You declare friend functions within class declarations. You don't specify inline functions within class declarations, they're automatically inline if you provide a body. If you're providing a...
Type: Posts; User: zen
You declare friend functions within class declarations. You don't specify inline functions within class declarations, they're automatically inline if you provide a body. If you're providing a...
An example -
SetMapMode(hdc,MM_ANISOTROPIC);
SetWindowOrgEx(hdc,0,0,0);
SetWindowExtEx(hdc,2000,2000,0);
SetViewportOrgEx(hdc,0,0,0);
SetViewportExtEx(hdc,100,100,0);...
It sets the size of the field (variable) in bits. So each of the unsigned ints will use 8 bits to represent its value.
The viewport sets the origin and extent of the client area in pixels (or based on the size in pixels) and the window is the origin and extent of the client area in logical units (which can be a user...
What errors are you getting? You may also have to post some code.
Their names are pretty self-explanatory They allow you to move the origin and the extent of the viewport and window around, and enable you to set the extents as a logical scale rather than a pixel...
#include <string>
Like this -
string input, input1;
cout << "Enter data:";
cin >> input;
input1=input;
while( prev_permutation(input.begin() , input.end() ) )
You'll either have to use iostream for output or an explicit cast. printf() doesn't do any type checking so won't call your conversion constructor.
Unless your compiler supports the export keyword, you'll have to include all the template implementation in the header.
You either need to inline AnyOtherClass::method() or put the implementation in it's own cpp file.
>#ifndef _AVOID_MULTIPLE_LINKING_ //even this
#define _AVOID_MULTIPLE_LINKING_
will prevent...
The SGI reference is good for STL stuff, and gives info on the complexities. Also, the C++ standard gives some guidelines about the required complexity for the STL algorithms.
Yes, but this will have no affect on the code produced by the compiler. It's for compile time checking only.
No you can't, you are restricted to the existing ones minus a few.
The number of inputs to read. If you had an array of INPUT_RECORDS then you can read more than one input per call.
They should generate more or less the same code from the same source, providing the C++ is valid C. However, when using the templatised version of the iostream library (or any template libraries),...
Make sure the users of your game has them. As the majority of people already have Direct X installed, you don't have to do anything (other than let them know which version of Direct X you used).
...
The attachment compiles and appears to work. I've put it all in one file. If you are splitting it you'll probably have to put all the template implementation into the header file.
I'd say it's more of a failing of the author/book if it doesn't provide the class methods.
On some platforms, but the PC has a spread. I think Valve (Half-life), Epic (Unreal) would consider...
You're deleting things you shouldn't be, and not deleting things that you should.
You don't want to delete the node in create_new_customer(), otherwise your deleting this new customer. You...
>>fs.write((char *)&this,sizeof(this));
should be something like fs.write((char *)this,sizeof(*this));
>>fs.read((char *)br,sizeof(br));
What is br?
You've also defined bank::putdata()...
Output using cout is buffered. The buffer wont be flushed until after your system("pause") or getch(). You'll either have to manually flush it using cout.flush() or tag an endl or flush onto the end...
You can try here.
It should work in NT/2k and probably XP, but not on 9X.
root->customer->name would indicate that each node stores a pointer to a customer. Are you creating a new customer every time you're adding a node? Make sure that you're not overwriting the same...