I\'m trying to write an event system for my game. The callbacks that my event manager will store can be both plain functions as well as functors. I also need to be able to compare functions/functors s
I have a structure like this. struct A { int someFun() const; int _value; }; I store objects of this structure in a vector.
This questions is a bit annoying, I can\'t get the following code to compile. You will have to compile the code below.
During a conversation on boost::bind, it was noted开发者_如何学编程 that std::bind1st exists in C++03, but that it is \"almost unusable\".
If I were to wanted to parameterize creating an object, I could of course make a function which called new on a particular class and passed out a pointer. I am wondering if it\'s possible to skip that
Lets say I have heap allocated A*, which I want to pass as argument to boost::bind. boost::bind is saved for later processing in some STL like container of boost::functions\'s.
I am trying to implement my own bind_range that can bind against a range.It should allow client code like this:
Can someone please explain this piece of code? struct Class { boost::function<void()> member; }; Class c;
I\'m trying without success to use a boost::bind with a boost::factory I have this class Zambas with 4 arguments (2 strings and 2 ints) and
I have a probably embarassingly simple problem: pass and call a member function in a class. I know I want to use BOOST bind (and or function), but I haven\'t really grasped the concept to it yet.