I am trying to build a memory game with 16 pairs of cards.
I do not know exactly how to implement an OnClick event. I am new at using C++Builder, so please help.
The images are in an array, I allocate them dynamically like this:
for(int i=0;i<4;i++)
{
for(int j = 0; j < 8 ; j++)
{
VectorOfImages[i*8+j]=new Card(9+i*112,9+j*112,pan, 0);
VectorOfImages[i*8+j]->image->Picture>LoadFromFile("...OOP\\c\\images\\0.bmp");
VectorOfImages[i*8+j]->image->Tag=i*8+j;
VectorOfImages[i*8+j]->image->Enabled=false;
}
}
OnClick is a property of TImage, you can assign it like you would any other property, eg:
for(int i = 0; i < 4; ++i)
{
for(int j = 0; j < 8; ++j)
{
int idx = (i*8) + j;
VectorOfImages[idx] = new Card(9+i*112, 9+j*112, pan, 0);
VectorOfImages[idx]->image->Picture->LoadFromFile("...OOP\\c\\images\\0.bmp");
VectorOfImages[idx]->image->Tag = idx;
VectorOfImages[idx]->image->Enabled = false;
VectorOfImages[idx]->OnClick = &ImageClicked; // <-- here
}
}
Then, add ImageClicked() to your Form:
private:
void __fastcall ImageClicked(TObject *Sender);
...
void __fastcall TMyForm::ImageClicked(TObject *Sender)
{
// Sender points at the TImage that was clicked...
TImage *Image = static_cast<TImage*>(Sender);
// use Image as needed...
}
Related
#include <iostream>
#include <vector>
#include <algorithm>
#include <queue> // std::priority_queue
using std::vector;
using std::cin;
using std::cout;
struct fj{
int indexI=0;
int freeT=0;
};
struct DereferenceCompareNode : public std::binary_function<fj, fj, bool>
{
bool operator()(const fj lhs, const fj rhs) const
{
return lhs.freeT > rhs.freeT;
}
};
class JobQueue {
private:
int num_workers_;
vector<int> jobs_;
vector<int> assigned_workers_;
vector<long long> start_times_;
void WriteResponse() const {
for (int i = 0; i < jobs_.size(); ++i) {
cout << assigned_workers_[i] << " " << start_times_[i] << "\n";
}
}
void ReadData() {
int m;
cin >> num_workers_ >> m;
jobs_.resize(m);
std::cout<<"Read fault"<<"\n";
for(int i = 0; i < m; i++)
cin >> jobs_[i];
std::cout<<"Read fault ends"<<"\n";
}
void AssignJobs() {
// TODO: replace this code with a faster algorithm.
std::cout<<"Fault point 1"<<"\n";
assigned_workers_.resize(jobs_.size());
start_times_.resize(jobs_.size());
vector<long long> next_free_time(num_workers_, 0);
std::priority_queue<int, vector<int>, std::greater<int> > thread;
std::priority_queue<fj, vector<fj>, DereferenceCompareNode > freeJob;
/*
for (int i = 0; i < jobs_.size(); ++i) {
int duration = jobs_[i];
int next_worker = 0;
for (int j = 0; j < num_workers_; ++j) {
if (next_free_time[j] < next_free_time[next_worker])
next_worker = j;
}
assigned_workers_[i] = next_worker;
start_times_[i] = next_free_time[next_worker];
next_free_time[next_worker] += duration;
}
*/
std::cout<<"dump point 2"<<"\n";
for(int i=0;i<num_workers_;i++){
thread.push(i);
}
std::cout<<"dump point 1"<<"\n";
int counter = 0;
while(jobs_.size()!=0){
std::cout<<"jobs_.size:"<<jobs_.size()<<"\n";
std::cout<<"freeJob.size:"<<freeJob.size()<<"\n";
//check logic
do{
if(freeJob.top().freeT == counter){
std::cout<<"freeJob.top().freeT:"<<freeJob.top().freeT<<"\n";
std::cout<<"counter:"<<counter<<"\n";
thread.push(freeJob.top().indexI);
freeJob.pop();
}else{
break;
}
}
while(freeJob.size()!=0);
std::cout<<"Thread:"<<thread.size()<<"\n";
while(thread.size()!=0){
if(jobs_.size()!=0){
fj currA;
currA.indexI = thread.top();
currA.freeT = jobs_.at(0)+counter;
std::cout<<"currA.indexI:"<<currA.indexI<<"\n";
std::cout<<"currA.freeT:"<<currA.freeT<<"\n";
thread.pop();
jobs_.erase(jobs_.begin());
assigned_workers_.push_back(currA.indexI);
start_times_.push_back(currA.freeT);
}else{
break;
}
}
counter++;
}
}
public:
void Solve() {
ReadData();
AssignJobs();
WriteResponse();
}
};
int main() {
std::ios_base::sync_with_stdio(false);
JobQueue job_queue;
job_queue.Solve();
return 0;
}
I am getting segmentation fault in function ReadData while taking inputs for vector jobs.
I am getting fault even when I am inside bounds of defined size.
Everything was fine when have not written AssignJob function.
Am I doing something wrong with some bounds or taking illegal inputs format or messing with some other stuff?
Am I doing something wrong
Yes, you are: freeJob starts out empty, so this is undefined behavior:
if(freeJob.top().freeT == counter){
In fact, you never push anything into freeJob, you only pop() things from it.
I have implemented a linked list class as follows for storage of sensor data readings.
(Note the total code is ~4000 lines so I can't provide it all, hopefully this gives an idea of what's done).
struct DataItem {
String _dataType;
float _dataArray[dataArraySize_const];
float _calibratedData = -1.0;
float _rawData = -1.0;
DataItem *_next;
uint8_t _dataArraySize = dataArraySize_const;
float *_calibrationParameters;
uint8_t _numCalibrationParameters;
};
class DataContainer {
public:
DataContainer() {
_head = NULL;
_tail = NULL;
};
DataItem* addDataItem(String dataTypeIn, float calibrationParameters[10], uint8_t numberOfCalibrationParameters) {
DataItem *temp = new DataItem;
temp->_dataType = dataTypeIn;
temp->_calibratedData = -1.0;
temp->_rawData = -1.0;
for (uint8_t i = 0; i < dataArraySize_const; i++) { temp->_dataArray[i] = 0; } //Setting all the data array to 0
temp->_calibrationParameters = calibrationParameters;
temp->_numCalibrationParameters = numberOfCalibrationParameters;
temp->_next = NULL;
if(_head == NULL) {
_head = temp;
_tail = temp;
temp = NULL;
}
else {
_tail->_next = temp;
_tail = temp;
}
return temp;
};
uint8_t setDataValue(String dataType, float value, uint8_t arrayIndex) {
DataItem *temp = new DataItem;
temp = _head;
Serial.println("Addresses: ");
while(temp != NULL) {
Serial.print("temp address: 0x");
Serial.println((unsigned long)temp, HEX);
Serial.print("head address: 0x");
Serial.println((unsigned long)_head, HEX);
Serial.print("temp add address: 0x");
Serial.println((unsigned long)&temp, HEX);
if (temp->_dataType == dataType) { break; }
else if (temp == NULL) { return 1; }
temp = temp->_next;
}
temp->_dataArray[arrayIndex] = value;
float sum = 0.0;
for (uint8_t i = 0; i < dataArraySize_const; i++) {
sum += temp->_dataArray[i];
}
temp->_rawData = sum/dataArraySize_const;
Serial.println("Pre calibration");
this->calibrate(temp);
Serial.println("Finished calibration");
return 0;
};
void calibrate(DataItem *temp) {
temp->_calibratedData = temp->_calibrationParameters[0];
for (uint8_t i = 1; i <= temp->_numCalibrationParameters; i++) {
temp->_calibratedData += temp->_calibrationParameters[i] * pow(temp->_rawData, i);
}
}
uint8_t setCalibrationParameters(String dataType, float calibrationParameters[10]) {
DataItem *temp = new DataItem;
temp = _head;
while(temp != NULL) {
if (temp->_dataType == dataType) { break; }
else if (temp == NULL) { return 1; }
temp = temp->_next;
}
temp->_calibrationParameters = calibrationParameters;
return 0;
};
private:
DataItem *_head, *_tail;
};
uint8_t numUsedCalibrationParameters = 10;
float calibrationParam[numUsedCalibrationParameters] = {0,1,0,0,0,0,0,0,0,0};
uint8_t dataArrayPosition = 0;
uint8_t dataArraySize = 10;
void setup(void) {
Serial.begin(115200);
Serial.setDebugOutput(false);
delay(20);
Serial.println("\n\nbegin");
pinMode(A0, INPUT);
dataContainer.addDataItem("ADC",calibrationParam,numUsedCalibrationParameters);
void loop(void) {
dataContainer.setDataValue("ADC", analogRead(A0), dataArrayPosition);
if (dataArrayPosition < dataArraySize) { ++dataArrayPosition; }
else { dataArrayPosition = 0; }
delay(100);
}
After around 31000 loops (just under 2^15 which is suspicious to me), I get a StoreProhibitedCause Exception. If I comment out dataContainer.setDataValue("ADC", analogRead(A0), dataArrayPosition);, I no longer get the exception. I suspect it's some way that I have implemented the linked list and it has a memory issue but I have tried printing out the addresses of everything and it doesn't look like anything is running away.
Exception:
Exception (29):
epc1=0x4000df64 epc2=0x00000000 epc3=0x00000000 excvaddr=0x00000000 depc=0x00000000
>>>stack>>>
ctx: sys
sp: 3fffec10 end: 3fffffb0 offset: 01a0
3fffedb0: 4024576b 3fff0b08 00000002 40245700
.....
===================== SOLVED =====================
DataItem *temp = new DataItem; should be DataItem *temp; for setDataValue() and setCalibrationParameters().
Otherwise it keeps on creating new structs for every addition.
DataItem *temp = new DataItem; should be DataItem *temp; for setDataValue() and setCalibrationParameters().
Otherwise it keeps on creating new structs for every addition.
(I can't mark it solved without having an answer).
I am trying to create a counter that increases if an Image contained in an ImageView array is set to null. I have a Bullet class that calls the method below
Whenever I kill an enemy it sets the image to 'null'
public void Collision(ImageView ene[], Rectangle b){
for (int i = 0; i < 10 * wave; i++) {
if (ene[i].getBoundsInParent().intersects(b.getBoundsInParent())){
ene[i].setVisible(false);
ene[i].setImage(null);
score();
bulletGone();
}
}
}
My problem is that it prints out the first "Null count: " in the checkWave method, but never reaches the for loop. Am I comparing to null incorrectly?
Look at this checkWave(ImageView e[])
now check your Collision method pal, who do you set to null? go back to your checkWave(ImageView e[]) method, who you check for null?
hope you find your solution.
one tip: int counter = 10 * wave;//its final
for (int i = 0; i < 10 * wave; i++) {//save yourself some keys
or (int i = 0; i < counter; i++) {
EDIT
for (int i = 0; i < counter; i++) {
if (e[i].getImage() == null){ //now your loop will do
nullCount++;
System.out.println("Null count: " + nullCount);
}
}
I'm trying to print a chessboard to the console using a 2D array. For testing purposes, I'm trying to simply populate the board as 'x' chars. However, I keep getting an ArrayIndexOutOfBounds exception when I try to populate the array with the following:
public void setupBoard(){
for (int i=0; i < height; i++){
for (int j=0; j < width; j++){
boardArray[i][j] = 'x';
}
}
}
The error apparently occurs at boardArray[i][j] = 'x';
Everything seems to be in order, I dont see why this isnt working.
EDIT: I got the array to populate, but now I cannot format the printing correctly. The contents all print on one line, instead of as an 8x8 square of 'x' chars. Here's what I have now:
public void displayBoard(){
for (int k=0; k < boardArray.length; k++)
for (int l=0; l < boardArray[k].length; l++){
System.out.print(boardArray[k][l]);
}
System.out.println();
}
Well, presumably it's because you haven't created the board properly. Unfortunately you haven't shown us the array creation statement. It should be something like:
char[][] boardArray = new char[height][width];
EDIT: Okay, now for the printing part. Your current code is:
public void displayBoard(){
for (int k=0; k < boardArray.length; k++)
for (int l=0; l < boardArray[k].length; l++){
System.out.print(boardArray[k][l]);
}
System.out.println();
}
This is equivalent to:
public void displayBoard() {
for (int k = 0; k < boardArray.length; k++) {
for (int l = 0; l < boardArray[k].length; l++) {
System.out.print(boardArray[k][l]);
}
}
System.out.println();
}
... so you're only calling println after the outer loop has finished. If you just move the call to println to after the inner loop, it'll be fine:
public void displayBoard() {
for (int k = 0; k < boardArray.length; k++) {
for (int l = 0; l < boardArray[k].length; l++) {
System.out.print(boardArray[k][l]);
}
System.out.println();
}
}
Note that this sort of thing is clearer if you always include braces for loops, if statements etc.
I have created this code, and when I run it, don't get any errors until the arrow leaves the screen (ie: (*I)->x>maxx), after which the O will randomly teleport (Well, I'm guessing its not random, but I'm trying to find a pattern to it).
EDIT: the random teleportation don't seem to occur if I move up, and if I move down, the O is teleported directly to the bottom. Also, a glitch has occured where the O becomes a '>'. (I am trying to figure out how that happens)
EDIT: the transform-into-'>' glitch occurs if the O is at the bottom right of the screen (player.x=9;player.y=9) and the sequence "wqs" is entered.
EDIT: I've removed the class declarations because I am fairly sure that the error is within the _move()s and check().
EDIT: The transform glitch appears to occur when 'wq' is typed, then any other character is entered (ie "skiping" the next move)
EDIT: The tranform glitch occurs when player.x=9; player.y=8; and then 'q' is pressed, the next move the player tranforms into a '>'
This is the code:
#include<vector>
#include<iostream>
#include<string>
using namespace std;
const int maxx = 10, maxy = 10; //two constants that show the size of the sector
char sector[maxx][maxy]; //array of characters used to display the sector
prgm player(0, 0, 'O'); //player definition at x0,y0,and displayed with 'O'
const int vsize = 1; //size of the enemy array (ie: how many enemies there will be
X1 a(9, 5, 'X', 10); //enemy "a", has a move function that moves it back and forth
virus * viral_data[vsize] = {&a}; //array of enemies used to set the sector
vector<antivirus*> antiviral_data; //vector of pointers to "antivirus" the weapon used
vector<antivirus*>::iterator I; //iterator for previous vector
void display() //function to display the sector
{
for(int i = 0; i < maxy; i++)
{
for(int j = 0; j < maxx; j++)
{
cout<<sector[j][i];
}
cout<<endl;
}
return;
}
void p_move() //function to get players input, then move the player or create "antivirus"
{
char dir;
cin>>dir;
switch(dir)
{
case 'w':
player.y--;
break;
case 'a':
player.x--;
break;
case 's':
player.y++;
break;
case 'd':
player.x++;
break;
case 'q':
antiviral_data.push_back(new aX1(player.x, player.y, '>')); //creates a new aX1 at the players position
break;
}
return;
}
void v_move() //uses the enemies move
{
for(int i = 0; i < vsize; i++)
{
viral_data[i]->move();
}
return;
}
void a_move() //uses the weapon (ie: moves the weapon forward)
{
for(I = antiviral_data.begin(); I < antiviral_data.end(); I++)
{
(*I)->move();
}
return;
}
void set() //sets the sector array (char)
{
for(int i = 0; i < maxy; i++)
{
for(int j = 0; j < maxx; j++)
{
sector[j][i] = ' '; makes the entire sector blank
}
}
sector[player.x][player.y]=player.sym; //sets the sector at the player's position to 'O'
for(int i = 0; i < vsize; i++)
{
sector[viral_data[i]->x][viral_data[i]->y] = viral_data[i]->sym; //sets the sector at each enemy's position to be 'X'
}
for(I = antiviral_data.begin(); I < antiviral_data.end(); I++)
{
sector[(*I)->x][(*I)->y] = (*I)->sym; //sets the sector at each weapon's position to be '>'
}
return;
}
void check() //prevents the player from moving off the screen, erases bullet if it moves of the screen (to prevent access to non-allocated memory)
{
if(player.x < 0)
{
player.x = 0;
}
if(player.y < 0)
{
player.y = 0;
}
if(player.x > (maxx-1))
{
player.x = (maxx-1);
}
if(player.y > (maxy-1))
{
player.y = (maxy-1);
}
//PROBLEM APPEARS TO OCCUR HERE
for(I = antiviral_data.begin(); I! = antiviral_data.end();)
{
if((*I)->x > maxx)
{
I = antiviral_data.erase(I);
}
else
{
I++;
}
}
//*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
return;
}
int main()
{
while(true)
{
set(); //set sector
display(); //display sector
p_move(); //player's move
v_move(); //enemy's move
a_move(); //bullet's move
check();//check moves
}
return 0;
}
In check(), the test
((*I)->x > maxx)
should be
((*I)->x >= maxx)
. This is an off-by-one error that lets the > get one square off the screen. When the display routine tries to display it, it clobbers the display symbol for the X.