About vectors

  • hamlet
    Likes 0

    Problem Description

    Hello Sonar , i have a problem with how to make a instantiation with one vector as member of one class please check the code as example :

    #ifndef __HELLOWORLD_SCENE_H__
    #define __HELLOWORLD_SCENE_H__
    #include "cocos2d.h"
    #include "Pulsaciones.h"
    #include <string>
    #include "extensions/cocos-ext.h"
    #include "ui/CocosGui.h"
    #include <vector>
    #include <algorithm>
    #include <cassert>
    #include <array>
    #include <list>
    #include <iostream>
    using namespace cocos2d;
    using namespace ui;
    using std::copy;
    using std::cout;
    using std::endl;
    using std::vector;
    using namespace std;
     class HelloWorld : public cocos2d::Layer
     {
    public:
        static cocos2d::Scene* createScene();

        virtual bool init();
        
        // a selector callback
        // implement the "static create()" method manually
        CREATE_FUNC(HelloWorld);
        static int i_count;
        static int u_count;
        static int j_count;
        static int k_count;
        static int r_count;
        int  contador();
        int  contador1();
        static int Charge;
        Vec2 first,second,third,fourth,fifth,sixth;
        Vec2 uno,dos,tres,cuatro,cinco;
        Sprite *frontdisplay;
        void setCode(Vec2,Vec2,Vec2,Vec2,Vec2/*,Vec2*/);
         Vec2 getCode(int);
         void setCode1(Vec2,Vec2,Vec2,Vec2,Vec2/*,Vec2*/);
         Vec2 getCode1(int);
        void Button1touchEvent( Ref *sender, Widget::TouchEventType type );
        void Button2touchEvent( Ref *sender, Widget::TouchEventType type );
        void Button3touchEvent( Ref *sender, Widget::TouchEventType type );
        void Button4touchEvent( Ref *sender, Widget::TouchEventType type );
        void Button5touchEvent( Ref *sender, Widget::TouchEventType type );
        void Button6touchEvent( Ref *sender, Widget::TouchEventType type );
        void ButtonDeletetouchEvent( Ref *sender, Widget::TouchEventType type );
        void ButtonEntertouchEvent( Ref *sender, Widget::TouchEventType type );
        void updatecode();
        Pulsaciones* Button1,Button2,Button3,Button4,Button5,Button6;
        Pulsaciones* but1,but2,but3,but4,but5,but6;
        Pulsaciones* But[6];
        void menuCloseCallback(cocos2d::Ref* pSender);
        void update(float dt);
      void TimerMethod(float dt);
        cocos2d::Label *label;
        cocos2d::Label *label1;
        float time;
        float minute;
        float laps[3];
        int lapIndex;
      void IncrementTimer();
      void DecrementTimer();
      void combination();
      void updatecode1();
      void combinations(const vector<Pulsaciones*> &elems, unsigned long req_len);
     void combinations_recursive(const vector<Pulsaciones*> &elems, unsigned long req_len,vector<unsigned long> &pos, unsigned long depth,unsigned long margin);
    const unsigned long comb_len = 5;
     const unsigned long num_elements = 6;   
    private:

            cocos2d::Size visibleSize;
        cocos2d::Vec2 origin;
             bool isDelete;
             bool isCombine;
       // Vec2 positions[5];
             vector<Vec2>positions;
        std::vector<Pulsaciones*>Pulsacionescode; 
     std::vector<Pulsaciones*>elements;
    vector<Vec2>combine;
    list<Pulsaciones*>BigList;
    };   

    #endif  __HELLOWORLD_SCENE_H__

    in cpp

    #include "HelloWorldScene.h"
    #include "Pulsaciones.h" 
    #include <iostream>
    #include <string>
    #include <sstream>
    #include "extensions/cocos-ext.h"
    #include "ui/CocosGui.h"
    #include "cocos2d.h"
    #include <vector>
    #include <algorithm>
    #include <list>
    #include <cassert>
    #include <array>
    #define COCOS2D_DEBUG 1
    USING_NS_CC;
    using namespace cocos2d;
    using namespace ui;
    using std::copy;
    using std::cout;
    using std::endl;
    using std::vector;
    using namespace std;
    Scene* HelloWorld::createScene()
    {
        // 'scene' is an autorelease object
        auto scene = Scene::create();
        
        // 'layer' is an autorelease object
        auto layer = HelloWorld::create();

        // add layer as a child to scene
        scene->addChild(layer);

        // return the scene
        return scene;
    }

    // on "init" you need to initialize your instance
    bool HelloWorld::init()
    {
        //////////////////////////////
        // 1. super init first
        if ( !Layer::init() )
        {
            return false;
        }
        
        Size visibleSize = Director::getInstance()->getVisibleSize();
        Vec2 origin = Director::getInstance()->getVisibleOrigin();

        auto spritecache =SpriteFrameCache::getInstance();
       spritecache->addSpriteFramesWithFile("sprites.plist");
       

       

    //display
    auto backgrounddisplay=Sprite::createWithSpriteFrameName("backgrounddisplay.png");
       backgrounddisplay->setPosition(Vec2(visibleSize.width/2 +origin.x, visibleSize.height/2+origin.y));
       this->addChild(backgrounddisplay,-5);
       
       auto frontdisplay=Sprite::createWithSpriteFrameName("frontdisplay.png");
       frontdisplay->setPosition(Vec2(visibleSize.width/2 +origin.x, visibleSize.height/2+origin.y));
       this->addChild(frontdisplay,1);
     

    //timer

    auto closeItem = MenuItemImage::create(
                                               "CloseNormal.png",
                                               "CloseSelected.png",
                                               CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
        
        closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                    origin.y + closeItem->getContentSize().height/2));

        // create menu, it's an autorelease object
        auto menu = Menu::create(closeItem, NULL);
        menu->setPosition(Vec2::ZERO);
        this->addChild(menu, 1);

     


     label = Label::createWithTTF("00", "fonts/Marker Felt.ttf", 24);
        
        // position the label on the center of the screen
        label->setPosition(Vec2(origin.x + visibleSize.width/2,
                                origin.y + visibleSize.height - label->getContentSize().height));

        // add the label as a child to this layer
        this->addChild(label, 1);
        label1 = Label::createWithTTF("05", "fonts/Marker Felt.ttf", 24);
        
        // position the label on the center of the screen
        label1->setPosition(Vec2(origin.x + visibleSize.width/2.5,
                                origin.y + visibleSize.height - label->getContentSize().height));

        // add the label as a child to this layer
        this->addChild(label1, 1);

       time=60;
       minute=05;
       lapIndex=0;
       

     


       this->schedule(schedule_selector( HelloWorld::TimerMethod ),1);

     


    //positions

    Vec2 first  = Vec2(frontdisplay->getPositionX()- frontdisplay->getContentSize().width/-2.5,
                                               frontdisplay->getPositionY()+frontdisplay->getContentSize().height/-26);

    Vec2 uno  = Vec2(frontdisplay->getPositionX()- frontdisplay->getContentSize().width/-2.5,
                                               frontdisplay->getPositionY()+frontdisplay->getContentSize().height/-26*1.25);
    Vec2 second   = Vec2(frontdisplay->getPositionX()- frontdisplay->getContentSize().width/-4.1,
                                               frontdisplay->getPositionY()+frontdisplay->getContentSize().height/-26);

    Vec2 dos   = Vec2(frontdisplay->getPositionX()- frontdisplay->getContentSize().width/-4.1,
                                               frontdisplay->getPositionY()+frontdisplay->getContentSize().height/-26*1.25);
    Vec2 third = Vec2(frontdisplay->getPositionX()- frontdisplay->getContentSize().width/-11.8,
                                               frontdisplay->getPositionY()+frontdisplay->getContentSize().height/-26);

    Vec2 tres = Vec2(frontdisplay->getPositionX()- frontdisplay->getContentSize().width/-11.8,
                                               frontdisplay->getPositionY()+frontdisplay->getContentSize().height/-26*1.25);
    Vec2 fourth = Vec2(frontdisplay->getPositionX()-frontdisplay->getContentSize().width/11.7,
                                               frontdisplay->getPositionY()+ frontdisplay->getContentSize().height/-26);
    Vec2 cuatro = Vec2(frontdisplay->getPositionX()-frontdisplay->getContentSize().width/11.7,
                                               frontdisplay->getPositionY()+ frontdisplay->getContentSize().height/-26*1.25);
    Vec2 fifth = Vec2(frontdisplay->getPositionX()-frontdisplay->getContentSize().width/4.1,
                                               frontdisplay->getPositionY()+ frontdisplay->getContentSize().height/-26);

    Vec2 cinco = Vec2(frontdisplay->getPositionX()-frontdisplay->getContentSize().width/4.1,
                                               frontdisplay->getPositionY()+ frontdisplay->getContentSize().height/-26*1.25);
    /*Vec2 sixth = Vec2(frontdisplay->getPositionX()-frontdisplay->getContentSize().width/2.5,
                                               frontdisplay->getPositionY()+ frontdisplay->getContentSize().height/-26);*/

    setCode(first,second,third,fourth,fifth/*,sixth*/);
    setCode1(uno,dos,tres,cuatro,cinco);

     

     

     

    //sprite and position 

     

     

       
       

       
       //buttons

       
    ui::Button *button1= ui::Button::create("GameScreen/button1.png","GameScreen/button_press1.png");
    button1->setPosition(Vec2(visibleSize.width/2.85 ,visibleSize.height/3.2 ));
    this->addChild(button1);
    button1->addTouchEventListener( CC_CALLBACK_2( HelloWorld::Button1touchEvent, this ) );

    ui::Button *button2= ui::Button::create("GameScreen/button2.png","GameScreen/button_press2.png");
    button2->setPosition(Vec2(visibleSize.width/2.85*1.25 ,visibleSize.height/3.2 ));
    this->addChild(button2);
    button2->addTouchEventListener( CC_CALLBACK_2( HelloWorld::Button2touchEvent, this ) );

    ui::Button *button3= ui::Button::create("GameScreen/button3.png","GameScreen/button_press3.png");
    button3->setPosition(Vec2(visibleSize.width/2.85*1.50 ,visibleSize.height/3.2 ));
    this->addChild(button3);
    button3->addTouchEventListener( CC_CALLBACK_2( HelloWorld::Button3touchEvent, this ) );

    ui::Button *button4= ui::Button::create("GameScreen/button4.png","GameScreen/button_press4.png");
    button4->setPosition(Vec2(visibleSize.width/2.85*1.75 ,visibleSize.height/3.2 ));
    this->addChild(button4);
    button4->addTouchEventListener( CC_CALLBACK_2( HelloWorld::Button4touchEvent, this ) );

    ui::Button *button5= ui::Button::create("GameScreen/button5.png","GameScreen/button_press5.png");
    button5->setPosition(Vec2(visibleSize.width/2.85*2 ,visibleSize.height/3.2 ));
    this->addChild(button5);
    button5->addTouchEventListener( CC_CALLBACK_2( HelloWorld::Button5touchEvent, this ) );

    ui::Button *button6= ui::Button::create("GameScreen/button6.png","GameScreen/button_press6.png");
    button6->setPosition(Vec2(visibleSize.width/2.85*2.25 ,visibleSize.height/3.2 ));
    this->addChild(button6);
    button6->addTouchEventListener( CC_CALLBACK_2( HelloWorld::Button6touchEvent, this ) );

    ui::Button *ButtonDelete= ui::Button::create("GameScreen/delete_normal.png","GameScreen/delete_pressbutton.png");
    ButtonDelete->setPosition(Vec2(visibleSize.width/2.85 ,visibleSize.height/3.2*1.25 ));
    this->addChild(ButtonDelete);
    ButtonDelete->addTouchEventListener( CC_CALLBACK_2( HelloWorld::ButtonDeletetouchEvent, this ) );


    ui::Button *ButtonEnter= ui::Button::create("GameScreen/enter_normal.png","GameScreen/enter_pressbuttom.png");
    ButtonEnter->setPosition(Vec2(visibleSize.width/2.85*1.75 ,visibleSize.height/3.2*1.25 ));
    this->addChild(ButtonEnter);
    ButtonEnter->addTouchEventListener( CC_CALLBACK_2( HelloWorld::ButtonEntertouchEvent, this ) );


     
       

     

     

     

     

        return true;
    }

    //counter 
    int HelloWorld::i_count= 1;
    int HelloWorld::u_count= 0;

    int  HelloWorld::contador(){
    if (false==isDelete){


       u_count= i_count++;

        return  u_count;
    }
    else if (u_count=0){}

    else if (u_count>0 && true==isDelete)
    {

    return--u_count;


    }


     
    }

    //buttons
    void HelloWorld::Button1touchEvent( Ref *sender, Widget::TouchEventType type )
    {
     
        switch (type)
        {
            case Widget::TouchEventType::BEGAN:
               if (false==isDelete){
            Pulsaciones *Button1=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(1)+".png",getCode(contador()));
            //Button1->setTag(1);
            this->addChild(Button1);

             Pulsacionescode.push_back(Button1);
             this->scheduleUpdate();
              }
              
              else{


                this->updatecode();
                
          

              }
                break;
                
            case Widget::TouchEventType::ENDED:
                // code to handle when the button click has ended (e.g. finger is lifted off the screen)
                break;


                
                 

        }
    }

    void HelloWorld::Button2touchEvent( Ref *sender, Widget::TouchEventType type )
    {
      
        switch (type)
        {
            case Widget::TouchEventType::BEGAN:
                
            Pulsaciones *Button2=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(2)+".png",getCode(contador()));
           // Button2->setTag(2);
            this->addChild(Button2);
            Pulsacionescode.push_back(Button2);
            this->scheduleUpdate();   // code to handle when the button is first clicked
                break;
                
            
                
            
        }
    }
    void HelloWorld::Button3touchEvent( Ref *sender, Widget::TouchEventType type )
    {
      
        switch (type)
        {
            case Widget::TouchEventType::BEGAN:
                Pulsaciones *Button3=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(3)+".png",getCode(contador()));
               // Button3->setTag(3);
                this->addChild(Button3);
                Pulsacionescode.push_back(Button3);
               this->scheduleUpdate();
                break;
                
            
                
           
        }
    }
    void HelloWorld::Button4touchEvent( Ref *sender, Widget::TouchEventType type )
    {
      
        switch (type)
        {
          
            case Widget::TouchEventType::BEGAN:
                Pulsaciones *Button4=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(4)+".png",getCode(contador()));
                // Button4->setTag(4);
                this->addChild(Button4);
                Pulsacionescode.push_back(Button4);
                this->scheduleUpdate();
                break;
                
            
                
            
        }
    }
    void HelloWorld::Button5touchEvent( Ref *sender, Widget::TouchEventType type )
    {
      
        switch (type)
        {
          
            case Widget::TouchEventType::BEGAN:
                Pulsaciones *Button5=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(5)+".png",getCode(contador()));
                // Button5->setTag(5);
                this->addChild(Button5);
                Pulsacionescode.push_back(Button5);
                this->scheduleUpdate();

                // code to handle when the button is first clicked
                break;
                
            
                
           
                
            
                
            
        }
    }
    void HelloWorld::Button6touchEvent( Ref *sender, Widget::TouchEventType type )
    {
      
        switch (type)
        {

            case Widget::TouchEventType::BEGAN:
                
                Pulsaciones *Button6=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(6)+".png",getCode(contador()));
                 //Button6->setTag(6);
                this->addChild(Button6);
               Pulsacionescode.push_back(Button6);
         this->scheduleUpdate();
                // code to handle when the button is first clicked
                break;
                
            
                
            
                
            
                
            
        }
    }
    //vector positions setter


    ////execution
    void HelloWorld::ButtonDeletetouchEvent( Ref *sender, Widget::TouchEventType type )
    {
        switch (type)
        {
            case Widget::TouchEventType::BEGAN:
                
          isDelete=true;
         updatecode1();

                // code to handle when the button is first clicked
                break;
                
            
                case Widget::TouchEventType::ENDED:
                isDelete=false;
                HelloWorld::i_count= 1;
                break;
            
                
            
                
            
        }


    }

    void HelloWorld::ButtonEntertouchEvent( Ref *sender, Widget::TouchEventType type )
    {
    switch (type)
        {
            case Widget::TouchEventType::BEGAN:
            combination();
             updatecode1();
      
      
     
               
                // code to handle when the button is first clicked
                break;
                
            
                
            
                
            
                
          
        }


    }

     

    void HelloWorld::setCode(Vec2 uno ,Vec2 dos ,Vec2 tres ,Vec2 cuatro ,Vec2 cinco/*,Vec2 seis*/)
    {

      Vec2 *Uno;
      Uno=&uno;
      Vec2 *Dos;
      Dos=&dos;
      Vec2 *Tres;
      Tres=&tres;
      Vec2 *Cuatro;
      Cuatro=&cuatro;
      Vec2 *Cinco;
      Cinco=&cinco;
      /*Vec2 *Seis;
      Seis=&seis;*/

    positions.push_back(*Uno);
    positions.push_back(*Dos);
    positions.push_back(*Tres);
    positions.push_back(*Cuatro);
    positions.push_back(*Cinco);
    //positions[5] = *Seis;*/
      

    }
    //getter
    Vec2 HelloWorld::getCode(int counter){
    int count;
    count=counter-1;
      if (count<0){


      }
     
      else if (count>=0 && count<=5){
      return  positions[count];
    }

    else{

     


    }
    }

    void HelloWorld::updatecode()
    {

     for (int i = 0; i <Pulsacionescode.size(); i++)
        {
            
            

            if (true==isDelete)
            {
              Pulsaciones* Button1 = (Pulsaciones*)Pulsacionescode[i];
              Button1->update();
              this->removeChild(Button1);
             Pulsacionescode.erase(Pulsacionescode.begin() + i);
               
            }
        }

     

     

    }
    //

     

     


    void HelloWorld::update(float dt)
    {
    updatecode();
    //updatecode1();
    CCLOG("UPDATE");


      
    }

    void HelloWorld::menuCloseCallback(Ref* pSender)
    {
       if (lapIndex < 3)
       {

        laps[lapIndex]=time;
        lapIndex++;
        log("Lap %: %.f",lapIndex,time);
        time=0;
       }
    }
    void HelloWorld::TimerMethod(float dt)
    {


        time -=dt;
        if (time<10){
        __String *timeToDisplay =__String::createWithFormat(":0%.f",time);
        label->setString(timeToDisplay->getCString());
    }
    else{
     __String *timeToDisplay =__String::createWithFormat(":%.f",time);
        label->setString(timeToDisplay->getCString());


    }

     

        if (time==59)
        {
           --minute ; 
           if (minute<10){
         __String *timeToDisplay1 =__String::createWithFormat("0%.f",minute);
        label1->setString(timeToDisplay1->getCString());
    }

    else
    {

     __String *timeToDisplay1 =__String::createWithFormat("%.f",minute);
        label1->setString(timeToDisplay1->getCString());


    }

        }
        
    else if ( minute==0  &&  time==0)
    {

    minute=01;
    this->unschedule( schedule_selector( HelloWorld::TimerMethod ) );

    }

    else if (time==0.00)
        {

            time=60;
        }

     


       
        

    }
    void HelloWorld::IncrementTimer()
    {
    time+10;

    }
    void HelloWorld::DecrementTimer()
    {
    time-5;

    }

    //algorithm
    //const unsigned long num_elements = 6;
    //const unsigned long comb_len = 5;


     

    void HelloWorld::combination()
    {
      const unsigned long comb_len = 5;
    const unsigned long num_elements = 6;
     
     Pulsaciones *but1=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(1)+".png",getCode1(contador1()));
    //elements.push_back(but1);
    //but1->setTag(1);
    Pulsaciones *but2=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(2)+".png",getCode1(contador1()));
    //but2->setTag(2);
    //elements.push_back(but2);
    Pulsaciones *but3=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(3)+".png",getCode1(contador1()));
    //but3->setTag(3);
    //elements.push_back(but3);
    Pulsaciones *but4=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(4)+".png",getCode1(contador1()));
    //but4->setTag(4);
    //elements.push_back(but4);
    Pulsaciones *but5=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(5)+".png",getCode1(contador1()));
    //but5->setTag(5);
    //elements.push_back(but5);

    Pulsaciones *but6=Pulsaciones::createWithSpriteFrameName("signal" + std::to_string(6)+".png",getCode1(contador1()));
    //but6->setTag(6);
    //elements.push_back(but6);
     
    But[0]=but1;
    But[1]=but2;
    But[2]=but3;
    But[3]=but4;
    But[4]=but5;
    But[5]=but6;
    //elements(num_elements);
    // elements(num_elements);

    std::vector<Pulsaciones*>elements(num_elements);
      Pulsaciones* elements_str[num_elements + 1] = {but1,but2,but3,but4,but5,but6};
      copy(elements_str, elements_str + num_elements, elements.begin());


    combinations(elements, comb_len);

     
    }
    void HelloWorld::combinations(const vector<Pulsaciones*> &elems, unsigned long req_len)
    {
        
      assert(req_len > 0 && req_len <= elems.size());
      vector<unsigned long> positions(req_len, 0);
      combinations_recursive(elems, req_len, positions, 0, 0);
    }
    void HelloWorld::combinations_recursive(const vector<Pulsaciones*> &elems, unsigned long req_len,vector<unsigned long> &pos, unsigned long depth,unsigned long margin)
    {
      // Have we selected the number of required elements?
      
      if (depth >= req_len) {
        for (unsigned long ii = 0; ii < pos.size(); ++ii){
        this->addChild(elems[pos[ii]],5);
        

        
        
          }
        
        return;
      }

      // Are there enough remaining elements to be selected?
      // This test isn't required for the function to be correct, but
      // it can save a good amount of futile function calls.
      if ((elems.size() - margin) < (req_len - depth))
        return;

      // Try to select new elements to the right of the last selected one.
      for (unsigned long ii = margin; ii < elems.size(); ++ii) {
        pos[depth] = ii;
        combinations_recursive(elems, req_len, pos, depth + 1, ii + 1);
      }
      return;
    }
    void HelloWorld::setCode1(Vec2 uno ,Vec2 dos ,Vec2 tres ,Vec2 cuatro ,Vec2 cinco/*,Vec2 seis*/)
    {

      Vec2 *Uno;
      Uno=&uno;
      Vec2 *Dos;
      Dos=&dos;
      Vec2 *Tres;
      Tres=&tres;
      Vec2 *Cuatro;
      Cuatro=&cuatro;
      Vec2 *Cinco;
      Cinco=&cinco;
      /*Vec2 *Seis;
      Seis=&seis;*/

    combine.push_back(*Uno);
    combine.push_back(*Dos);
    combine.push_back(*Tres);
    combine.push_back(*Cuatro);
    combine.push_back(*Cinco);
    //positions[5] = *Seis;*/
      

    }
    //getter
    int HelloWorld::j_count= 1;
    int HelloWorld::k_count= 0;
    int  HelloWorld::contador1(){
    if (false==isDelete){


        k_count= j_count++;

        return  k_count;
    }
    else if (k_count=0){}

    else if (k_count>0 && true==isDelete)
    {

    return--k_count;


    }


     
    }


     int HelloWorld::r_count=0;
    Vec2 HelloWorld::getCode1(int counter){
     
    int count;

    count=counter-1;
      if (count<0){


      }
     
      else if (count>=0 && count<=5){
        r_count++;
      return  combine[count];
    }

    else if (r_count=4)
    {
    j_count= 1;
    k_count= 0;
    r_count=0;
    }
    else{

     


    }
    }
    void HelloWorld::updatecode1()
    {


      for (int i = 0; i <elements.size(); i++)
        {
         

  • hamlet
    Likes 0

    the problem is in helloworld.h

    vector<Pulsaciones*>elements;  is private. 

    than i need initialized in helloworld.cpp, however when i try to initialized inside of the funtion void conbination(), elements=std::vector<Pulsaciones*>(num_elements), the funtion only print a partial sprite of the hole vector (for example if i make inside of void combination a new vector std::vector<Pulsaciones*>elements(num_elements); then inside rum well ,however i can not used to the funtion void update1(); for erase the elements inside of vector elements. 

    i was tring make intantiation with elements=std::vector<Pulsaciones*>(num_elements) but not found well. 

  • Sonar Systems admin
    Likes 0

    Have you tried a simple vector with integers to see if that works?

  • hamlet
    Likes 0

    Guten Morgen

    i was trying this  before but when i increase num_elements to 24 and conb_elem to 6 thas go up the max_length of integrer and crash the game(this is the total of button of  the game ). i was declared a simple vector too inside of void combination; the vector as local vector go well but i can not call for other function like void update1() for used to erase the hole vector. like i can make with te vector std::vectorPulsacionescode;

     


  • Sonar Systems admin
    Likes 0

    Have you trued an array instead?

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