I am trying to draw a Rectangle Label with a text in it every tick.. I want a text to fit exactly in to a Rectangle_Label.. As a text i am using Label.. But cant get it to work exactly.. It is not correctly situated..
In Fact i would like to create a class that would do it all in one... Just like a rectangle with text in it that would be always having same co ordinance and size etc..
Any help would be greatly appreciated...
bool createRectangleLabel(long chart_ID,string name,string labelName,int shift,double price,string text,double xSize,double ySize,double xOffSet,double yOffSet,double xDistance,double yDistance)
{
if(ObjectCreate(chart_ID,labelName,OBJ_RECTANGLE_LABEL,0,TimeCurrent()-shift,price))
{
Print(xDistance+" "+yDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_BGCOLOR,clrBlack);
ObjectSetInteger(chart_ID,labelName,OBJPROP_XDISTANCE,xDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_YDISTANCE,yDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_YSIZE,ySize);
ObjectSetInteger(chart_ID,labelName,OBJPROP_XSIZE,xSize);
ObjectSetString(chart_ID,labelName,OBJPROP_TEXT,text);
ObjectSetInteger(chart_ID,name,OBJPROP_ANCHOR,ANCHOR_CENTER);
return true;
}
else
{
Print("createRectangleLabel return error code: ",GetLastError());
Print("+--------------------------------------------------------------+");
return false;
}
}
bool createLineText(long chart_ID,string name,string labelName,int shift,double price,string text)
{
int xDistance=0;
int yDistance=0;
int xSize,xOffSet;
int ySize,yOffSet;
bool i=ChartTimePriceToXY(chart_ID,0,TimeCurrent(),price,xDistance,yDistance);
if(ObjectCreate(chart_ID,name,OBJ_LABEL,0,TimeCurrent()-shift,price))
{
ObjectSetInteger(chart_ID,name,OBJPROP_BGCOLOR,clrWhite);
ObjectSetInteger(chart_ID,name,OBJPROP_XDISTANCE,xDistance);
ObjectSetInteger(chart_ID,name,OBJPROP_YDISTANCE,yDistance);
ObjectSetString(chart_ID,name,OBJPROP_TEXT,text);
ObjectSetInteger(chart_ID,name,OBJPROP_ANCHOR,ANCHOR_CENTER);
ObjectSetInteger(chart_ID,name,OBJPROP_COLOR,clrWhite);
ObjectSetInteger(chart_ID,name,OBJPROP_FONTSIZE,10);
xSize = ObjectGet(name,OBJPROP_XSIZE);
ySize = ObjectGet(name,OBJPROP_YSIZE);
xOffSet = ObjectGet(name,OBJPROP_XOFFSET);
yOffSet = ObjectGet(name,OBJPROP_YOFFSET);
TextGetSize(name,xSize,ySize);
createRectangleLabel(chart_ID,name,labelName,shift,price,text,xSize,ySize,xOffSet,yOffSet,xDistance,yDistance);
return true;
}
else
{
Print("createLineText return error code: ",GetLastError());
Print("+--------------------------------------------------------------+");
return false;
}
}
You cannot call ObjectCreate() every tick - it would return an error 4200.
If you check the object exists before creating, that would help. Alternative approach would be to try to create the object and assign it with some necessary properties (e.g., color of the object, anchor etc) in one block, and move it in another.
if(ObjectFind(chart_id,labelName)<0){
if(ObjectCreate(chart_ID,labelName,OBJ_RECTANGLE_LABEL,0,TimeCurrent()-shift,price)){
ObjectSetInteger(chart_ID,labelName,OBJPROP_BGCOLOR,clrBlack);//etc.
}
ObjectSetInteger(chart_ID,labelName,OBJPROP_XDISTANCE,xDistance);
ObjectSetInteger(chart_ID,labelName,OBJPROP_YDISTANCE,yDistance);//if you need to move the object or take other steps each tick, e.g. update text - do it here
}
You're thinking along the right lines when you say that you'd like to create a class. Fortunately for you, the standard library already includes all the classes you need to make chart objects. Documentation
Example Indicator:
#property strict
#property indicator_chart_window
#include <ChartObjects\ChartObjectsTxtControls.mqh>
class MyRectLabel : public CChartObjectRectLabel
{
CChartObjectLabel m_label;
public:
bool Create(long chart, const string name, const int window,
const int X, const int Y, const int sizeX, const int sizeY)
{
if(!CChartObjectRectLabel::Create(chart,name,window,X,Y,sizeX,sizeY))
return false;
return m_label.Create(chart, name + "_", window, X + 8, Y + 12);
}
bool Color(const color clr){
return m_label.Color(clr);
}
bool Description(const string text){
return m_label.Description(text);
}
bool FontSize(const int size){
return m_label.FontSize(size);
}
bool ToolTip(const string text){
return (this.ToolTip(text) && m_label.Tooltip(text));
}
};
//+------------------------------------------------------------------+
MyRectLabel rect_label;
//+------------------------------------------------------------------+
int OnInit()
{
if(!rect_label.Create(0, "rlabel", 0, 5, 25, 100, 50)
|| !rect_label.BackColor(clrWhiteSmoke)
|| !rect_label.Description("LABEL!")
|| !rect_label.Tooltip("I am a rectangle label")
|| !rect_label.Color(clrBlack)
|| !rect_label.FontSize(18)
)
return INIT_FAILED;
return INIT_SUCCEEDED;
}
//+------------------------------------------------------------------+
int start()
{
static double last_price = 0.;
rect_label.Description(DoubleToString(Bid, _Digits));
if(Bid > last_price)
rect_label.Color(clrLimeGreen);
else
rect_label.Color(clrRed);
last_price = Bid;
return 0;
}
So here I am trying to create a Graph data structure in which i have to keep track of edges according to their ids. So I am creating edge ids in string data structure as eid: sourceid_destinationid
using namespace std;
class Edge{
public:
bool operator==(const Edge* &obj) const
{
return eid==obj->eid;
}
std::string eid;
set<int> rrids;
int sourceid;
int destid;
int strength;
public:
Edge(std::string eid,int from,int to);
std::string getId();
void addRRid(int rrid);
void removeRRid(int rrid);
void setRRid(set<int> rrids);
void setId(std::string eid);
};
This is another class which I am using for adding and removing the edges.
hpp-file
using namespace std;
class RRassociatedGraph{
public:
unordered_map<int,vertex*> vertexMap;
std::unordered_map<std::string,Edge*> EdgeMap;
int noOfEdges;
public:
RRassociatedGraph();
unordered_set<vertex> getVertices();
int getNumberOfVertices();
void addVertex(vertex v);
vertex* find(int id);
Edge* findedge(std::string id);
void addEdge(int from, int to, int label);
void removeEdge(int from, int to,int rrSetID);
};
When I debugged the code I found out that in the function add edge here the place where I am doing EdgeMap.insert the execution doesn't go to next line. It remains in hashtable for loop of some bucket entry. I can't debug this code frequently because I have to wait for 3 hours to get this issue. The code is working perfectly with small graphs. But for larger graphs where edgeMap has to store 800k edges. It goes in this hashtable infinite loop. I don't get this hashtable code. But is there something wrong with my data structure of creating Edgemap?
#include "RRassociatedGraph.hpp"
RRassociatedGraph::RRassociatedGraph() {
noOfEdges=0;
}
void RRassociatedGraph::addVertex(vertex v) {
vertexMap.insert(pair<int,vertex*>(v.getId(), &v));
}
vertex* RRassociatedGraph::find(int id) {
unordered_map<int,vertex*>::const_iterator got=vertexMap.find(id);
if(got != vertexMap.end() )
return got->second;
return nullptr;
}
Edge* RRassociatedGraph::findedge(std::string id){
unordered_map<std::string,Edge*>::const_iterator got=EdgeMap.find(id);
if(got != EdgeMap.end() )
return got->second;
return nullptr;
}
void RRassociatedGraph::addEdge(int from, int to, int label) {
vertex* fromVertex = find(from);
if (fromVertex == nullptr) {
fromVertex = new vertex(from);
vertexMap.insert(pair<int,vertex*>(fromVertex->getId(), fromVertex));
}
vertex* toVertex = find(to);
if (toVertex == nullptr) {
toVertex = new vertex(to);
vertexMap.insert(pair<int,vertex*>(toVertex->getId(), toVertex));
}
if(fromVertex==toVertex){
// fromVertex->outDegree++;
//cout<<fromVertex->getId()<<" "<<toVertex->getId()<<"\n";
return;
}
std::string eid=std::to_string(from);
eid+="_"+std::to_string(to);
Edge* edge=findedge(eid);
if(edge==nullptr){
edge=new Edge(eid,from,to);
edge->addRRid(label);
fromVertex->addOutGoingEdges(edge);
EdgeMap.insert(pair<std::string,Edge*>(edge->getId(), edge));
noOfEdges++;
}
else{
edge->addRRid(label);
fromVertex->outDegree++;
}
}
void RRassociatedGraph::removeEdge(int from, int to,int rrSetID) {
vertex* fromVertex = find(from);
std::string eid=std::to_string(from);
eid+="_"+std::to_string(to);
if(EdgeMap.count(eid)==1){
Edge* e=EdgeMap.find(eid)->second;
if(fromVertex->removeOutgoingEdge(e,rrSetID)){
EdgeMap.erase(eid);
delete e;
}
}
}
this is the place where it keeps going into this for loop. The insertion time of map should be very less but this is creating bottleneck in my code.
template <class _Tp, class _Hash, class _Equal, class _Alloc>
void
__hash_table<_Tp, _Hash, _Equal, _Alloc>::__rehash(size_type __nbc)
{
#if _LIBCPP_DEBUG_LEVEL >= 2
__get_db()->__invalidate_all(this);
#endif // _LIBCPP_DEBUG_LEVEL >= 2
__pointer_allocator& __npa = __bucket_list_.get_deleter().__alloc();
__bucket_list_.reset(__nbc > 0 ?
__pointer_alloc_traits::allocate(__npa, __nbc) : nullptr);
__bucket_list_.get_deleter().size() = __nbc;
if (__nbc > 0)
{
for (size_type __i = 0; __i < __nbc; ++__i)
__bucket_list_[__i] = nullptr;
__next_pointer __pp = __p1_.first().__ptr();
__next_pointer __cp = __pp->__next_;
if (__cp != nullptr)
{
size_type __chash = __constrain_hash(__cp->__hash(), __nbc);
__bucket_list_[__chash] = __pp;
size_type __phash = __chash;
for (__pp = __cp, __cp = __cp->__next_; __cp != nullptr;
__cp = __pp->__next_)
{
__chash = __constrain_hash(__cp->__hash(), __nbc);
if (__chash == __phash)
__pp = __cp;
else
{
if (__bucket_list_[__chash] == nullptr)
{
__bucket_list_[__chash] = __pp;
__pp = __cp;
__phash = __chash;
}
else
{
__next_pointer __np = __cp;
for (; __np->__next_ != nullptr &&
key_eq()(__cp->__upcast()->__value_,
__np->__next_->__upcast()->__value_);
__np = __np->__next_)
;
__pp->__next_ = __np->__next_;
__np->__next_ = __bucket_list_[__chash]->__next_;
__bucket_list_[__chash]->__next_ = __cp;
}
}
}
}
}
}
I have many files so I can't put the whole code. I am not that good in c++. Please let me know if I have to implement it some other way. I have to use hashMap because I also need faster search.
You are probably experiencing re-hash at insert. Unordered_map has number of buckets. When they are filled worst case insert time is O(size()).
http://en.cppreference.com/w/cpp/container/unordered_map/insert
Rehashing occurs only if the new number of elements is greater than max_load_factor()*bucket_count().
What you may do with your current setup is:
1. Growth map at the init of the program, as usually number of buckets doesn't shrink.
2. Change from std::unordered_map to Boost::intrusive_map, where you can manager number of buckets manually.
I'm working on a checker's simulation game for my C++ class. My issue is with the linked list that holds the checkers. I can delete any checker perfectly with the exception of the head of the list. I've looked around here and other websites and I believe there's a memory leak somewhere. I'm fairly new to C++ so I'm not sure what to really do other than playing around with things (which will probably just create a bigger problem). I've never posted here before, so excuse me if the formatting is slightly off or too messy. I'll try to make it brief. First, here's a snippet of the node class for the linked list.
class CheckerpieceNode
{
private:
Checkerpiece *Node;
CheckerpieceNode *Next;
public:
CheckerpieceNode(); // sets Node and Next to NULL in .cpp file
void setNode(Checkerpiece *node);
void setNext(CheckerpieceNode *next);
Checkerpiece* getNode();
CheckerpieceNode* getNext();
};
And the functions are set up pretty much as you would expect in a Checkerpiece.cpp class.
Here's how the code is used. Its called by a Checkerboard object in my main class.
theCheckerboard.removeChecker(theCheckerboard.findChecker(selector->getCurrentX() + 0, selector->getCurrentY() - VERTICAL_SHIFT, listHead), listHead);
The VERTICAL_SHIFT simply has to do with the way my checkerboard graphic is on the console. Since it works perfectly for all other nodes (excluding the head) I've ruled it out as a source of error. Selector is a checkerpiece object but its not part of the list.
Here's the actual findChecker and removeChecker code from Checkerboard class.
Checkerpiece* findChecker(int x, int y, CheckerpieceNode* list_head)
{
if(list_head== NULL) return NULL; // do nothing
else
{
CheckerpieceNode* node = new CheckerpieceNode;
node = list_head;
while(node != NULL && node->getNode() != NULL)
{
if()// comparison check here, but removed for space
{
return node->getNode();
delete node;
node = NULL;
}
else // traversing
node = node->getNext();
}
return NULL;
}
}
void removeChecker(Checkerpiece* d_checker, CheckerpieceNode* list_head)
{
if(list_head== NULL) // throw exception
else
{
CheckerpieceNode *temp = NULL, *previous = NULL;
Checkerpiece* c_checker= new Checkerpiece;
temp = list_head;
while(temp != NULL && temp->getNode() != NULL)
{
c_checker= temp->getNode();
if(d_checker!= c_checker)
{
previous = temp;
temp = temp->getNext();
}
else
{
if(temp != list_head)
{
previous->setNext(temp->getNext());
delete temp;
temp = NULL;
}
else if(temp == list_head) // this is where head should get deleted
{
temp = list_head;
list_head= list_head->getNext();
delete temp;
temp = NULL;
}
return;
}
}
}
}
Oh my, you're complicating it. Lots of redundant checks, assignments and unnecessary variables (like c_checker which leaks memory too).
// Write down the various scenarios you can expect first:
// (a) null inputs
// (b) can't find d_checker
// (c) d_checker is in head
// (d) d_checker is elsewhere in the list
void removeChecker(Checkerpiece* d_checker, CheckerpieceNode* list_head) {
// first sanitize your inputs
if (d_checker == nullptr || list_head == nullptr) // use nullptr instead of NULL. its a keyword literal of type nullptr_t
throw exception;
// You understand that there is a special case for deleting head. Good.
// Just take care of it once and for all so that you don't check every time in the loop.
CheckerpieceNode *curr = list_head;
// take care of deleting head before traversal
if (d_checker == curr->getNode()) {
list_head = list_head->next; // update list head
delete curr; // delete previous head
return; // we're done
}
CheckerpieceNode *prev = curr;
curr = curr->next;
// traverse through the list - keep track of previous
while (curr != nullptr) {
if (d_checker == curr->getNode()) {
prev->next = curr->next;
delete curr;
break; // we're done!
}
prev = curr;
curr = curr->next;
}
}
I hope that helps. Take the time to break down the problem into smaller pieces, figure out the scenarios possible, how you'll handle them and only then start writing code.
Based on this edit by the question author, the solution he used was to:
I modified the code to show the address passing in the checker delete
function.
void delete_checker(Checker* d_checker, CheckerNode* &list_head) // pass by address
{
if(list_head== NULL) // throw exception
else
{
CheckerNode*temp = NULL, *previous = NULL;
Checker* c_checker= new Checker;
temp = list_head;
while(temp != NULL && temp->node!= NULL)
{
c_checker= temp->node;
if(d_checker!= c_checker)
{
previous = temp;
temp = temp->next;
}
else
{
if(temp != list_head)
{
previous->next = temp->next;
delete temp;
temp = NULL;
}
else if(temp == list_head) // this is where head should get deleted
{
temp = list_head;
list_head= list_head->next;
delete temp;
temp = NULL;
}
delete c_checker;
c_checker = nullptr;
return;
}
}
}
}
removeChecker cannot modify the value of list_head as it is past by value. The method signature should be:
void removeChecker(Checkerpiece* d_checker, CheckerpieceNode** list_head)
// You will need to call this function with &list_head
or
void removeChecker(Checkerpiece* d_checker, CheckerpieceNode* &list_head)
// Calling code does not need to change
I have one Text Box in windows application. This Text Box only allowed the integer value not string. Can anybody have solution ?
Convert it.
public int GetIntValue(TextBox tb)
{
try
{
return Convert.toInt32(tb.Text);
}
catch (Exception ex)
{
//This is called if the converting failed for some reason
}
return 0; //This should only return 0 if the textbox does not contain a valid integer value
}
Use it like this:
int number = GetIntValue(textBox1);
Hope this helps!
Use this.
int value = Convert.ToInt32(textBox1.Text);
You use this code and get your integer value.Thanks
I found a solution from C# How do I make a textbox that only accepts numbers
Hope it will help you.
private void textBox1_KeyPress(object sender, KeyPressEventArgs e)
{
if (!char.IsControl(e.KeyChar)
&& !char.IsDigit(e.KeyChar)
&& e.KeyChar != '.')
{
e.Handled = true;
}
// only allow one decimal point
if (e.KeyChar == '.'
&& (sender as TextBox).Text.IndexOf('.') > -1)
{
e.Handled = true;
}
}
I want to implement Maybe from Haskell in D, just for the hell of it.
This is what I've got so far, but it's not that great. Any ideas how to improve it?
class Maybe(a = int){ } //problem 1: works only with ints
class Just(alias a) : Maybe!(typeof(a)){ }
class Nothing : Maybe!(){ }
Maybe!int doSomething(in int k){
if(k < 10)
return new Just!3; //problem 2: can't say 'Just!k'
else
return new Nothing;
}
Haskell Maybe definition:
data Maybe a = Nothing | Just a
what if you use this
class Maybe(T){ }
class Just(T) : Maybe!(T){
T t;
this(T t){
this.t = t;
}
}
class Nothing : Maybe!(){ }
Maybe!int doSomething(in int k){
if(k < 10)
return new Just!int(3);
else
return new Nothing;
}
personally I'd use tagged union and structs though (and enforce it's a Just when getting the value)
Look at std.typecons.Nullable. It's not exactly the same as Maybe in Haskell, but it's a type which optionally holds a value of whatever type it's instantiated with. So, effectively, it's like Haskell's Maybe, though syntactically, it's a bit different. The source is here if you want to look at it.
I haven't used the Maybe library, but something like this seems to fit the bill:
import std.stdio;
struct Maybe(T)
{
private {
bool isNothing = true;
T value;
}
void opAssign(T val)
{
isNothing = false;
value = val;
}
void opAssign(Maybe!T val)
{
isNothing = val.isNothing;
value = val.value;
}
T get() #property
{
if (!isNothing)
return value;
else
throw new Exception("This is nothing!");
}
bool hasValue() #property
{
return !isNothing;
}
}
Maybe!int doSomething(in int k)
{
Maybe!int ret;
if (k < 10)
ret = 3;
return ret;
}
void main()
{
auto retVal = doSomething(5);
assert(retVal.hasValue);
writeln(retVal.get);
retVal = doSomething(15);
assert(!retVal.hasValue);
writeln(retVal.hasValue);
}
With some creative operator overloading, the Maybe struct could behave quite naturally. Additionally, I've templated the Maybe struct, so it can be used with any type.