copy and paste it it should work. However, When I uncomment my search function I get lots of errors and I think it has to do with incorrect syntax of it being a template. Need to do this search function:
Linked.h header file
Code: #ifndef LINKED_H #define LINKED_H #include<iostream> template <class T> class Linked { private: // Declare a structure for the list
I am unable to implement the insert function properly,every time i run the program i just get the first value and name,i am not getting other Id's and name.
Code: "(Header File)" #include <iostream> #include <string> using namespace std; class node { public: int ID; node (string StudentName, int IDNumber) {
How to get this thing to work. All i need to do is ask user to input a name and then it brings out the line from the .txt file containing the information.
For example in my case I'm doing a member search function I'm required to ask user to input the name of the customer and then print out all the details (which consumes 1 text line in the .txt file)
Here is the code, This is the write to text file method (100% working)
I am trying to implement a Task scheduler where i have n number of tasks. The Idea behind my task scheduler is that in a loop of queues of a vector, task should get enqueued to the shortest queue among the loop of queues, which is done by the following code.
#include <vector> #include <queue> std::vector<std::queue<int> > q int min_index = 0; task t // implemented in the other part of the program
[Code] ....
Next i am trying to extend this paradigm to reduce the overhead time of the scheduler, Instead of searching the shortest queue every time, search after some condition ie. search the shortest queue after 5 tasks gets enqueued to the shortest queue.
i need to do something like this
#include <vector> #include <queue> std::vector<std::queue<int> > q task t // implemented in the other part of the program while(q[min_index].size()!=q[min_index].size()+5) // check whether current min_index queue's size is increased 5 more times if not goto enqueue
I am using Visual C++ to write an app. I write CMyObject class and may allocate a lot of instances of CMyObject object, so I want to reduce the size of CMyObject class.
What I can figure out to do is:
1. I can use the following code to get the accurate size used by a single instance of CMyObject object:
CMyObject Object;
//Get the size of memory allocated for CMyObject object int nSize = sizeof(Object);
is that correct?
2.To reduce the size of CMyObject, I have several ideas:
(1)Change member function to static member function if it is possible, since each member function will take some spaces in the instance of CMyObject.
(2)Change virtual member function to member function if it is possible, since virtual member function may take more spaces.
(3)Eliminate unnecessary member variables to reduce spaces.
(4)Finally, if (1), (2) and (3) does not work well, then change CMyObject from class to a struct that only contains some member variables, thus will eliminate the spaces allocated for constructor and destructor of a class.
inputting a search array. I tried putting a binary search but I can't get it to work. everything else works up until I put the value I am searching for in the array, then it just crashes.
How it suppose to work: input 2 coordinates with a value each then it calculates the distance between them then it suppose to let user search the coordinates for a value and state if found which coordinate it is at.
This refers to an ATL COM DLL project. I can successfully create a class hierarchy of objects, ie. say, one class is the TEAM, which then holds other objects, say, a leader and a secretary, both of which are Employee Classes . Here goes my question:
a) In the Team.h header file I declare m_pLeader as a CComPtr<IEmployee>
Code: classATL_NO_VTABLE CTeam : public CComObjectRootEx<CComSingleThreadModel>, public CComCoClass<CTeam, &CLSID_Team>, public IDispatchImpl<ITeam, &IID_ITeam, &LIBID_BUOBJ05Lib, /*wMajor =*/ 1, /*wMinor =*/ 0> { private: CComPtr<IEmployee> m_pLeader; CComPtr<IEmployee> m_pSecretary;
b) The Employee Class is defined within this ATL COM project. c) In the Team.cpp file, I create an instance in the FinalConstruct code, the focus is on the CEmployee
Code: HRESULT CTeam::FinalConstruct(){ CComObject<CEmployee>* pLeader; HRESULT hr=CComObject<CEmployee>::CreateInstance(&pLeader); if (FAILED(hr)) return hr; m_pLeader=pLeader; // ..same for secretary... return S_OK }
d) Here comes my QUESTION: How must I proceed if the Employee object was part of another ATL COM DLL, that is it would be described in another DLL that I would now like to reuse? I guess I need to
1. Have the other DLL's idl-, tlb, and h file in my project folder. Let me name it "other.h, other.idl, other.tlb"
2. Both h- and cpp-file must have an #include "other.h" statement -- please correct if I am wrong..
3. ...but how must in the Team's h- and cpp-files the statements be (assuming the class in the "other" Dll is Member (instead of Employee? I know the following code will NOT work, so I am asking how it should be correctly?
I have a little demo of a bitmap button that simply uses CButton and resource bitmaps in an MFC dialog app. The intent is to click on the button and have the bitmap image change. My code works ok the first time around, but crashes on repeat clicks. I have interpreted this as failure to properly delete the HBITMAP object, though I could be mistaken. In any case the app works ok in Release configuration but violates assertion in Debug.
Code:
ASSERT(m_hObject == NULL); // only attach once, detach on destroy[code] // dialog header // Attributes protected: HBITMAP m_hBitmap1; HBITMAP m_hBitmap2;
will copy constructor does object initialization using another already created object? I understand that it can be applied for object initialization and not for assignment.Is it correct?
I have a method to take a Tile object and make an instances of it based on some data from the original object. Than it is suppose to manipulate the a specific instance and save the results. The first loop through it works but it changes all instance as well as the base.
public static int recurse(int count, Tile[,] b,Huristic h,int check) { if (check==1) { boardState.Add(B)/>; return check; } if (check == 0)
this function will return a temporary integer now void fun1(const int & num); this function can receive from myfun().BUT void fun2(int & num); this function cannot receive from myfun() Why is that, Moreover what is lifetime of a temporary object like one returned in myfun() ???
I am using the above code to retrive an item selected by user,But this line is giving an exception "Null Reference Exception, Object reference not set to an instance of an object"
In Visual Studio 2010 C++ I have a series of existing text objects The text properties names are item1_lbl, item2_lbl, item3_lbl, ….
Based on a selection I want to change an object. I generate the name of the object I want to change in a string so from this string is there a way to get a pointer to the correct text object that is same name?
I'm trying to figure out how I can create a vertex array object at offset of a vertex buffer object.I've created the buffer object. I'd like the "texs" idnex data to start at the texture coordinate content of the vertex_t structure.
Type definitions:
struct vertex_t { vector3d_t position; float s; // Texture coordinate s float t; // Texture coordinate t };
Code so far:
// How do I make this start at a certain spot of the VBO?! glVertexAttribPointer(texs, 2, GL_FLOAT, GL_FALSE, sizeof(vector3d_t), nullptr; //...