473,378 Members | 1,119 Online
Bytes | Software Development & Data Engineering Community
Post Job

Home Posts Topics Members FAQ

Join Bytes to post your question to a community of 473,378 software developers and data experts.

What am I doing wrong ?

Hi,

I have created a mesh class in visual studio 6.0 c++.

I can create a device, render objects and can edit the objects by for
instancnce selecting a cluster of vertices and processing the vertices
and can do this multiple times on a sinlge vertex cluster.

The problem I have been encoutering is that, if I select a second
vertex cluster and try to edit that , the program crashes.

I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.

in my current version, I declare a reference, m_ref and then pass
this object to the following sequence of function calls :

create sphere ( my_mesh& p_mesh ) returning p_mesh.

select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.

Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)

If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.

I am loosing quite a lot of hair with this one and I have inplimented
a copy constructor but , really I am so confused right now that I just
have no idea what I should be doing .

Can anyone see what type of thing I may be doing wrong here?

I really would appriciate some help with this.

Thanks in advance,

Robert W.

May 5 '07 #1
8 2042
<wa********@hotmail.comwrote in message
news:11**********************@n59g2000hsh.googlegr oups.com...
Hi,

I have created a mesh class in visual studio 6.0 c++.

I can create a device, render objects and can edit the objects by for
instancnce selecting a cluster of vertices and processing the vertices
and can do this multiple times on a sinlge vertex cluster.

The problem I have been encoutering is that, if I select a second
vertex cluster and try to edit that , the program crashes.

I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.

in my current version, I declare a reference, m_ref and then pass
this object to the following sequence of function calls :

create sphere ( my_mesh& p_mesh ) returning p_mesh.

select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.

Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)

If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.

I am loosing quite a lot of hair with this one and I have inplimented
a copy constructor but , really I am so confused right now that I just
have no idea what I should be doing .

Can anyone see what type of thing I may be doing wrong here?

I really would appriciate some help with this.

Thanks in advance,
I would guess that you are attempting to reseat a reference, which you can
not do. Other than that, I would have to see the code.
May 5 '07 #2
On 5 May, 19:17, "Jim Langston" <tazmas...@rocketmail.comwrote:
<watkins...@hotmail.comwrote in message

news:11**********************@n59g2000hsh.googlegr oups.com...


Hi,
I have created a mesh class in visual studio 6.0 c++.
I can create a device, render objects and can edit the objects by for
instancnce selecting a cluster of vertices and processing the vertices
and can do this multiple times on a sinlge vertex cluster.
The problem I have been encoutering is that, if I select a second
vertex cluster and try to edit that , the program crashes.
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.
in my current version, I declare a reference, m_ref and then pass
this object to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.
I am loosing quite a lot of hair with this one and I have inplimented
a copy constructor but , really I am so confused right now that I just
have no idea what I should be doing .
Can anyone see what type of thing I may be doing wrong here?
I really would appriciate some help with this.
Thanks in advance,

I would guess that you are attempting to reseat a reference, which you can
not do. Other than that, I would have to see the code.- Hide quoted text -

- Show quoted text -
Is a reference reset if a return value is passed back to it ?

May 5 '07 #3
wa********@hotmail.com wrote:
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.
Sounds reasonable, if that was the only change you made.
in my current version, I declare a reference, m_ref and then pass
this object
You mean the object it refers to? Why are you creating a reference first?
to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.
There is not enough information to say what is wrong.
>I would guess that you are attempting to reseat a reference, which you
can
not do. Other than that, I would have to see the code.- Hide quoted text
-

- Show quoted text -

Is a reference reset if a return value is passed back to it ?
I have no idea what you mean by that. There is no way to "reset" a
reference. Everything you do after it's initialized is done to the object
it refers to.
May 5 '07 #4
On 5 May, 19:40, Rolf Magnus <ramag...@t-online.dewrote:
watkins...@hotmail.com wrote:
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.

Sounds reasonable, if that was the only change you made.
in my current version, I declare a reference, m_ref and then pass
this object

You mean the object it refers to? Why are you creating a reference first?
to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.

There is not enough information to say what is wrong.
I would guess that you are attempting to reseat a reference, which you
can
not do. Other than that, I would have to see the code.- Hide quoted text
-
- Show quoted text -
Is a reference reset if a return value is passed back to it ?

I have no idea what you mean by that. There is no way to "reset" a
reference. Everything you do after it's initialized is done to the object
it refers to.
Sorry, I am not wearing glasses, reset/reseat

Anyhow here's some code ,I apologie if it looks, un-together.

//////////////////////////////////////////////////////////////////////
// Setting up the references and pointers, Globaly
//////////////////////////////////////////////////////////////////////

m_model& m_ref = oooo;
m_model& b_ref = uuuu;
m_model* tmp;
m_model* z_mesh;

///////////////////////////////
// create sphere
///////////////////////////////

tmp = new m_model
;
D3DXCreateSphere(my3d_device,0.5, 32, 32,&tmp->m_Mesh, NULL);
m_ref = oooo;
m_ref = m_ref.copy_sphere(my3d_device,tmp, m_ref );
m_ref = m_ref.m_x_rotate(m_ref, 90.0, 1);
oooo.X = 0;
oooo.Y = 0;
oooo.Z = 0;
cluster_mesh[mesh_index] = m_ref;
mesh_index++;

///////////////////////////////////////
// Getting and setting a vertex cluster
///////////////////////////////////////

if( f_thru == true )
{
m_ref.vIndex = new WORD [4];
m_ref.Cull_Type = new int [4];
f_thru = false;
}
else
{
delete[] m_ref.vIndex;
m_ref.vIndex = new WORD [4];
delete[] m_ref.Cull_Type;
m_ref.Cull_Type = new int [4];
i_pos = 0;
}

switch(type_cursor)
{
case 1:

numberOfpoints = 4;

break;

. . .

}

m_ref.Get_cursor_Onject_data(m_ref, type_cursor, numberOfpoints);

/////////////////////////
//Edit mesh object
/////////////////////////
m_ref = m_ref.process_Sub_Trunc_Level_Extrude( m_ref,
my3d_device ,
scale_value, true, e_type );

cluster_mesh[0] = m_ref;

May 5 '07 #5
<wa********@hotmail.comwrote in message
news:11**********************@l77g2000hsb.googlegr oups.com...
On 5 May, 19:17, "Jim Langston" <tazmas...@rocketmail.comwrote:
><watkins...@hotmail.comwrote in message

news:11**********************@n59g2000hsh.googleg roups.com...


Hi,
I have created a mesh class in visual studio 6.0 c++.
I can create a device, render objects and can edit the objects by for
instancnce selecting a cluster of vertices and processing the vertices
and can do this multiple times on a sinlge vertex cluster.
The problem I have been encoutering is that, if I select a second
vertex cluster and try to edit that , the program crashes.
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.
in my current version, I declare a reference, m_ref and then pass
this object to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.
I am loosing quite a lot of hair with this one and I have inplimented
a copy constructor but , really I am so confused right now that I just
have no idea what I should be doing .
Can anyone see what type of thing I may be doing wrong here?
I really would appriciate some help with this.
Thanks in advance,

I would guess that you are attempting to reseat a reference, which you
can
not do. Other than that, I would have to see the code.- Hide quoted
text -

- Show quoted text -

Is a reference reset if a return value is passed back to it ?
No. I made that mistake once and couldn't figure out why everything was
working for the first set of objects in my code but not the other 2 with the
same code. I was doing something like this:

MyClass& thisClass = (*it);
thisClass.name = "Hello";
// ... etc..

++it;
thisClass = (*it);
thisClass name = "Goodbye";
// .. etc...

Well, this just didn't work as I expected. I wound up changing the first
class twice and I actually posted in this newsgroup asking why. And of
course as soon as someone told me it was a dohhh!

MyClass& thisClass = (*it);
seats the refernce. thisClass points to the instance that it was pointing
to (in my case an iterator). So when I did assignments after it, it made
changes to where it was pointing to and all was well.

But, when I incremented my iterator, then tried to reseat the reference with
thisClass = (*it);
what was actually happening was that the reference was STILL pointing to
where it was before, it doesn't change. So it became a simple assignment.
Like a = b. So now the first instance got copied over with where it was
pointing to now.

The only time you can seat a refernce is on the declaration/defination line:
sometype& varname = // this is seating the refernce
or in a structure/class initalization list

class MyClass
{
public:
MyClass( sometype& thisInstance ): MyRef( thisInstance ) {} // This is
where it gets seated
private:
sometype& MyRef;
};

May 5 '07 #6
On 5 May, 20:39, "Jim Langston" <tazmas...@rocketmail.comwrote:
<watkins...@hotmail.comwrote in message

news:11**********************@l77g2000hsb.googlegr oups.com...


On 5 May, 19:17, "Jim Langston" <tazmas...@rocketmail.comwrote:
<watkins...@hotmail.comwrote in message
>news:11**********************@n59g2000hsh.googleg roups.com...
Hi,
I have created a mesh class in visual studio 6.0 c++.
I can create a device, render objects and can edit the objects by for
instancnce selecting a cluster of vertices and processing the vertices
and can do this multiple times on a sinlge vertex cluster.
The problem I have been encoutering is that, if I select a second
vertex cluster and try to edit that , the program crashes.
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.
in my current version, I declare a reference, m_ref and then pass
this object to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just cannot
find any data, that has been created previously within the object.
I am loosing quite a lot of hair with this one and I have inplimented
a copy constructor but , really I am so confused right now that I just
have no idea what I should be doing .
Can anyone see what type of thing I may be doing wrong here?
I really would appriciate some help with this.
Thanks in advance,
I would guess that you are attempting to reseat a reference, which you
can
not do. Other than that, I would have to see the code.- Hide quoted
text -
- Show quoted text -
Is a reference reset if a return value is passed back to it ?

No. I made that mistake once and couldn't figure out why everything was
working for the first set of objects in my code but not the other 2 with the
same code. I was doing something like this:

MyClass& thisClass = (*it);
thisClass.name = "Hello";
// ... etc..

++it;
thisClass = (*it);
thisClass name = "Goodbye";
// .. etc...

Well, this just didn't work as I expected. I wound up changing the first
class twice and I actually posted in this newsgroup asking why. And of
course as soon as someone told me it was a dohhh!

MyClass& thisClass = (*it);
seats the refernce. thisClass points to the instance that it was pointing
to (in my case an iterator). So when I did assignments after it, it made
changes to where it was pointing to and all was well.

But, when I incremented my iterator, then tried to reseat the reference with
thisClass = (*it);
what was actually happening was that the reference was STILL pointing to
where it was before, it doesn't change. So it became a simple assignment.
Like a = b. So now the first instance got copied over with where it was
pointing to now.

The only time you can seat a refernce is on the declaration/defination line:
sometype& varname = // this is seating the refernce
or in a structure/class initalization list

class MyClass
{
public:
MyClass( sometype& thisInstance ): MyRef( thisInstance ) {} // This is
where it gets seated
private:
sometype& MyRef;

};- Hide quoted text -

- Show quoted text -- Hide quoted text -

- Show quoted text -
Thanks for that, would it be possible to direct me to some literature
relating to this as I guess I am still feeling, slightly 'goofy'.

May 5 '07 #7
<wa********@hotmail.comwrote in message
news:11**********************@o5g2000hsb.googlegro ups.com...
On 5 May, 19:40, Rolf Magnus <ramag...@t-online.dewrote:
>watkins...@hotmail.com wrote:
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.

Sounds reasonable, if that was the only change you made.
in my current version, I declare a reference, m_ref and then pass
this object

You mean the object it refers to? Why are you creating a reference first?
to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just
cannot
find any data, that has been created previously within the object.

There is not enough information to say what is wrong.
>I would guess that you are attempting to reseat a reference, which you
can
not do. Other than that, I would have to see the code.- Hide quoted
text
-
>- Show quoted text -
Is a reference reset if a return value is passed back to it ?

I have no idea what you mean by that. There is no way to "reset" a
reference. Everything you do after it's initialized is done to the object
it refers to.

Sorry, I am not wearing glasses, reset/reseat

Anyhow here's some code ,I apologie if it looks, un-together.

//////////////////////////////////////////////////////////////////////
// Setting up the references and pointers, Globaly
//////////////////////////////////////////////////////////////////////

m_model& m_ref = oooo;
Okay, m_ref is pointing at the variable oooo;
m_model& b_ref = uuuu;
b_ref is pointing to the variable uuuu;
m_model* tmp;
m_model* z_mesh;
///////////////////////////////
// create sphere
///////////////////////////////

tmp = new m_model
;
D3DXCreateSphere(my3d_device,0.5, 32, 32,&tmp->m_Mesh, NULL);
m_ref = oooo;
And you are assigning m_ref to itself. m_ref is already pointing to oooo;
So this is the exact same as saying:
oooo = oooo;
You can not change where m_ref is pointing to at this point, but then I'm
not sure what you're trying to do here anyway since you aleady pointed m_ref
to oooo this seems to be a noop.
m_ref = m_ref.copy_sphere(my3d_device,tmp, m_ref );
Okay, you're assinging what m_ref is pointing to (oooo) whatever
m_ref.copy_sphere returns.
m_ref = m_ref.m_x_rotate(m_ref, 90.0, 1);
And now you're assigning what m_ref is pointing to (oooo) whatever
m_ref.m_x_rotate returns. So what were you planing on doing witth the
previous assignment?
oooo.X = 0;
And now you're setting the variable x in oooo (which is still the same place
m_ref is pointing to) a value.
oooo.Y = 0;
oooo.Z = 0;
same with these 2.
cluster_mesh[mesh_index] = m_ref;
Okay, so now cluster_mesh[mesh_index] is assigned the instance of oooo

Pretty much stopping commening on this code.
mesh_index++;

///////////////////////////////////////
// Getting and setting a vertex cluster
///////////////////////////////////////

if( f_thru == true )
{
m_ref.vIndex = new WORD [4];
m_ref.Cull_Type = new int [4];
f_thru = false;
}
else
{
delete[] m_ref.vIndex;
m_ref.vIndex = new WORD [4];
delete[] m_ref.Cull_Type;
m_ref.Cull_Type = new int [4];
i_pos = 0;
}

switch(type_cursor)
{
case 1:

numberOfpoints = 4;

break;

. . .

}

m_ref.Get_cursor_Onject_data(m_ref, type_cursor, numberOfpoints);

/////////////////////////
//Edit mesh object
/////////////////////////
m_ref = m_ref.process_Sub_Trunc_Level_Extrude( m_ref,
my3d_device ,
scale_value, true, e_type );

cluster_mesh[0] = m_ref;
You say that this code works the first time you run through it. I don't
know if that's by luck or hapinstance, but a lot of the code just isn't
making sense to me. You assign the reference m_ref to pont to oooo then
continue to use oooo some places anyway. If you're going to use oooo then
don't bother with a reference. A reference is just an alias. So after you
do:

m_model& m_ref = oooo;

every time you refer to m_ref you are refering to oooo. Change every
occurance of m_ref in this code with oooo and it should do the exact same
thing (except for the declaration of m_ref of course).

I don't think references are doing what you think they're doing. Or I"m
missing something.
May 5 '07 #8
On 6 May, 00:33, "Jim Langston" <tazmas...@rocketmail.comwrote:
<watkins...@hotmail.comwrote in message

news:11**********************@o5g2000hsb.googlegro ups.com...


On 5 May, 19:40, Rolf Magnus <ramag...@t-online.dewrote:
watkins...@hotmail.com wrote:
I have re-written the application from passing pointers to the mesh
object to functions to an application that passes references but I
still get the same type of problem.
Sounds reasonable, if that was the only change you made.
in my current version, I declare a reference, m_ref and then pass
this object
You mean the object it refers to? Why are you creating a reference first?
to the following sequence of function calls :
create sphere ( my_mesh& p_mesh ) returning p_mesh.
select_vertex_cluster ( my_mesh& p_mesh ) returning p_mesh.
Edit_vertex_cluster (( my_mesh& p_mesh ) returning p_mesh.)
If I call the Edit_vertex_cluster , for a second time, it just
cannot
find any data, that has been created previously within the object.
There is not enough information to say what is wrong.
I would guess that you are attempting to reseat a reference, which you
can
not do. Other than that, I would have to see the code.- Hide quoted
text
-
- Show quoted text -
Is a reference reset if a return value is passed back to it ?
I have no idea what you mean by that. There is no way to "reset" a
reference. Everything you do after it's initialized is done to the object
it refers to.
Sorry, I am not wearing glasses, reset/reseat
Anyhow here's some code ,I apologie if it looks, un-together.
//////////////////////////////////////////////////////////////////////
// Setting up the references and pointers, Globaly
//////////////////////////////////////////////////////////////////////
m_model& m_ref = oooo;

Okay, m_ref is pointing at the variable oooo;
m_model& b_ref = uuuu;

b_ref is pointing to the variable uuuu;
m_model* tmp;
m_model* z_mesh;
///////////////////////////////
// create sphere
///////////////////////////////
tmp = new m_model
;
D3DXCreateSphere(my3d_device,0.5, 32, 32,&tmp->m_Mesh, NULL);
m_ref = oooo;

And you are assigning m_ref to itself. m_ref is already pointing to oooo;
So this is the exact same as saying:
oooo = oooo;
You can not change where m_ref is pointing to at this point, but then I'm
not sure what you're trying to do here anyway since you aleady pointed m_ref
to oooo this seems to be a noop.
m_ref = m_ref.copy_sphere(my3d_device,tmp, m_ref );

Okay, you're assinging what m_ref is pointing to (oooo) whatever
m_ref.copy_sphere returns.
m_ref = m_ref.m_x_rotate(m_ref, 90.0, 1);

And now you're assigning what m_ref is pointing to (oooo) whatever
m_ref.m_x_rotate returns. So what were you planing on doing witth the
previous assignment?
oooo.X = 0;

And now you're setting the variable x in oooo (which is still the same place
m_ref is pointing to) a value.
oooo.Y = 0;
oooo.Z = 0;

same with these 2.
cluster_mesh[mesh_index] = m_ref;

Okay, so now cluster_mesh[mesh_index] is assigned the instance of oooo

Pretty much stopping commening on this code.


mesh_index++;
///////////////////////////////////////
// Getting and setting a vertex cluster
///////////////////////////////////////
if( f_thru == true )
{
m_ref.vIndex = new WORD [4];
m_ref.Cull_Type = new int [4];
f_thru = false;
}
else
{
delete[] m_ref.vIndex;
m_ref.vIndex = new WORD [4];
delete[] m_ref.Cull_Type;
m_ref.Cull_Type = new int [4];
i_pos = 0;
}
switch(type_cursor)
{
case 1:
numberOfpoints = 4;
break;
. . .
}
m_ref.Get_cursor_Onject_data(m_ref, type_cursor, numberOfpoints);
/////////////////////////
//Edit mesh object
/////////////////////////
m_ref = m_ref.process_Sub_Trunc_Level_Extrude( m_ref,
my3d_device ,
scale_value, true, e_type );
cluster_mesh[0] = m_ref;

You say that this code works the first time you run through it. I don't
know if that's by luck or hapinstance, but a lot of the code just isn't
making sense to me. You assign the reference m_ref to pont to oooo then
continue to use oooo some places anyway. If you're going to use oooo then
don't bother with a reference. A reference is just an alias. So after you
do:

m_model& m_ref = oooo;

every time you refer to m_ref you are refering to oooo. Change every
occurance of m_ref in this code with oooo and it should do the exact same
thing (except for the declaration of m_ref of course).

I don't think references are doing what you think they're doing. Or I"m
missing something.- Hide quoted text -

- Show quoted text -- Hide quoted text -

- Show quoted text -
Thank you for reply, as you can see I have been slighlty confused. But
from reading your reply's I now understand that a reference, should
not be passed back from a function as this would mean the reference
would be reassigned.
I figured that I needed to convert my application from using pointers
to references because I needed to impliment a copy constructor.
However, I have ordered the strustrup book as my c++ archetecture
seems like it requires some work.

Thanks for your help.

May 6 '07 #9

This thread has been closed and replies have been disabled. Please start a new discussion.

Similar topics

125
by: Sarah Tanembaum | last post by:
Beside its an opensource and supported by community, what's the fundamental differences between PostgreSQL and those high-price commercial database (and some are bloated such as Oracle) from...
121
by: typingcat | last post by:
First of all, I'm an Asian and I need to input Japanese, Korean and so on. I've tried many PHP IDEs today, but almost non of them supported Unicode (UTF-8) file. I've found that the only Unicode...
11
by: Alfonso Morra | last post by:
Hi, I am at the end of my tether now - after spending several days trying to figure how to do this. I have finally written a simple "proof of concept" program to test serializing a structure...
46
by: Keith K | last post by:
Having developed with VB since 1992, I am now VERY interested in C#. I've written several applications with C# and I do enjoy the language. What C# Needs: There are a few things that I do...
13
by: Jason Huang | last post by:
Hi, Would someone explain the following coding more detail for me? What's the ( ) for? CurrentText = (TextBox)e.Item.Cells.Controls; Thanks. Jason
2
by: Aaron Ackerman | last post by:
I cannot a row to this bound DataGrid to SAVE MY LIFE! I have tried everything and I am at a loss. The using goes into add mode with the add button adds his data then updates with the update...
16
by: Ajay | last post by:
Hi all, i want to know when i create a class.what all it contains.I know the following things are there by default if i do not declare them by myself.Please tell the other things that are left. ...
0
by: shapper | last post by:
Hello, I am creating a class with a control. I compiled the class and used it on an Asp.Net 2.0 web site page. I can see the begin and end tags of my control (<oland </ol>) but somehow the...
10
by: DavidSeck.com | last post by:
Hi, I am working with the Facebook API right now, an I have kind of a problem, but I don't know what I am doing wrong. So I have a few arrays, f.ex.: User albums: array(2) {
0
by: Charles Arthur | last post by:
How do i turn on java script on a villaon, callus and itel keypad mobile phone
0
by: aa123db | last post by:
Variable and constants Use var or let for variables and const fror constants. Var foo ='bar'; Let foo ='bar';const baz ='bar'; Functions function $name$ ($parameters$) { } ...
0
by: ryjfgjl | last post by:
If we have dozens or hundreds of excel to import into the database, if we use the excel import function provided by database editors such as navicat, it will be extremely tedious and time-consuming...
0
by: ryjfgjl | last post by:
In our work, we often receive Excel tables with data in the same format. If we want to analyze these data, it can be difficult to analyze them because the data is spread across multiple Excel files...
0
by: emmanuelkatto | last post by:
Hi All, I am Emmanuel katto from Uganda. I want to ask what challenges you've faced while migrating a website to cloud. Please let me know. Thanks! Emmanuel
0
BarryA
by: BarryA | last post by:
What are the essential steps and strategies outlined in the Data Structures and Algorithms (DSA) roadmap for aspiring data scientists? How can individuals effectively utilize this roadmap to progress...
1
by: nemocccc | last post by:
hello, everyone, I want to develop a software for my android phone for daily needs, any suggestions?
1
by: Sonnysonu | last post by:
This is the data of csv file 1 2 3 1 2 3 1 2 3 1 2 3 2 3 2 3 3 the lengths should be different i have to store the data by column-wise with in the specific length. suppose the i have to...
0
by: Hystou | last post by:
There are some requirements for setting up RAID: 1. The motherboard and BIOS support RAID configuration. 2. The motherboard has 2 or more available SATA protocol SSD/HDD slots (including MSATA, M.2...

By using Bytes.com and it's services, you agree to our Privacy Policy and Terms of Use.

To disable or enable advertisements and analytics tracking please visit the manage ads & tracking page.