Delete entire line if there is a word in it - list

I am creating a Windows form program. In a form I insert some data through textboxes, and I write them in a file. Once I press the register button I register a line and so on.
Example:
test1|test2|test3...
test4|test5|test6...
In another form I type a word in a textbox and if this word is in my file I want to delete that line.
Example: the word is test5, so I will delete all the line where it is. I'll have:
test1|test2|test3...
Thanks to Medinoc user for this:
WRITE
ref class MyClass
{
public:
String^ cognome;
String^ nome;
int voto_diploma;
};
//...
List<MyClass^>^ primo = gcnew List<MyClass^>();
//...
MyClass^ myObj = gcnew MyClass();
myObj->cognome = textBox1->Text;
myObj->nome = textBox2->Text;
myObj->voto_diploma = Convert::ToInt32(textBox35->Text);
primo->Add(myObj);
//...
TextWriter ^tw = gcnew StreamWriter(L"primoAnno.txt", true);
for each(MyClass^ obj in primo)
{
//You can use any character or string as separator,
//as long as it's not supposed to appear in the strings.
//Here, I used pipes.
tw->Write(obj->cognome);
tw->Write(L"|");
tw->Write(obj->nome);
tw->Write(L"|");
tw->WriteLine(obj->voto_diploma);
}
tw->Close();
READ
MyClass^ ParseMyClass(String^ line)
{
array<String^>^ splitString = line->Split(L'|');
MyClass^ myObj = gcnew MyClass();
myObj->cognome = splitString[0];
myObj->nome = splitString[1];
myObj->voto_diploma = Convert::ToInt32(splitString[2]);
return myObj;
}
DELETE
TextWriter^ tw = gcnew StreamWriter(L"primoAnno2.txt", true);
TextReader^ tr = gcnew StreamReader(L"primoAnno.txt");
String^ line;
while((line=tr->ReadLine()) != nullptr)
{
MyClass^ obj = ParseMyClass(line);
if(obj->cognome != L"cat")
tw->WriteLine(line);
}
tr->Close();
tw->Close();
File::Delete(L"primoAnno.txt");
File::Move(L"primoAnno2.txt", L"primoAnno.txt");
but the deleting part doesnt work properly. Can you please help me to fix it?

As far as i can tell, the function for deleting only checks 'cognome' so if the word you are trying to match is in fact 'nome' it will not match. Try modifying the delete function like this:
if(obj->cognome != L"cat" && obj->nome != L"cat" )
tw->WriteLine(line);
}

Related

Reading text line by line with StreamReader and converting lines to std::string in C++

I'm writing a programm in C++ using winforms, and I have troubles using fstream (as in console applications). I have two questions:1)Can I use fstream in winforms?
2) How to read a textfile line by line and convert that lines to std::string.
I have this code, but it doesn't work:
std::string fileName = "data.txt";
System::String^ FileName = gcnew System::String(fileName.data());
System::IO::StreamReader^ sr;
sr = gcnew System::IO::StreamReader(FileName);
std::string current;
System::String^ line;
while ((line = sr->ReadLine()) != nullptr) {
std::string current = msclr::interop::marshal_as<std::string>(line);
//doing other stuff..
}
When I try ifstream to read the file, it doesn't do anything. When I go with debugger step by step, there's always some problem - like "msvcp 140d.i386.pdb is not loaded" - when I load it, there's another one and on and on. But when I try to read it with StreamReader, I can't compile it, probably because I can't convert line = sr->ReadLine() to std::string
This code also doesn't work:
*std::string fileName = "data.txt";
System::String^ FileName = gcnew System::String(fileName.data());
System::IO::StreamReader^ file = System::IO::File::OpenText(FileName);
System::String^ line;
line = file->ReadLine();
while (file->Peek()>=0) {
line = file->ReadLine()->ToString();
//or line = file->ReadLine(); - doesn't work either
std::string current = msclr::interop::marshal_as<std::string>(line);
//...
}*

Replacing dynamic variable in string UNITY

I am making a simple dialogue system, and would like to "dynamise" some of the sentences.
For exemple, I have a Sentence
Hey Adventurer {{PlayerName}} !
Welcome in the world !
Now In code I am trying to replace that by the real value of the string in my game. I am doing something like this. But it doesn't work. I do have a string PlayerName in my component where the function is situated
Regex regex = new Regex("(?<={{)(.*?)(?=}})");
MatchCollection matches = regex.Matches(sentence);
for(int i = 0; i < matches.Count; i++)
{
Debug.Log(matches[i]);
sentence.Replace("{{"+matches[i]+"}}", this.GetType().GetField(matches[i].ToString()).GetValue(this) as string);
}
return sentence;
But this return me an error, even tho the match is correct.
Any idea of a way to do fix, or do it better?
Here's how I would solve this.
Create a dictionary with keys as the values you wish to replace and values as what you will be replacing them to.
Dictionary<string, string> valuesToReplace;
valuesToReplace = new Dictionary<string, string>();
valuesToReplace.Add("[playerName]", "Max");
valuesToReplace.Add("[day]", "Thursday");
Then check the text for the values in your dictionary.
If you make sure all of your keys start with "[" and end with "]" this will be quick and easy.
List<string> replacements = new List<string>();
//We will save all of the replacements we are about to perform here.
//This is done so we won't be modifying the original string while working on it, which will create problems.
//We will save them in the following format: originalText}newText
for(int i = 0; i < text.Length; i++) //Let's loop through the entire text
{
int startOfVar = 9999;
if(text[i] == '[') //We have found the beginning of a variable
{
startOfVar = i;
}
if(text[i] == ']') //We have found the ending of a variable
{
string replacement = text.Substring(startOfVar, i - startOfVar); //We have found the section we wish to replace
if (valuesToReplace.ContainsKey(replacement))
replacements.Add(replacement + "}" + valuesToReplace[replacement]); //Add the replacement we are about to perform to our dictionary
}
}
//Now let's perform the replacements:
foreach(string replacement in replacements)
{
text = text.Replace(replacement.Split('}')[0], replacement.Split('}')[1]); //We split our line. Remember the old value was on the left of the } and the new value was on the right
}
This will also work much faster, since it allows you to add as many variables as you wish without making the code slower.
Using Regex.Replace method, and a MatchEvaluator delegate (untested):
Dictionary<string, string> Replacements = new Dictionary<string, string>();
Regex DialogVariableRegex = new Regex("(?<={{)(.*?)(?=}})");
string Replace(string sentence) {
DialogVariableRegex.Replace(sentence, EvaluateMatch);
return sentence;
}
string EvaluateMatch(Match match) {
var matchedKey = match.Value;
if (Replacements.ContainsKey(matchedKey))
return Replacements[matchedKey];
else
return ">>MISSING KEY<<";
}
This is kind of old now, but I figured I'd update the accepted code above. It won't work since the start index is reset every time the loop iterates, so setting startOfVar = i gets completely reset by the time it hits the closing character. Plus there are problems if there's an open bracket '[' and no closing one. You can also no longer use those brackets in your text.
There's also setting the splitter to a single character. It tests fine, but if I set my player name to "Rob}ert", that will cause problems when it performs the replacements.
Here is my updated take on the code which I've tested works in Unity:
public string EvaluateVariables(string str)
{
Dictionary<string, string> varDict = GetVariableDictionary();
List<string> varReplacements = new List<string>();
string matchGuid = Guid.NewGuid().ToString();
bool matched = false;
int start = int.MaxValue;
for (int i = 0; i < str.Length; i++)
{
if (str[i] == '{')
{
if (str[i + 1] == '$')
{
start = i;
matched = true;
}
}
else if (str[i] == '}' && matched)
{
string replacement = str.Substring(start, (i - start) + 1);
if (varDict.ContainsKey(replacement))
{
varReplacements.Add(replacement + matchGuid + varDict[replacement]);
}
start = int.MaxValue;
matched = false;
}
}
foreach (string replacement in varReplacements)
{
str = str.Replace(replacement.Split(new string[] { matchGuid }, StringSplitOptions.None)[0], replacement.Split(new string[] { matchGuid }, StringSplitOptions.None)[1]);
}
return str;
}
private Dictionary<string, string> GetVariableDictionary()
{
Dictionary<string, string> varDict = new Dictionary<string, string>();
varDict.Add("{$playerName}", playerName);
varDict.Add("{$npcName}", npcName);
return varDict;
}

Create a function to get a username using a try and catch method in C++

I'm trying to create a function to get a username using a try and catch method in C++. Unfortunately this code doesn't work, and my application closes when it tries to run.
QString UserInfo::getFullUserName()
{
DBG_ENTERFUNC(getFullUserName);
QString result;
qDebug("trying to get the username");
try
{
struct passwd fullUserData=*getpwnam(getUserName().toLatin1());
result = fullUserData.pw_gecos;
// it is the first of the comma seperated records that contain the user name
result = result.split(",").first();
if (result.isEmpty())
{
result = getUserName();
}
}
catch (...)
{
qDebug("exception caught");
}
qDebug() << result;
#endif
DBG_EXITFUNC;
return result;
}
The problem occurs in this line of code as I have placed prints after it that are never reached.
struct passwd fullUserData=*getpwnam(getUserName().toLatin1());
Does anyone know what is the issue here?
*Edit--------
Here is my function getUserName()
QString UserInfo::GetUserName()
{
DBG_ENTERFUNC(GetUserName);
QString result;
foreach (QString environmentEntry, QProcess::systemEnvironment())
{
QString varName = environmentEntry.section('=',0,0);
QString varValue = environmentEntry.section('=',1,1);
if (varName == "USER" || varName == "USERNAME")
{
result = varValue;
}
}
DBG_EXITFUNC;
return result;
}
getpwnam() returns NULL when the username was not found. You are potentially dereferencing a NULL pointer.
*getpwnam(getUserName().toLatin1());
// ^ potential NULL pointer deref
Always check before deferencing a potentially invalid pointer:
struct passwd *fullUserData = getpwnam(getUserName().toLatin1());
// ^ note pointer
if (fullUserData != NULL) {
result = fullUserData->pw_gecos;
// ^^ fullUserData is a struct pointer
} else {
// throw Exception
}
If this is confusing to you, you might want to read up on C++ and pointers.

.NET System::Diagnostics::Process which uses a DLL C++

My current code looks something like this:
String^ callProcess(String^ cmd, String^ args)
{
Process^ p = gcnew Process();
p->StartInfo->UseShellExecute = false;
p->StartInfo->RedirectStandardOutput = true;
p->StartInfo->CreateNoWindow = true;
p->StartInfo->Arguments = args;
p->StartInfo->FileName = cmd;
p->Start();
p->WaitForExit();
String^ output = p->StandardOutput->ReadToEnd();
p->Close();
return output;
}
int main()
{
String^ output1 = callProcess("handle.exe","-arg1");
String^ output2 = callProcess("handle.exe","-arg2");
}
handle.exe opens a handle to a DLL let's call it HANDLE.DLL. After trying to look at output2 it has something like "Error during SomeClass Call.... Can't get a handle to HANDLE.DLL".
It looks like the first call to CallProcess isn't properly releasing the handle to the DLL. Is there a way I can force it to release the DLL handle?

EXC_BAD_ACCESS issue after refactoring

The following code works in a the Marmalade simulator (I'm on OSX using x-code)
bool PictureDictionary::OnTableSelect(CTable* table, int tab){
//if something is selected, look up the item, and display it
//also change the search to the selected item
if(-1 < tab){
// if a term is selected, set the search text field to the term
CString term = m_SearchResults.GetString(tab);
if(m_currentWord != (char*)term.Get()){
m_currentWord = (char *)term.Get();
m_searchTextField->SetAttribute("text", term);
char* normalizedTerm = (char *)term.Get();
char* imagePath;
sprintf(imagePath,"images/%s.jpg", normalizedTerm);
if(m_ImageAttached){
m_Image->SetAttribute("image", (const char*)imagePath);
} else {
m_Image = CreateImage(CAttributes()
.Set("name", "picture")
.Set("x1", "0")
.Set("x2", "0")
.Set("y1", "50%")
.Set("image", (const char*)imagePath)
);
m_SearchView->AddChild(m_Image);
m_ImageAttached = true;
}
}
}
return true;
}
When I run the simulator, and select an item from the table, the image appears, and changes when I select a different item. When I go to refactor, I get a EXC_BAD_ACCESS (code=1…..) Error
bool PictureDictionary::OnTableSelect(CTable* table, int tab){
//if something is selected, look up the item, and display it
//also change the search to the selected item
if(-1 < tab){
// if a term is selected, set the search text field to the term
CString term = m_SearchResults.GetString(tab);
if(m_currentWord != (char*)term.Get()){
m_currentWord = (char *)term.Get();
m_searchTextField->SetAttribute("text", term);
char* normalizedTerm = (char *)term.Get();
char* imagePath;
sprintf(imagePath,"images/%s.jpg", normalizedTerm);
UpdatePictureView(imagePath);
}
}
return true;
}
void PictureDictionary::UpdatePictureView(char* imagePath){
if(m_ImageAttached){
m_Image->SetAttribute("image", (const char*)imagePath);
} else {
m_Image = CreateImage(CAttributes()
.Set("name", "picture")
.Set("x1", "0")
.Set("x2", "0")
.Set("y1", "50%")
.Set("image", (const char*)imagePath)
);
m_SearchView->AddChild(m_Image);
m_ImageAttached = true;
}
}
Any suggestions on how to clean up the code without getting these issues?
Edit RE Comments about uninitialized variables:
m_ImageAttached was initialized to false in the constructor, unless I'm doing something wrong. Also, changing the condition to check if m_Image!=NULL also throws the same error.
main.cpp:
PictureDictionary pictDict(myApp, &dictionary);
Constructor for PictureDictionary:
PictureDictionary::PictureDictionary(CAppPtr app,Dictionary::Dictionary* dictionary){
m_App = app;
m_Dictionary = dictionary;
m_currentWord = "";
m_ImageAttached = false;
}
imagePath is an unitialized pointer, in both snippets. Any attempt to dereference is undefined behaviour. It just appeared to work in the first snippet. Use an array or populate a std::string instead:
std::string imagePath(std::string("images/") + normalizedTerm + ".jpg");
And use std::string::c_str() if access to the underlying const char* is required.