I wrote a simple program to understand how objective-c works. This program is the i-ching, an ancient divination based on six lines response, calculated after launching three coins for six times, and then build an hexagram which is the reponse.
I am stuck at this, that I am sure has simple solution. This is how I defined the lines, I know it's not the best design, but I am trying to use as much technology as possible.
Supposing you launch a coin, it can be 3 or 2 depending on the side, three coins result in possible value 6,7,8,9.
/**
* identifying a coin
*/
typedef enum {
head=3,
tail=2
} Coin;
/**
identify a line, three coins with a side value of
2 and 3 can result in 6,7,8,9
*/
typedef enum {
yinMutable=tail+tail+tail, // 6 --> 7
yang=tail+tail+head, // 7
yin=head+head+tail, // 8
yangMutable=head+head+head // 9 --> 8
} Line;
/**
The structure of hexagram from bottom "start" to top "end"
*/
typedef struct {
Line start;
Line officer;
Line transit;
Line minister;
Line lord;
Line end;
} Hexagram;
The first problem I encounter with this design is to assign a value at each line in Hexagram. The first launch should fill value in start, the second in officer....and so on.
But can be easily solved with a switch case...altough I don't like it.
1) First question: I wonder if there is some function like in javascript or c# like
foreach (property in Hexagram) that let me browse the properties in their declaration order, that would solve my problem.
2) Second question: as an alternative way I used an array of Line:
Controller.m
....
Line response[6]
....
-(id) buildHexagram:... {
for(i =0.....,i++).....
response[i]=throwCoins;
// I omit alloc view and the rest of the code...then
[myview buildSubview:response];
}
----------------------
subView.m
-(id) buildSubView:(Line[]) reponse {
NSLog(#"response[0]=%o",[response objectAtIndex[0]]); <--- HERE I GOT THE ERROR
}
but then, whit this solution I got an error EXC_BAD_ACCESS
So obviously I am misunderstanding how array works in objective-c or c !
In the hope I have made myself clear enough, can someone point out the solution to the first question, and what I am doing wrong in the second option.
thanks
Leonardo
You've created a C array of Line - to access the elements you need to use C style array accessors.
So instead of
[response objectAtIndex[0]]
use
response[0]
Related
I'm tryng to build this chip:
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/01/Mux4Way16.hdl
/**
* 4-way 16-bit multiplexor:
* out = a if sel == 00
* b if sel == 01
* c if sel == 10
* d if sel == 11
*/
CHIP Mux4Way16 {
IN a[16], b[16], c[16], d[16], sel[2];
OUT out[16];
PARTS:
// Put your code here:
And that what i wrote ontil now -
PARTS:
// Put your code here:
Xor(a=sel[0], b=sel[1], out=finalSel);
Not(in=finalSel, out=notFinalSel);
Mux16(a=a, b=b, sel=finalSel, out=aAndB);
Mux16(a=c, b=d, sel=notFinalSel, out=cAndd);
Mux16(a=aAndB, b=cAndd, sel=sel[0], out=out);
}
And for some reason it's not working..
Screenshot from the HardwareSimulator
someone know why?
Your logic for selecting what input to pass through appears to be incorrect. You should test it by creating a truth table for finalSel, notFinalSel, aAndB, cAndd and out for each of the 4 control conditions.
In general, when doing these kinds of problems, the KISS principle holds; Keep It Simple and Stupid. You don't need any fancy logical manipulation of your sel[] bits, you can just use them directly. So once you get your version fixed (and understand where you went wrong), try doing a version that just consists of 3 Mux16's and nothing else. Once you have both versions working, you'll then understand the error that caused you to go down the wrong path in your first attempt, and that will be a valuable lesson going forward.
Have fun!
The goal of this post is to find a more efficient way to create this method. Right now, as I start adding more and more values, I'm going to have a very messy and confusing app. Any help is appreciated!
I am making a workout app and assign an integer value to each workout. For example:
Where the number is exersiceInt:
01 is High Knees
02 is Jumping Jacks
03 is Jog in Place
etc.
I am making it so there is a feature to randomize the workout. To do this I am using this code:
-(IBAction) setWorkoutIntervals {
exerciseInt01 = 1 + (rand() %3);
exerciseInt02 = 1 + (rand() %3);
exerciseInt03 = 1 + (rand() %3);
}
So basically the workout intervals will first be a random workout (between high knees, jumping jacks, and jog in place). What I want to do is make a universal that defines the following so I don't have to continuously hard code everything.
Right now I have:
-(void) setLabelText {
if (exerciseInt01 == 1) {
exercise01Label.text = [NSString stringWithFormat:#"High Knees"];
}
if (exerciseInt01 == 2) {
exercise01Label.text = [NSString stringWithFormat:#"Jumping Jacks"];
}
if (exerciseInt01 == 3) {
exercise01Label.text = [NSString stringWithFormat:#"Jog in Place"];
}
}
I can already tell this about to get really messy once I start specifying images for each workout and start adding workouts. Additionally, my plan was to put the same code for exercise02Label, exercise03Label, etc. which would become extremely redundant and probably unnecessary.
What I'm thinking would be perfect if there would be someway to say
exercise01Label.text = exercise01Int; (I want to to say that the Label's text equals Jumping Jacks based on the current integer value)
How can I make it so I only have to state everything once and make the code less messy and less lengthy?
Three things for you to explore to make your code easier:
1. Count from zero
A number of things can be easier if you count from zero. A simple example is if your first exercise was numbered 0 then your random calculation would just be rand() % 3 (BTW look up uniform random number, there are much better ways to get a random number).
2. Learn about enumerations
An enumeration is a type with a set of named literal values. In (Objective-)C you can also think of them as just a collection of named integer values. For example you might declare:
typedef enum
{
HighKnees,
JumpingJacks,
JogInPlace,
ExerciseKindCount
} ExerciseCount;
Which declares ExerciseCount as a new type with 4 values. Each of these is equivalent to an integer, here HighKnees is equivalent to 0 and ExerciseKindCount to 3 - this should make you think of the first thing, count from zero...
3. Discover arrays
An array is an ordered collection of items where each item has an index - which is usually an integer or enumeration value. In (Objective-)C there are two basic kinds of arrays: C-style and object-style represented by NSArray and NSMutableArray. For example here is a simple C-style array:
NSString *gExerciseLabels[ExerciseKindCount] =
{ #"High Knees",
#"Jumping Jacks",
#"Jog in Place"
}
You've probably guessed by now, the first item of the above array has index 0, back to counting from zero...
Exploring these three things should quickly show you ways to simplify your code. Later you may wish to explore structures and objects.
HTH
A simple way to start is by putting the exercise names in an array. Then you can access the names by index. eg - exerciseNames[exerciseNumber]. You can also make the list of exercises in an array (of integers). So you would get; exerciseNames[exerciseTable[i]]; for example. Eventually you will want an object to define an exercise so that you can include images, videos, counts, durations etc.
Okay, so apparently this works:
void foo(size_t s) {
int myArray[s];
// ... use myArray...
}
Is this really legal? I mean, it must be, because it compiles (where the C compiler would reject it as non-constant). The first part of my question is: how does this work? I assume it's allocating it on the stack? Is this different from using alloca()?
Practically, I found some code that does this:
void bar(size_t chunkSize) {
CFReadStreamRef foo = NULL;
// ...some stuff to init foo...
while (stuffToDo) {
UInt8 buffer[chunkSize];
// ...read some data from stream into buffer
// using CFReadStreamRead()...
}
}
This works. However, when I move the buffer allocation from inside the loop to the first line of the function (directly before foo is declared), the function... stops working. In the debugger it gets to the first access of local variables and then just... exits. I don't see any exceptions being thrown, it doesn't crash, it just program carries on running (in reality the function returns a string and that return value is NULL, which is what the return variable is initialized to). I'm not sure what's going on. The second part of my questions is, in light of the first part, what the heck is going on?
it is legal in C99, although dangerous, and yes -- it is like alloca.
because it's like alloca, you want reasonably sized arrays when allocating on the stack. i am not sure if this is defined if the length is zero, but you could definitely cause a stack overflow if the array is 'large enough' to do so.
as far as what is going on -- pulling it out of the loop should make no difference if the sizes are reasonable. i suspect you are seeing undefined behavior because a parameter value is too large (or perhaps 0) -- you should validate the chunkSize parameter. the assembly will tell you why pulling it out of the loop makes a difference (assuming everything else in the program is well-formed).
I am trying use ANTLR to analyse a large set of code using full Java grammar. Since ANTLR needs to open all the source files and scan them, I am wondering if it can also return lines of code.
I checked API for Lexer and Parser, it seems they do not return LoC. Is it easy to instrument the grammar rule a bit to get LoC? The full Java rule is complicated, I don't really want to mess a large part of it.
If you have an existing ANTLR grammar, and want to count certain things during parsing, you could do something like this:
grammar ExistingGrammar;
// ...
#parser::members {
public int loc = 0;
}
// ...
someParserRule
: SomeLexerRule someOtherParserRule {loc++;}
;
// ...
So, whenever your oparser encounters a someParserRule, you increase the loc by one by placing {loc++;} after (or before) the rule.
So, whatever your definition of a line of code is, simply place {loc++;} in the rule to increase the counter. Be careful not to increase it twice:
statement
: someParserRule {loc++;}
| // ...
;
someParserRule
: SomeLexerRule someOtherParserRule {loc++;}
;
EDIT
I just noticed that in the title of your question you asked if this can be done during lexing. That won't be possible. Let's say a LoC would always end with a ';'. During lexing, you wouldn't be able to make a distinction between a ';' after, say, an assignment (which is a single LoC), and the 2 ';'s inside a for(int i = 0; i < n; i++) { ... } statement (which wouldn't be 2 LoC).
In the C target the data structure ANTLR3_INPUT_STREAM has a getLine() function which returns the current line from the input stream. It seems the Java version of this is CharStream.getLine(). You should be able to call this at any time and get the current line in the input stream.
Use a visitor to visit the CompilationUnit context, then context.stop.getLine() will give you the last line number of the compilation unit context.
#Override public Integer visitCompilationUnit(#NotNull JAVAParser.CompilationUnitContext ctx) {
return ctx.stop.getLine();
}
first post here so sorry for the length of it. I've been lurking and learning a lot so far but now I have to step in and ask a question. I have read numerous posts here as advised in the FAQs, but I couldn’t find exactly the answer I’m looking for.
Before anything else, let me just say that I'm a total beginner in programming (let alone Objective-C) so please excuse me for any misuse of the terminology. Same goes for any funny english as english not my native language.
I'm building an unit conversion application with a main window containing (among other stuff) two popUpButtons. I'm using indexOfSelectedItem from both popUpButtons in order to calculate a float value (I'm getting the indexes initially in the AwakeFromNib and later in the pop up buttons controller method, when the user change selection).
My problem consists of two parts: first, the code for calculation of that float is pretty massive as I'm comparing every combination of the two indexes of selected items. And second, I would need to have the calculated float value available immediately after launch as the user might want to perform a conversion before using any of the window popUpButtons (otherwise I would put the calculation code in a -(IBAction) method).
So, I'm trying with the following code for calculation of the float value:
#interface MyClass: NSObject
float calculatedFloat;
-(void)setCalculatedFloat:(float)calcFl;
-(float)calculatedFloat;
#implementation MyClass
-(void)setCalculatedFloat:(float)calcFl {
calcFl = 1.0; // I'm simplifying, this is where I'd like to perform calculation
}
-(float)calculatedFloat {
return calculatedFloat;
}
Now, for the first part of my problem, when I use the calculatedFloat in another method, say:
-(void)printIt {
NSLog(#"Calculated float equals: %.2f", calulatedFloat);
}
all I receive in Debugger is 0.00.
First question would be: if this is not working, how do I properly access this value from within another method?
For the second part of the problem, I'm using -(void)AwakeFromNib; to set up popUpButtons etc. right after the launch but I really wouldn't like to put all of the float calculation code in it only to repeat it somewhere else later.
So the second question would be: is this even possible what I'm trying to achieve? Further more, do I need to move this calculation code to another class? If so, how can I make that other class aware of the indexOfSelectedItem from a popUpButton?
Sorry for the lengthy post and possibly confusing and silly questions. I hope you didn't have to cringe your teeth too much while reading! :)
Thanks!
-(void)setCalculatedFloat:(float)calcFl {
calcFl = 1.0; // I'm simplifying, this is where I'd like to perform calculation
}
This doesn't show up when you print it later because you assigned to the variable holding the new value, not the variable for the value of the property. You need to assign to your calulatedFloat instance variable.
(You typo'ed that variable name, BTW.)
You should move the calculating into another method, and send yourself that message from awakeFromNib and from anywhere that needs to cause recalculation. That method should call setCalculatedFloat: with the calculated value—i.e., setCalculatedFloat: should be just a simple setter. Once you make that change, you could replace your custom accessors with a #synthesize statement and let the compiler write the accessors for you.
My problem consists of two parts: first, the code for calculation of that float is pretty massive as I'm comparing every combination of the two indexes of selected items.
You might see whether you can create custom objects to set as the menu items' representedObject properties, in order to cut out this massive comparison tree. It's hard to be more specific about this without knowing what your comparison tree does.