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+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening.
+ Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know.
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heya
im sick and tired of it
there is just 1 major thing
i have
float subtotal = totalWallsPaintedCost+totalWallpaperCost+totalWoodworkCost; float subtotalVat = subtotal*vat; float finalTotal=subtotal+subtotalVat;
later
cout<<"SUB TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotal<<endl; cout<<"VAT @ 20% "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotalVat<<endl; cout<<"FINAL TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<finalTotal<<endl<<endl;
it returns SUB TOTAL £-1.#R VAT @ 20% £-1.#R FINAL TOTAL £-1.#R
could someone please give me a hint what this damn £-1.#R is
it was working for 5 seconds on one compile but then i started control-y ing to undo/redo and eventually realised contol-y doesnt redo in my compiler but instead DELETES LINES
full code c++
+ Show Spoiler +#include <cstdlib> #include <iostream> #include <string> #include <iomanip>
using namespace std;
int main(int argc, char *argv[]) { float glossCost = 4.00; float emulsionCost = 3.50; float doorPaintRequirement = 1; float windowPaintRequirement = 0.5; float vat = 0.2; int start = 0; int goAgain; float roomLength; float roomHeight; float roomWidth; string customerName; char wallsPainted; int wallpaperRollCount; float wallpaperRollCost; int doorNumber; int windowNumber;
cout<<"Welcome to Blake's Estimator."<<endl; cout<<"1 - Begin estimate."<<endl; cout<<"2 - Display instructions."<<endl; cin>>start; if (start == 2) { cout<<endl<<"This program will calculate the estimated cost of decorating a room based on "<<endl<<"the input you provide. Units of length are in centimetres. Quantity of "<<endl<<"wallpaper rolls must be a whole number."<<endl; cout<<endl<<"Enter '1' to continue."<<endl; cin>>start; while (start !=1) { cout<<"Enter '1' to continue."<<endl; cin>>start; } }
if (start == 1) { do { cout<<"Enter customer name."<<endl; cin>>customerName; char roomLengthInput[256]; cout<<"Enter room length."<<endl; cin>>roomLengthInput; roomLength = atoi (roomLengthInput); while (roomLength < 45) { cout<<"Please enter a numerical room length in cm greater than 45."<<endl; cin>>roomLengthInput; roomLength = atoi (roomLengthInput); } char roomWidthInput[256]; cout<<"Enter room width."<<endl; cin>>roomWidthInput; roomWidth = atoi (roomWidthInput); while (roomWidth < 45) { cout<<"Please enter a numerical room width in cm greater than 45."<<endl; cin>>roomWidthInput; roomWidth = atoi (roomWidthInput); } char roomHeightInput[256]; cout<<"Enter room height."<<endl; cin>>roomHeightInput; roomHeight = atof (roomHeightInput); while (roomHeight < 45) { cout<<"Please enter a numerical room height in cm greater than 45."<<endl; cin>>roomHeightInput; roomHeight = atof (roomHeightInput); }
cout<<"Are walls painted (p) or wallpapered (w)?"<<endl; cin>>wallsPainted; while (wallsPainted !='p' && wallsPainted !='w') { cout<<"Enter 'p' if walls are painted or 'w' if walls are wallpapered."<<endl; cin>>wallsPainted; } if (wallsPainted == 'w') { char wallpaperRollCountInput[256]; cout<<"Enter required number of wallpaper rolls."<<endl; cin>>wallpaperRollCountInput; wallpaperRollCount = atoi (wallpaperRollCountInput); while (wallpaperRollCount < 1) { cout<<"Please enter required number of wallpaper rolls as a whole number."<<endl; cin>>wallpaperRollCountInput; wallpaperRollCount = atoi (wallpaperRollCountInput); } char wallpaperRollCostInput[256]; cout<<"Enter cost of each roll."<<endl; cin>>wallpaperRollCostInput; wallpaperRollCost = atof (wallpaperRollCostInput); while (wallpaperRollCost < 1) { cout<<"Please enter cost of wallpaper rolls as a whole number."<<endl; cin>>wallpaperRollCostInput; wallpaperRollCost = atof (wallpaperRollCostInput); } } char doorNumberInput[256]; cout<<"Enter number of doors."<<endl; cin>>doorNumberInput; doorNumber = atof (doorNumberInput); while (doorNumber < 1) { cout<<"Please number of doors as a whole number."<<endl; cin>>doorNumberInput; doorNumber = atof (doorNumberInput); } char windowNumberInput[256]; cout<<"Enter number of windows."<<endl; cin>>windowNumberInput; windowNumber = atof (windowNumberInput); while (windowNumber < 1) { cout<<"Please number of windows as a whole number."<<endl; cin>>windowNumberInput; windowNumber = atof (windowNumberInput); } float ceilingLitres = (roomLength/100)*(roomWidth/100)/8; float ceilingCosts = ceilingLitres*emulsionCost; float wallsLitres = ((roomLength/100*roomHeight/100)+(roomWidth/100*roomHeight/100)*2)-(doorNumber*2)-(windowNumber*0.5); float totalWallsPaintedCost = wallsLitres*emulsionCost; float totalWallpaperCost = wallpaperRollCount*wallpaperRollCost; float woodworkLitres = (doorNumber*doorPaintRequirement)+(windowNumber*windowPaintRequirement); float totalWoodworkCost = woodworkLitres*glossCost; float subtotal = totalWallsPaintedCost+totalWallpaperCost+totalWoodworkCost; float subtotalVat = subtotal*vat; float finalTotal=subtotal+subtotalVat; cout << string(50, '\n'); cout<<endl<<endl<<"Joe Stevens Painting & Decorating Tel: 01522 522522"<<endl; cout<<endl<<endl<<"Estimate costs for "<<customerName<<"."<<endl<<endl; cout<<"MATERIALS"<<endl; cout<<" Ceiling: "<<setiosflags(ios::fixed)<<setprecision(2)<<ceilingLitres<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<emulsionCost<<" per litre "<<(char)156<<ceilingCosts<<endl;
switch (wallsPainted) { case 'p': cout<<" Walls: "<<setiosflags(ios::fixed)<<setprecision(2)<<wallsLitres<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<emulsionCost<<" per litre "<<(char)156<<totalWallsPaintedCost<<endl; break; case 'w': cout<<" Walls: "<<setiosflags(ios::fixed)<<setprecision(2)<<wallpaperRollCount<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<wallpaperRollCost<<" per roll "<<(char)156<<totalWallpaperCost<<endl; break; } cout<<" Woodwork: "<<setiosflags(ios::fixed)<<setprecision(2)<<woodworkLitres<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<glossCost<<" per litre "<<(char)156<<totalWoodworkCost<<endl<<endl; cout<<"SUB TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotal<<endl; cout<<"VAT @ 20% "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotalVat<<endl; cout<<"FINAL TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<finalTotal<<endl<<endl; char goAgainInput[256]; cout << string(6, '\n'); cout<<"What would you like to do now?"<<endl; cout<<"1 - Begin a new estimate."<<endl; cout<<"2 - Exit the program."<<endl; cin>>goAgainInput; goAgain = atoi (goAgainInput);
while (goAgain != 1 && goAgain != 2) { cout<<"Please enter 1 to begin again or 2 to quit."<<endl; cin>>goAgainInput; goAgain = atof (goAgainInput); } } while (goAgain == 1); system("PAUSE"); return EXIT_SUCCESS; } }
thankyou
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i have a question about "goto" statement. im pretty sure my teacher told me never use them. i know how they work and see some people use it. is there a reason not to use them except readability?
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On November 15 2012 23:31 Isualin wrote: i have a question about "goto" statement. im pretty sure my teacher told me never use them. i know how they work and see some people use it. is there a reason not to use them except readability? The only real reason is that there's never a reason to use goto statements if you use other constructs properly, and NOT using goto makes it far easier to find bugs and read the code. So yes, it's more or less just about readability, but it's a pretty big factor, goto statements are usually a crutch which is not worth getting used to.
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On November 15 2012 22:59 Nausea wrote:+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening. + Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know.
I think we might need to see C_Player and C_Entity and where / how you set the value of X to be certain what's going on.
It's possible that you're defining X in both the player and entity class, and only set the value in the player class. Then when you try to fetch it from your entity pointer, you get the value of X from the entity class, and not the player class. But that's just a guess without seeing the other things.
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On November 15 2012 23:31 Isualin wrote: i have a question about "goto" statement. im pretty sure my teacher told me never use them. i know how they work and see some people use it. is there a reason not to use them except readability?
+ Show Spoiler +The reason why you shouldn't use goto ever is because if you type it and i see it, i will personally hunt you down and strangle you until you bleed out of your eyes like all the poor programmers that lost their souls debugging code using goto.
It makes code impossible to read and understand and there is just a single case where goto has a use but i won't tell you which case that is because you will never get across that use case, so you should never use it. Ever.
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On November 15 2012 23:39 netherh wrote:Show nested quote +On November 15 2012 22:59 Nausea wrote:+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening. + Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know. I think we might need to see C_Player and C_Entity and where / how you set the value of X to be certain what's going on. It's possible that you're defining X in both the player and entity class, and only set the value in the player class. Then when you try to fetch it from your entity pointer, you get the value of X from the entity class, and not the player class. But that's just a guess without seeing the other things.
The X var is only defined in C_Entity, neither C_Player or C_PlayerShade defines it, they just use it through C_Entity.
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Is there anybody decent with Object oriented programing eclipse java here? :D
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On November 15 2012 23:15 FFGenerations wrote:heya im sick and tired of it there is just 1 major thing i have float subtotal = totalWallsPaintedCost+totalWallpaperCost+totalWoodworkCost; float subtotalVat = subtotal*vat; float finalTotal=subtotal+subtotalVat;
later
cout<<"SUB TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotal<<endl; cout<<"VAT @ 20% "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotalVat<<endl; cout<<"FINAL TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<finalTotal<<endl<<endl;
it returns SUB TOTAL £-1.#R VAT @ 20% £-1.#R FINAL TOTAL £-1.#R could someone please give me a hint what this damn £-1.#R is it was working for 5 seconds on one compile but then i started control-y ing to undo/redo and eventually realised contol-y doesnt redo in my compiler but instead DELETES LINES full code c++ + Show Spoiler +#include <cstdlib> #include <iostream> #include <string> #include <iomanip>
using namespace std;
int main(int argc, char *argv[] { float glossCost = 4.00; float emulsionCost = 3.50; float doorPaintRequirement = 1; float windowPaintRequirement = 0.5; float vat = 0.2; int start = 0; int goAgain; float roomLength; float roomHeight; float roomWidth; string customerName; char wallsPainted; int wallpaperRollCount; float wallpaperRollCost; int doorNumber; int windowNumber;
cout<<"Welcome to Blake's Estimator."<<endl; cout<<"1 - Begin estimate."<<endl; cout<<"2 - Display instructions."<<endl; cin>>start; if (start == 2) { cout<<endl<<"This program will calculate the estimated cost of decorating a room based on "<<endl<<"the input you provide. Units of length are in centimetres. Quantity of "<<endl<<"wallpaper rolls must be a whole number."<<endl; cout<<endl<<"Enter '1' to continue."<<endl; cin>>start; while (start !=1) { cout<<"Enter '1' to continue."<<endl; cin>>start; } }
if (start == 1) { do { cout<<"Enter customer name."<<endl; cin>>customerName; char roomLengthInput[256]; cout<<"Enter room length."<<endl; cin>>roomLengthInput; roomLength = atoi (roomLengthInput); while (roomLength < 45) { cout<<"Please enter a numerical room length in cm greater than 45."<<endl; cin>>roomLengthInput; roomLength = atoi (roomLengthInput); } char roomWidthInput[256]; cout<<"Enter room width."<<endl; cin>>roomWidthInput; roomWidth = atoi (roomWidthInput); while (roomWidth < 45) { cout<<"Please enter a numerical room width in cm greater than 45."<<endl; cin>>roomWidthInput; roomWidth = atoi (roomWidthInput); } char roomHeightInput[256]; cout<<"Enter room height."<<endl; cin>>roomHeightInput; roomHeight = atof (roomHeightInput); while (roomHeight < 45) { cout<<"Please enter a numerical room height in cm greater than 45."<<endl; cin>>roomHeightInput; roomHeight = atof (roomHeightInput); }
cout<<"Are walls painted (p) or wallpapered (w)?"<<endl; cin>>wallsPainted; while (wallsPainted !='p' && wallsPainted !='w') { cout<<"Enter 'p' if walls are painted or 'w' if walls are wallpapered."<<endl; cin>>wallsPainted; } if (wallsPainted == 'w') { char wallpaperRollCountInput[256]; cout<<"Enter required number of wallpaper rolls."<<endl; cin>>wallpaperRollCountInput; wallpaperRollCount = atoi (wallpaperRollCountInput); while (wallpaperRollCount < 1) { cout<<"Please enter required number of wallpaper rolls as a whole number."<<endl; cin>>wallpaperRollCountInput; wallpaperRollCount = atoi (wallpaperRollCountInput); } char wallpaperRollCostInput[256]; cout<<"Enter cost of each roll."<<endl; cin>>wallpaperRollCostInput; wallpaperRollCost = atof (wallpaperRollCostInput); while (wallpaperRollCost < 1) { cout<<"Please enter cost of wallpaper rolls as a whole number."<<endl; cin>>wallpaperRollCostInput; wallpaperRollCost = atof (wallpaperRollCostInput); } } char doorNumberInput[256]; cout<<"Enter number of doors."<<endl; cin>>doorNumberInput; doorNumber = atof (doorNumberInput); while (doorNumber < 1) { cout<<"Please number of doors as a whole number."<<endl; cin>>doorNumberInput; doorNumber = atof (doorNumberInput); } char windowNumberInput[256]; cout<<"Enter number of windows."<<endl; cin>>windowNumberInput; windowNumber = atof (windowNumberInput); while (windowNumber < 1) { cout<<"Please number of windows as a whole number."<<endl; cin>>windowNumberInput; windowNumber = atof (windowNumberInput); } float ceilingLitres = (roomLength/100)*(roomWidth/100)/8; float ceilingCosts = ceilingLitres*emulsionCost; float wallsLitres = ((roomLength/100*roomHeight/100)+(roomWidth/100*roomHeight/100)*2)-(doorNumber*2)-(windowNumber*0.5); float totalWallsPaintedCost = wallsLitres*emulsionCost; float totalWallpaperCost = wallpaperRollCount*wallpaperRollCost; float woodworkLitres = (doorNumber*doorPaintRequirement)+(windowNumber*windowPaintRequirement); float totalWoodworkCost = woodworkLitres*glossCost; float subtotal = totalWallsPaintedCost+totalWallpaperCost+totalWoodworkCost; float subtotalVat = subtotal*vat; float finalTotal=subtotal+subtotalVat; cout << string(50, '\n'); cout<<endl<<endl<<"Joe Stevens Painting & Decorating Tel: 01522 522522"<<endl; cout<<endl<<endl<<"Estimate costs for "<<customerName<<"."<<endl<<endl; cout<<"MATERIALS"<<endl; cout<<" Ceiling: "<<setiosflags(ios::fixed)<<setprecision(2)<<ceilingLitres<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<emulsionCost<<" per litre "<<(char)156<<ceilingCosts<<endl;
switch (wallsPainted) { case 'p': cout<<" Walls: "<<setiosflags(ios::fixed)<<setprecision(2)<<wallsLitres<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<emulsionCost<<" per litre "<<(char)156<<totalWallsPaintedCost<<endl; break; case 'w': cout<<" Walls: "<<setiosflags(ios::fixed)<<setprecision(2)<<wallpaperRollCount<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<wallpaperRollCost<<" per roll "<<(char)156<<totalWallpaperCost<<endl; break; } cout<<" Woodwork: "<<setiosflags(ios::fixed)<<setprecision(2)<<woodworkLitres<<" @ "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<glossCost<<" per litre "<<(char)156<<totalWoodworkCost<<endl<<endl; cout<<"SUB TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotal<<endl; cout<<"VAT @ 20% "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<subtotalVat<<endl; cout<<"FINAL TOTAL "<<setiosflags(ios::fixed)<<setprecision(2)<<(char)156<<finalTotal<<endl<<endl; char goAgainInput[256]; cout << string(6, '\n'); cout<<"What would you like to do now?"<<endl; cout<<"1 - Begin a new estimate."<<endl; cout<<"2 - Exit the program."<<endl; cin>>goAgainInput; goAgain = atoi (goAgainInput);
while (goAgain != 1 && goAgain != 2) { cout<<"Please enter 1 to begin again or 2 to quit."<<endl; cin>>goAgainInput; goAgain = atof (goAgainInput); } } while (goAgain == 1); system("PAUSE"); return EXIT_SUCCESS; } } thankyou
I think your main problem is that you don't initialize all the values before adding them into your subtotals, so they're completely random (specifically the wallpaper stuff with a painted room).
-1.#R is probably a floating point error display specific to your system (there's also -1.#inf, -1.#ind, etc.).
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On November 15 2012 23:47 Nausea wrote:Show nested quote +On November 15 2012 23:39 netherh wrote:On November 15 2012 22:59 Nausea wrote:+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening. + Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know. I think we might need to see C_Player and C_Entity and where / how you set the value of X to be certain what's going on. It's possible that you're defining X in both the player and entity class, and only set the value in the player class. Then when you try to fetch it from your entity pointer, you get the value of X from the entity class, and not the player class. But that's just a guess without seeing the other things. The X var is only defined in C_Entity, neither C_Player or C_PlayerShade defines it, they just use it through C_Entity.
Whatever the problem is, it doesn't appear to originate in the snippets you posted, have you tried setting breakpoints and checking the value of the member X at different points (mainly before and after passing the pointer to OnLoad)?
|
On November 16 2012 00:05 Bigpet wrote:Show nested quote +On November 15 2012 23:47 Nausea wrote:On November 15 2012 23:39 netherh wrote:On November 15 2012 22:59 Nausea wrote:+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening. + Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know. I think we might need to see C_Player and C_Entity and where / how you set the value of X to be certain what's going on. It's possible that you're defining X in both the player and entity class, and only set the value in the player class. Then when you try to fetch it from your entity pointer, you get the value of X from the entity class, and not the player class. But that's just a guess without seeing the other things. The X var is only defined in C_Entity, neither C_Player or C_PlayerShade defines it, they just use it through C_Entity. Whatever the problem is, it doesn't appear to originate in the snippets you posted, have you tried setting breakpoints and checking the value of the member X at different points (mainly before and after passing the pointer to OnLoad)?
Well I will have to code it again since I decided to remove it yesterday after hours of trial and error and memory errors making my computer wanna kill itself, so I ended up restarting my computer and reverting all that stuff.
|
On November 16 2012 00:15 Nausea wrote:Show nested quote +On November 16 2012 00:05 Bigpet wrote:On November 15 2012 23:47 Nausea wrote:On November 15 2012 23:39 netherh wrote:On November 15 2012 22:59 Nausea wrote:+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening. + Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know. I think we might need to see C_Player and C_Entity and where / how you set the value of X to be certain what's going on. It's possible that you're defining X in both the player and entity class, and only set the value in the player class. Then when you try to fetch it from your entity pointer, you get the value of X from the entity class, and not the player class. But that's just a guess without seeing the other things. The X var is only defined in C_Entity, neither C_Player or C_PlayerShade defines it, they just use it through C_Entity. Whatever the problem is, it doesn't appear to originate in the snippets you posted, have you tried setting breakpoints and checking the value of the member X at different points (mainly before and after passing the pointer to OnLoad)? Well I will have to code it again since I decided to remove it yesterday after hours of trial and error and memory errors making my computer wanna kill itself, so I ended up restarting my computer and reverting all that stuff.
If anyone want to take a look and see if something looks glaringly wrong, please do so.
+ Show Spoiler +class C_Entity {
public: static std::vector<C_Entity*> EntityList;
C_Animation Anim_Control;
protected:
SDL_Surface* Surf_Entity;
public: float X; float Y; (...)
#include "C_Entity.h"
std::vector<C_Entity*> C_Entity::EntityList;
C_Entity::C_Entity() {
Surf_Entity = NULL;
X = 0; Y = 0;
Width = 0; Height = 0;
MoveLeft = false; MoveRight = false;
Direction = ENTITY_DIRECTION_RIGHT;
Type = ENTITY_TYPE_GENERIC;
Dead = false; Flags = ENTITY_FLAG_NONE;
SpeedX = 0; SpeedY = 0;
AccelY = 0;
MaxSpeedX = 13; MaxSpeedY = 10;
Col_X = 0; Col_Y = 0;
Col_Width = 0; Col_Height = 0; (...)
class C_Player : public C_Entity {
public:
unsigned int LastSlide; bool Sliding; bool SlidingRight; bool SlidingLeft; bool JumpedOnSlide;
bool CanJump; bool Jumping; bool FirstJump;
bool Shooting; bool ChargeShot;
(...)
C_Player::C_Player() {
MaxSpeedY = 10.5; X = 0; Y = 0;
LastSlide = 0; Sliding = false; SlidingRight = false; SlidingLeft = false; JumpedOnSlide = false;
CanJump = false; Jumping = false; FirstJump = true;
Shooting = false; ChargeShot = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY;
Dead = false;
} class C_PlayerShade : public C_Entity {
private: C_Entity* target;
float SpeedDelay;
public: C_PlayerShade(); C_PlayerShade(C_Entity* parent, float delay); (...)
C_PlayerShade::C_PlayerShade() { SpeedX = 0; SpeedY = 0; SpeedDelay = 0;
AccelY = 0;
X = 0; Y = 0;
target = NULL;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY; }
C_PlayerShade::C_PlayerShade(C_Entity* parent, float delay) {
target = parent;
AccelY = target->AccelY;
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY; SpeedDelay = delay;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_GENERIC; Flags = ENTITY_FLAG_GRAVITY;
OnLoad();
}
bool C_PlayerShade::OnLoad() {
C_Frameset CharJumpRight( "JUMPINGRIGHT" ); CharJumpRight.AddFrame(0, 188, 25, 48); CharJumpRight.AddFrame(25, 187, 23, 51); CharJumpRight.AddFrame(48, 189, 23, 55); CharJumpRight.AddFrame(71, 187, 23, 57); CharJumpRight.AddFrame(94, 190, 27, 53); CharJumpRight.AddFrame(121, 191, 34, 50);
C_Frameset CharJumpLeft( "JUMPINGLEFT" ); CharJumpLeft.AddFrame(0, 245, 25, 48); CharJumpLeft.AddFrame(25, 244, 23, 51); CharJumpLeft.AddFrame(48, 246, 23, 55); CharJumpLeft.AddFrame(71, 244, 23, 57); CharJumpLeft.AddFrame(94, 247, 27, 53); CharJumpLeft.AddFrame(121, 248, 34, 50);
C_Frameset CharFallRight( "FALLINGRIGHT" ); CharFallRight.AddFrame(155, 190, 32, 52); CharFallRight.AddFrame(187, 189, 29, 54);
C_Frameset CharFallLeft( "FALLINGLEFT" ); CharFallLeft.AddFrame(155, 247, 32, 52); CharFallLeft.AddFrame(187, 246, 29, 52);
C_Frameset CharSlideRight( "SLIDINGRIGHT" ); CharSlideRight.AddFrame(0, 301, 34, 44); CharSlideRight.AddFrame(34, 301, 46, 44, 10); CharSlideRight.AddFrame(80, 301, 53, 44, 20); CharSlideRight.AddFrame(133, 301, 57, 44, 20); CharSlideRight.AddFrame(190, 301, 38, 44, 10); CharSlideRight.AddFrame(228, 301, 30, 44, 10); CharSlideRight.AddFrame(258, 301, 41, 44, 10); CharSlideRight.AddFrame(299, 301, 43, 44, 10);
C_Frameset CharSlideLeft( "SLIDINGLEFT" ); CharSlideLeft.AddFrame(0, 345, 34, 44); CharSlideLeft.AddFrame(34, 345, 46, 44); CharSlideLeft.AddFrame(80, 345, 53, 44); CharSlideLeft.AddFrame(133, 345, 57, 44); CharSlideLeft.AddFrame(190, 345, 38, 44); CharSlideLeft.AddFrame(228, 345, 30, 44); CharSlideLeft.AddFrame(258, 345, 41, 44); CharSlideLeft.AddFrame(299, 345, 43, 44);
C_Frameset Transparent("TRANSPARENT"); Transparent.AddFrame(500,0,0,0);
Anim_Control.AddFrameset(CharJumpRight); Anim_Control.AddFrameset(CharJumpLeft); Anim_Control.AddFrameset(CharFallRight); Anim_Control.AddFrameset(CharFallLeft); Anim_Control.AddFrameset(CharSlideRight); Anim_Control.AddFrameset(CharSlideLeft); Anim_Control.AddFrameset(Transparent);
Anim_Control.SetAnimation("TRANSPARENT",150);
if(C_Entity::OnLoad("./gfx/megaman/shade.png") == false) { fprintf(stderr, "Failed to load shade.png: %s\n", SDL_GetError()); return false; }
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY;
AccelY = target->AccelY;
return true;
}
|
Hey guys I need some help with a html+php problem for my assignment, ive spent over 30 hours writing code but im stuck on this last part of it.
on one page that only appears when the user has completed a successful log in. I am giving him an option to either increase or decrease the number of stocks he has for 11 different companies. The number of stocks he has is in a text file. I've simplified the text file to only contain the numbers of stocks and a ":" to separate the numbers from each other. Now my question is how would I create of function to go through the text file find the stock and either add or subtract the number of stocks he wants to buy or sell. But it must write to the file when the user is logging out!
can anyone help me out? anything is appreciated!
|
On November 16 2012 03:24 dapierow wrote: Hey guys I need some help with a html+php problem for my assignment, ive spent over 30 hours writing code but im stuck on this last part of it.
on one page that only appears when the user has completed a successful log in. I am giving him an option to either increase or decrease the number of stocks he has for 11 different companies. The number of stocks he has is in a text file. I've simplified the text file to only contain the numbers of stocks and a ":" to separate the numbers from each other. Now my question is how would I create of function to go through the text file find the stock and either add or subtract the number of stocks he wants to buy or sell. But it must write to the file when the user is logging out!
can anyone help me out? anything is appreciated!
$_SESSION['stocks'] = explode(":", file_get_contents("user_xyz.stocks")); // load file_put_contents("user_xyz.stocks", implode(":", $_SESSION['stocks'])); // save
$_SESSION['stocks'][$stock_idx]++; // increase $_SESSION['stocks'][$stock_idx]--; // decrease
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On November 16 2012 03:27 Morfildur wrote:Show nested quote +On November 16 2012 03:24 dapierow wrote: Hey guys I need some help with a html+php problem for my assignment, ive spent over 30 hours writing code but im stuck on this last part of it.
on one page that only appears when the user has completed a successful log in. I am giving him an option to either increase or decrease the number of stocks he has for 11 different companies. The number of stocks he has is in a text file. I've simplified the text file to only contain the numbers of stocks and a ":" to separate the numbers from each other. Now my question is how would I create of function to go through the text file find the stock and either add or subtract the number of stocks he wants to buy or sell. But it must write to the file when the user is logging out!
can anyone help me out? anything is appreciated! $_SESSION['stocks'] = explode(":", file_get_contents("user_xyz.stocks")); // load file_put_contents("user_xyz.stocks", implode(":", $_SESSION['stocks'])); // save
$_SESSION['stocks'][$stock_idx]++; // increase $_SESSION['stocks'][$stock_idx]--; // decrease
Yeah the Session stuff is really giving me struggles but thank you for the help I appriciate it!
|
On November 16 2012 02:56 Nausea wrote:Show nested quote +On November 16 2012 00:15 Nausea wrote:On November 16 2012 00:05 Bigpet wrote:On November 15 2012 23:47 Nausea wrote:On November 15 2012 23:39 netherh wrote:On November 15 2012 22:59 Nausea wrote:+ Show Spoiler +On November 15 2012 22:45 Bigpet wrote:Show nested quote +On November 15 2012 22:22 Nausea wrote:+ Show Spoiler +On November 15 2012 22:07 Schokomuesli wrote:Just to get it right... What you are doing is: { (...) C_Player player; Shade.OnLoad(&player, 0.5f); (...) }
and inside Shade.OnLoad() you copy a value in player to a local variable in Shade, right? Furthermore: is the pointer you passed into OnLoad still valid when using it? In particular: do you use if after leaving the scope in which you created player (that is: the closing curly brace just below OnLoad ^)? Because after this brace, player does not exist anymore if you create it on the stack as you did in the example above... If you do _excatly_ this: { C_Player player; Shade.OnLoad(&player, 0.5f); }
^and never again use anything inside Shade which refers to the pointer you passed you are fine and all of this should work. If you do this: { { C_Player player; C_Player* player2 = new C_Player(); Shade.OnLoad(&player, 0.5f); Shade.OnLoad(player2, 0.5f); } Shade.asdf1(); // asdf1 uses the pointer to player you passed /w onLoad before - this breaks Shade.asdf2(); // asdf2 uses the pointer to player2 you passed /w onLoad before - this works because due to heap construction, the object player2 points to still exists... }
This will not work... player does not exist anymore but you still have the adress where it used to reside before leaving the scope you created it in. BTW, this is just guesswork without seeing the methods and the surrounding code... Thanks, but C_Player player is from C_Application.h and then implemented inside applications OnInit funktion. This should lead player to "die" at the end of the program, like every entity in my entitylist. I have tried making player dynamic, this did not work either. This is why I am confused atm. Then what exactly is strange in your program then? Explaining it in words is kind of hard to understand. You should post some code example. Btw. if your problem is that the pointer is slightly offset then that may be due to multiple inheritance if you use that. Don't let us puzzle, post a self contained example. #include <iostream>
class Base{public: long padding;}; class Base2{}; class Derived : public Base, public Base2{};
int main(){ Derived d; Derived *ptr = &d; Base2 *bas = static_cast<Base2 *>(ptr); if((void *)ptr != (void *)bas){ std::cout << "the wonders of multiple inheritance" << std::endl; } return 0; }
Ok, here goes then. Adding some example code to show you what is happening. + Show Spoiler +C_Application.h
class C_Application : public C_Event {
private: C_Player player;
(...)
};
C_Application.cpp
bool C_Application::OnInit() {
player.OnLoad("player.png", 0, 0); C_PlayerShade* shadeptr = new C_Shade;
shadeptr->OnLoad(&player, 0.5);
(...)
}
C_Player inherits C_Entity, C_PlayerShade inherits C_Entity. C_PlayerShade.h
class C_PlayerShade : public C_Entity {
private: C_Entity* parentptr;
public: bool OnLoad(C_Entity* parent, float delay); (...)
}
C_PlayerShade.cpp
bool C_PlayerShade::OnLoad(C_Entity* parent, float delay) {
parentptr = parent;
this->X = parentptr->X; // Does not work. Gives wrong value.
}
Hope that helps, If you want to know more let me know. I think we might need to see C_Player and C_Entity and where / how you set the value of X to be certain what's going on. It's possible that you're defining X in both the player and entity class, and only set the value in the player class. Then when you try to fetch it from your entity pointer, you get the value of X from the entity class, and not the player class. But that's just a guess without seeing the other things. The X var is only defined in C_Entity, neither C_Player or C_PlayerShade defines it, they just use it through C_Entity. Whatever the problem is, it doesn't appear to originate in the snippets you posted, have you tried setting breakpoints and checking the value of the member X at different points (mainly before and after passing the pointer to OnLoad)? Well I will have to code it again since I decided to remove it yesterday after hours of trial and error and memory errors making my computer wanna kill itself, so I ended up restarting my computer and reverting all that stuff. If anyone want to take a look and see if something looks glaringly wrong, please do so. + Show Spoiler +class C_Entity {
public: static std::vector<C_Entity*> EntityList;
C_Animation Anim_Control;
protected:
SDL_Surface* Surf_Entity;
public: float X; float Y; (...)
#include "C_Entity.h"
std::vector<C_Entity*> C_Entity::EntityList;
C_Entity::C_Entity() {
Surf_Entity = NULL;
X = 0; Y = 0;
Width = 0; Height = 0;
MoveLeft = false; MoveRight = false;
Direction = ENTITY_DIRECTION_RIGHT;
Type = ENTITY_TYPE_GENERIC;
Dead = false; Flags = ENTITY_FLAG_NONE;
SpeedX = 0; SpeedY = 0;
AccelY = 0;
MaxSpeedX = 13; MaxSpeedY = 10;
Col_X = 0; Col_Y = 0;
Col_Width = 0; Col_Height = 0; (...)
class C_Player : public C_Entity {
public:
unsigned int LastSlide; bool Sliding; bool SlidingRight; bool SlidingLeft; bool JumpedOnSlide;
bool CanJump; bool Jumping; bool FirstJump;
bool Shooting; bool ChargeShot;
(...)
C_Player::C_Player() {
MaxSpeedY = 10.5; X = 0; Y = 0;
LastSlide = 0; Sliding = false; SlidingRight = false; SlidingLeft = false; JumpedOnSlide = false;
CanJump = false; Jumping = false; FirstJump = true;
Shooting = false; ChargeShot = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY;
Dead = false;
} class C_PlayerShade : public C_Entity {
private: C_Entity* target;
float SpeedDelay;
public: C_PlayerShade(); C_PlayerShade(C_Entity* parent, float delay); (...)
C_PlayerShade::C_PlayerShade() { SpeedX = 0; SpeedY = 0; SpeedDelay = 0;
AccelY = 0;
X = 0; Y = 0;
target = NULL;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY; }
C_PlayerShade::C_PlayerShade(C_Entity* parent, float delay) {
target = parent;
AccelY = target->AccelY;
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY; SpeedDelay = delay;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_GENERIC; Flags = ENTITY_FLAG_GRAVITY;
OnLoad();
}
bool C_PlayerShade::OnLoad() {
C_Frameset CharJumpRight( "JUMPINGRIGHT" ); CharJumpRight.AddFrame(0, 188, 25, 48); CharJumpRight.AddFrame(25, 187, 23, 51); CharJumpRight.AddFrame(48, 189, 23, 55); CharJumpRight.AddFrame(71, 187, 23, 57); CharJumpRight.AddFrame(94, 190, 27, 53); CharJumpRight.AddFrame(121, 191, 34, 50);
C_Frameset CharJumpLeft( "JUMPINGLEFT" ); CharJumpLeft.AddFrame(0, 245, 25, 48); CharJumpLeft.AddFrame(25, 244, 23, 51); CharJumpLeft.AddFrame(48, 246, 23, 55); CharJumpLeft.AddFrame(71, 244, 23, 57); CharJumpLeft.AddFrame(94, 247, 27, 53); CharJumpLeft.AddFrame(121, 248, 34, 50);
C_Frameset CharFallRight( "FALLINGRIGHT" ); CharFallRight.AddFrame(155, 190, 32, 52); CharFallRight.AddFrame(187, 189, 29, 54);
C_Frameset CharFallLeft( "FALLINGLEFT" ); CharFallLeft.AddFrame(155, 247, 32, 52); CharFallLeft.AddFrame(187, 246, 29, 52);
C_Frameset CharSlideRight( "SLIDINGRIGHT" ); CharSlideRight.AddFrame(0, 301, 34, 44); CharSlideRight.AddFrame(34, 301, 46, 44, 10); CharSlideRight.AddFrame(80, 301, 53, 44, 20); CharSlideRight.AddFrame(133, 301, 57, 44, 20); CharSlideRight.AddFrame(190, 301, 38, 44, 10); CharSlideRight.AddFrame(228, 301, 30, 44, 10); CharSlideRight.AddFrame(258, 301, 41, 44, 10); CharSlideRight.AddFrame(299, 301, 43, 44, 10);
C_Frameset CharSlideLeft( "SLIDINGLEFT" ); CharSlideLeft.AddFrame(0, 345, 34, 44); CharSlideLeft.AddFrame(34, 345, 46, 44); CharSlideLeft.AddFrame(80, 345, 53, 44); CharSlideLeft.AddFrame(133, 345, 57, 44); CharSlideLeft.AddFrame(190, 345, 38, 44); CharSlideLeft.AddFrame(228, 345, 30, 44); CharSlideLeft.AddFrame(258, 345, 41, 44); CharSlideLeft.AddFrame(299, 345, 43, 44);
C_Frameset Transparent("TRANSPARENT"); Transparent.AddFrame(500,0,0,0);
Anim_Control.AddFrameset(CharJumpRight); Anim_Control.AddFrameset(CharJumpLeft); Anim_Control.AddFrameset(CharFallRight); Anim_Control.AddFrameset(CharFallLeft); Anim_Control.AddFrameset(CharSlideRight); Anim_Control.AddFrameset(CharSlideLeft); Anim_Control.AddFrameset(Transparent);
Anim_Control.SetAnimation("TRANSPARENT",150);
if(C_Entity::OnLoad("./gfx/megaman/shade.png") == false) { fprintf(stderr, "Failed to load shade.png: %s\n", SDL_GetError()); return false; }
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY;
AccelY = target->AccelY;
return true;
}
Nothing glaringly obious, you should either make a self-contained example that contains the problem or like I said, set breakpoints, read the values of X at different points, make sure it's still valid by setting X to some distinct error value in the destructor.
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On November 16 2012 02:56 Nausea wrote:If anyone want to take a look and see if something looks glaringly wrong, please do so. + Show Spoiler +class C_Entity {
public: static std::vector<C_Entity*> EntityList;
C_Animation Anim_Control;
protected:
SDL_Surface* Surf_Entity;
public: float X; float Y; (...)
#include "C_Entity.h"
std::vector<C_Entity*> C_Entity::EntityList;
C_Entity::C_Entity() {
Surf_Entity = NULL;
X = 0; Y = 0;
Width = 0; Height = 0;
MoveLeft = false; MoveRight = false;
Direction = ENTITY_DIRECTION_RIGHT;
Type = ENTITY_TYPE_GENERIC;
Dead = false; Flags = ENTITY_FLAG_NONE;
SpeedX = 0; SpeedY = 0;
AccelY = 0;
MaxSpeedX = 13; MaxSpeedY = 10;
Col_X = 0; Col_Y = 0;
Col_Width = 0; Col_Height = 0; (...)
class C_Player : public C_Entity {
public:
unsigned int LastSlide; bool Sliding; bool SlidingRight; bool SlidingLeft; bool JumpedOnSlide;
bool CanJump; bool Jumping; bool FirstJump;
bool Shooting; bool ChargeShot;
(...)
C_Player::C_Player() {
MaxSpeedY = 10.5; X = 0; Y = 0;
LastSlide = 0; Sliding = false; SlidingRight = false; SlidingLeft = false; JumpedOnSlide = false;
CanJump = false; Jumping = false; FirstJump = true;
Shooting = false; ChargeShot = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY;
Dead = false;
} class C_PlayerShade : public C_Entity {
private: C_Entity* target;
float SpeedDelay;
public: C_PlayerShade(); C_PlayerShade(C_Entity* parent, float delay); (...)
C_PlayerShade::C_PlayerShade() { SpeedX = 0; SpeedY = 0; SpeedDelay = 0;
AccelY = 0;
X = 0; Y = 0;
target = NULL;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY; }
C_PlayerShade::C_PlayerShade(C_Entity* parent, float delay) {
target = parent;
AccelY = target->AccelY;
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY; SpeedDelay = delay;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_GENERIC; Flags = ENTITY_FLAG_GRAVITY;
OnLoad();
}
bool C_PlayerShade::OnLoad() { C_Frameset CharJumpRight( "JUMPINGRIGHT" ); CharJumpRight.AddFrame(0, 188, 25, 48); CharJumpRight.AddFrame(25, 187, 23, 51); CharJumpRight.AddFrame(48, 189, 23, 55); CharJumpRight.AddFrame(71, 187, 23, 57); CharJumpRight.AddFrame(94, 190, 27, 53); CharJumpRight.AddFrame(121, 191, 34, 50);
C_Frameset CharJumpLeft( "JUMPINGLEFT" ); CharJumpLeft.AddFrame(0, 245, 25, 48); CharJumpLeft.AddFrame(25, 244, 23, 51); CharJumpLeft.AddFrame(48, 246, 23, 55); CharJumpLeft.AddFrame(71, 244, 23, 57); CharJumpLeft.AddFrame(94, 247, 27, 53); CharJumpLeft.AddFrame(121, 248, 34, 50);
C_Frameset CharFallRight( "FALLINGRIGHT" ); CharFallRight.AddFrame(155, 190, 32, 52); CharFallRight.AddFrame(187, 189, 29, 54);
C_Frameset CharFallLeft( "FALLINGLEFT" ); CharFallLeft.AddFrame(155, 247, 32, 52); CharFallLeft.AddFrame(187, 246, 29, 52);
C_Frameset CharSlideRight( "SLIDINGRIGHT" ); CharSlideRight.AddFrame(0, 301, 34, 44); CharSlideRight.AddFrame(34, 301, 46, 44, 10); CharSlideRight.AddFrame(80, 301, 53, 44, 20); CharSlideRight.AddFrame(133, 301, 57, 44, 20); CharSlideRight.AddFrame(190, 301, 38, 44, 10); CharSlideRight.AddFrame(228, 301, 30, 44, 10); CharSlideRight.AddFrame(258, 301, 41, 44, 10); CharSlideRight.AddFrame(299, 301, 43, 44, 10);
C_Frameset CharSlideLeft( "SLIDINGLEFT" ); CharSlideLeft.AddFrame(0, 345, 34, 44); CharSlideLeft.AddFrame(34, 345, 46, 44); CharSlideLeft.AddFrame(80, 345, 53, 44); CharSlideLeft.AddFrame(133, 345, 57, 44); CharSlideLeft.AddFrame(190, 345, 38, 44); CharSlideLeft.AddFrame(228, 345, 30, 44); CharSlideLeft.AddFrame(258, 345, 41, 44); CharSlideLeft.AddFrame(299, 345, 43, 44);
C_Frameset Transparent("TRANSPARENT"); Transparent.AddFrame(500,0,0,0);
Anim_Control.AddFrameset(CharJumpRight); Anim_Control.AddFrameset(CharJumpLeft); Anim_Control.AddFrameset(CharFallRight); Anim_Control.AddFrameset(CharFallLeft); Anim_Control.AddFrameset(CharSlideRight); Anim_Control.AddFrameset(CharSlideLeft); Anim_Control.AddFrameset(Transparent);
Anim_Control.SetAnimation("TRANSPARENT",150);
if(C_Entity::OnLoad("./gfx/megaman/shade.png") == false) { fprintf(stderr, "Failed to load shade.png: %s\n", SDL_GetError()); return false; }
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY;
AccelY = target->AccelY;
return true;
}
This all looks ok, as long as you're setting up your pointers properly and so forth. (i.e. you're not calling the default constructor of PlayerShade, then calling OnLoad without setting a target.
What errors / problems are you currently getting? Is it still the value of x that's wrong? Really the best way to solve that issue would be using breakpoints / stepping through and looking at the values, as bigpet said earlier.
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On November 16 2012 04:23 netherh wrote:Show nested quote +On November 16 2012 02:56 Nausea wrote:If anyone want to take a look and see if something looks glaringly wrong, please do so. + Show Spoiler +class C_Entity {
public: static std::vector<C_Entity*> EntityList;
C_Animation Anim_Control;
protected:
SDL_Surface* Surf_Entity;
public: float X; float Y; (...)
#include "C_Entity.h"
std::vector<C_Entity*> C_Entity::EntityList;
C_Entity::C_Entity() {
Surf_Entity = NULL;
X = 0; Y = 0;
Width = 0; Height = 0;
MoveLeft = false; MoveRight = false;
Direction = ENTITY_DIRECTION_RIGHT;
Type = ENTITY_TYPE_GENERIC;
Dead = false; Flags = ENTITY_FLAG_NONE;
SpeedX = 0; SpeedY = 0;
AccelY = 0;
MaxSpeedX = 13; MaxSpeedY = 10;
Col_X = 0; Col_Y = 0;
Col_Width = 0; Col_Height = 0; (...)
class C_Player : public C_Entity {
public:
unsigned int LastSlide; bool Sliding; bool SlidingRight; bool SlidingLeft; bool JumpedOnSlide;
bool CanJump; bool Jumping; bool FirstJump;
bool Shooting; bool ChargeShot;
(...)
C_Player::C_Player() {
MaxSpeedY = 10.5; X = 0; Y = 0;
LastSlide = 0; Sliding = false; SlidingRight = false; SlidingLeft = false; JumpedOnSlide = false;
CanJump = false; Jumping = false; FirstJump = true;
Shooting = false; ChargeShot = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY;
Dead = false;
} class C_PlayerShade : public C_Entity {
private: C_Entity* target;
float SpeedDelay;
public: C_PlayerShade(); C_PlayerShade(C_Entity* parent, float delay); (...)
C_PlayerShade::C_PlayerShade() { SpeedX = 0; SpeedY = 0; SpeedDelay = 0;
AccelY = 0;
X = 0; Y = 0;
target = NULL;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_PLAYER; Flags = ENTITY_FLAG_GRAVITY; }
C_PlayerShade::C_PlayerShade(C_Entity* parent, float delay) {
target = parent;
AccelY = target->AccelY;
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY; SpeedDelay = delay;
Dead = false;
Direction = ENTITY_DIRECTION_RIGHT; Type = ENTITY_TYPE_GENERIC; Flags = ENTITY_FLAG_GRAVITY;
OnLoad();
}
bool C_PlayerShade::OnLoad() { C_Frameset CharJumpRight( "JUMPINGRIGHT" ); CharJumpRight.AddFrame(0, 188, 25, 48); CharJumpRight.AddFrame(25, 187, 23, 51); CharJumpRight.AddFrame(48, 189, 23, 55); CharJumpRight.AddFrame(71, 187, 23, 57); CharJumpRight.AddFrame(94, 190, 27, 53); CharJumpRight.AddFrame(121, 191, 34, 50);
C_Frameset CharJumpLeft( "JUMPINGLEFT" ); CharJumpLeft.AddFrame(0, 245, 25, 48); CharJumpLeft.AddFrame(25, 244, 23, 51); CharJumpLeft.AddFrame(48, 246, 23, 55); CharJumpLeft.AddFrame(71, 244, 23, 57); CharJumpLeft.AddFrame(94, 247, 27, 53); CharJumpLeft.AddFrame(121, 248, 34, 50);
C_Frameset CharFallRight( "FALLINGRIGHT" ); CharFallRight.AddFrame(155, 190, 32, 52); CharFallRight.AddFrame(187, 189, 29, 54);
C_Frameset CharFallLeft( "FALLINGLEFT" ); CharFallLeft.AddFrame(155, 247, 32, 52); CharFallLeft.AddFrame(187, 246, 29, 52);
C_Frameset CharSlideRight( "SLIDINGRIGHT" ); CharSlideRight.AddFrame(0, 301, 34, 44); CharSlideRight.AddFrame(34, 301, 46, 44, 10); CharSlideRight.AddFrame(80, 301, 53, 44, 20); CharSlideRight.AddFrame(133, 301, 57, 44, 20); CharSlideRight.AddFrame(190, 301, 38, 44, 10); CharSlideRight.AddFrame(228, 301, 30, 44, 10); CharSlideRight.AddFrame(258, 301, 41, 44, 10); CharSlideRight.AddFrame(299, 301, 43, 44, 10);
C_Frameset CharSlideLeft( "SLIDINGLEFT" ); CharSlideLeft.AddFrame(0, 345, 34, 44); CharSlideLeft.AddFrame(34, 345, 46, 44); CharSlideLeft.AddFrame(80, 345, 53, 44); CharSlideLeft.AddFrame(133, 345, 57, 44); CharSlideLeft.AddFrame(190, 345, 38, 44); CharSlideLeft.AddFrame(228, 345, 30, 44); CharSlideLeft.AddFrame(258, 345, 41, 44); CharSlideLeft.AddFrame(299, 345, 43, 44);
C_Frameset Transparent("TRANSPARENT"); Transparent.AddFrame(500,0,0,0);
Anim_Control.AddFrameset(CharJumpRight); Anim_Control.AddFrameset(CharJumpLeft); Anim_Control.AddFrameset(CharFallRight); Anim_Control.AddFrameset(CharFallLeft); Anim_Control.AddFrameset(CharSlideRight); Anim_Control.AddFrameset(CharSlideLeft); Anim_Control.AddFrameset(Transparent);
Anim_Control.SetAnimation("TRANSPARENT",150);
if(C_Entity::OnLoad("./gfx/megaman/shade.png") == false) { fprintf(stderr, "Failed to load shade.png: %s\n", SDL_GetError()); return false; }
X = target->X; Y = target->Y;
SpeedX = target->SpeedX; SpeedY = target->SpeedY;
AccelY = target->AccelY;
return true;
} This all looks ok, as long as you're setting up your pointers properly and so forth. (i.e. you're not calling the default constructor of PlayerShade, then calling OnLoad without setting a target. What errors / problems are you currently getting? Is it still the value of x that's wrong? Really the best way to solve that issue would be using breakpoints / stepping through and looking at the values, as bigpet said earlier.
The C_PlayerShade object never gets the C_Player objects X/Y and other values, and I get some sort of memory error that causes my computer to slow down. However the C_PlayerShade object actually reacts to my character moving so I don´t understand what is wrong, that should mean that the pointer is good, right? Must be something else related to this causing the problems. Without using this part of the program everything else runs smooth.
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Solved my problem, the pointer seems to work, my program crashing at the end was due to my cleanup function going through all enteties trying to delete them, and player when it was not a dynamic allocated object. That was stupid.
Thanks all for your help/attention
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