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C++ Delete函数代码示例

本文整理汇总了C++中Delete函数的典型用法代码示例。如果您正苦于以下问题:C++ Delete函数的具体用法?C++ Delete怎么用?C++ Delete使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了Delete函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Delete

bool
CTaskTrayIcon::Restore()
{
	Delete();
	return Add();
}
开发者ID:kouiti7,项目名称:MultiDisplayMoment,代码行数:6,代码来源:tasktrayicon.cpp

示例2: for_each

index_set::~index_set() {

	for_each(constraint_index_sets.begin(), constraint_index_sets.end(), Delete());
}
开发者ID:baharev,项目名称:old_sandbox,代码行数:4,代码来源:index_set.cpp

示例3: DeleteTags

	/**
	 * @brief Immediately deletes all tags attached to an entity (skips all effects).
	 */
	void DeleteTags( gentity_t *ent )
	{
		Delete( ent->alienTag );
		Delete( ent->humanTag );
	}
开发者ID:BlueMustache,项目名称:Unvanquished,代码行数:8,代码来源:Beacon.cpp

示例4: operator

 void operator()(Ptr ptr) const
 {
     Delete(ptr);
 }
开发者ID:nosid,项目名称:lib-up,代码行数:4,代码来源:up_impl_ptr.hpp

示例5: SwigType_add_memberpointer

void
SwigType_add_memberpointer(SwigType *t, String_or_char *name) {
  String *temp = NewStringf("m(%s).", name);
  Insert(t,0,temp);
  Delete(temp);
}
开发者ID:jumpinjackie,项目名称:node-mapguide,代码行数:6,代码来源:typeobj.c

示例6: Delete

CSWMutex::~CSWMutex(){

    Delete();
}
开发者ID:fangbaolei,项目名称:EC700IR,代码行数:4,代码来源:SWMutex.cpp

示例7: ResetProgress

status_t
POP3Protocol::HandleFetchBody(const entry_ref& ref, const BMessenger& replyTo)
{
	ResetProgress("Fetch body");
	SetTotalItems(1);

	status_t error = Connect();
	if (error != B_OK)
		return error;

	error = _RetrieveUniqueIDs();
	if (error != B_OK) {
		Disconnect();
		return error;
	}

	BFile file(&ref, B_READ_WRITE);
	status_t status = file.InitCheck();
	if (status != B_OK) {
		Disconnect();
		return status;
	}

	char uidString[256];
	BNode node(&ref);
	if (node.ReadAttr("MAIL:unique_id", B_STRING_TYPE, 0, uidString, 256) < 0) {
		Disconnect();
		return B_ERROR;
	}

	int32 toRetrieve = fUniqueIDs.IndexOf(uidString);
	if (toRetrieve < 0) {
		Disconnect();
		return B_NAME_NOT_FOUND;
	}

	bool leaveOnServer;
	if (fSettings.FindBool("leave_mail_on_server", &leaveOnServer) != B_OK)
		leaveOnServer = true;

	// TODO: get rid of this BMailMessageIO!
	BMailMessageIO io(this, &file, toRetrieve);
	// read body
	status = io.Seek(0, SEEK_END);
	if (status < 0) {
		Disconnect();
		return status;
	}

	BMessage attributes;
	NotifyBodyFetched(ref, file, attributes);
	ReplyBodyFetched(replyTo, ref, B_OK);

	if (!leaveOnServer)
		Delete(toRetrieve);

	ReportProgress(1, 0);
	ResetProgress();

	Disconnect();
	return B_OK;
}
开发者ID:AmirAbrams,项目名称:haiku,代码行数:62,代码来源:POP3.cpp

示例8: switch

void GameObject::Update(uint32 p_time)
{
    if (GUID_HIPART(GetGUID()) == HIGHGUID_TRANSPORT)
    {
        //((Transport*)this)->Update(p_time);
        return;
    }

    switch (m_lootState)
    {
        case GO_NOT_READY:
            if (GetGoType()==17)
            {
                // fishing code (bobber ready)
                if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME )
                {
                    // splash bobber (bobber ready now)
                    Unit* caster = GetOwner();
                    if(caster && caster->GetTypeId()==TYPEID_PLAYER)
                    {
                        SetUInt32Value(GAMEOBJECT_STATE, 0);
                        SetUInt32Value(GAMEOBJECT_FLAGS, 32);

                        UpdateData udata;
                        WorldPacket packet;
                        BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster));
                        udata.BuildPacket(&packet);
                        ((Player*)caster)->GetSession()->SendPacket(&packet);

                        WorldPacket data;
                        data.Initialize(SMSG_GAMEOBJECT_CUSTOM_ANIM);
                        data << GetGUID();
                        data << (uint32)(0);
                        ((Player*)caster)->SendMessageToSet(&data,true);
                    }

                    m_lootState = GO_CLOSED;                // can be succesfully open with some chance
                }
                return;
            }

            m_lootState = GO_CLOSED;                        // for not bobber is same as GO_CLOSED
            // NO BREAK
        case GO_CLOSED:
            if (m_respawnTime > 0)
                                                            // timer on
            {
                if (m_respawnTime <= time(NULL))            // timer expired
                {
                    m_respawnTime = 0;
                    m_SkillupList.clear();

                    switch (GetGoType())
                    {
                        case GAMEOBJECT_TYPE_FISHINGNODE:   //  can't fish now
                        {
                            Unit* caster = GetOwner();
                            if(caster && caster->GetTypeId()==TYPEID_PLAYER)
                            {
                                if(caster->m_currentSpell)
                                {
                                    caster->m_currentSpell->SendChannelUpdate(0);
                                    caster->m_currentSpell->finish(false);
                                }

                                WorldPacket data;
                                data.Initialize(SMSG_FISH_NOT_HOOKED);
                                ((Player*)caster)->GetSession()->SendPacket(&data);
                            }
                            m_lootState = GO_LOOTED;        // can be delete
                            return;
                        }
                        case GAMEOBJECT_TYPE_DOOR:
                            SetUInt32Value (GAMEOBJECT_FLAGS, m_flags);
                            SetUInt32Value (GAMEOBJECT_STATE, 1);
                            break;
                        case GAMEOBJECT_TYPE_TRAP:
                            break;
                        default:
                            if(GetOwnerGUID())              // despawn timer
                            {
                                m_respawnTime = 0;
                                Delete();
                                return;
                            }
                                                            // respawn timer
                            MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
                            break;
                    }
                }
            }
            break;
        case GO_OPEN:
            break;
        case GO_LOOTED:
            if(GetOwnerGUID())
            {
                m_respawnTime = 0;
                Delete();
                return;
//.........这里部分代码省略.........
开发者ID:Aion,项目名称:caldari,代码行数:101,代码来源:GameObject.cpp

示例9: Delete

BOOL CAccountObjectMgr::ReleaseAccountObject( UINT32 dwAccountID )
{
	return Delete(dwAccountID);
}
开发者ID:sguphil,项目名称:GameProject,代码行数:4,代码来源:DBAccountObject.cpp

示例10: create_directory

status_t
POP3Protocol::SyncMessages()
{
	bool leaveOnServer;
	if (fSettings.FindBool("leave_mail_on_server", &leaveOnServer) != B_OK)
		leaveOnServer = true;

	// create directory if not exist
	create_directory(fDestinationDir, 0777);

	printf("POP3Protocol::SyncMessages()\n");
	_ReadManifest();

	SetTotalItems(2);
	ReportProgress(1, 0, B_TRANSLATE("Connect to server" B_UTF8_ELLIPSIS));

	status_t error = Connect();
	if (error != B_OK) {
		printf("POP3 could not connect: %s\n", strerror(error));
		ResetProgress();
		return error;
	}

	ReportProgress(1, 0, B_TRANSLATE("Getting UniqueIDs" B_UTF8_ELLIPSIS));

	error = _RetrieveUniqueIDs();
	if (error < B_OK) {
		ResetProgress();
		Disconnect();
		return error;
	}

	BStringList toDownload;
	NotHere(fManifest, fUniqueIDs, &toDownload);

	int32 numMessages = toDownload.CountStrings();
	if (numMessages == 0) {
		CheckForDeletedMessages();
		ResetProgress();
		Disconnect();
		return B_OK;
	}

	ResetProgress();
	SetTotalItems(toDownload.CountStrings());
	SetTotalItemsSize(fTotalSize);

	printf("POP3: Messages to download: %i\n", (int)toDownload.CountStrings());
	for (int32 i = 0; i < toDownload.CountStrings(); i++) {
		const char* uid = toDownload.StringAt(i);
		int32 toRetrieve = fUniqueIDs.IndexOf(uid);

		if (toRetrieve < 0) {
			// should not happen!
			error = B_NAME_NOT_FOUND;
			printf("POP3: uid %s index %i not found in fUniqueIDs!\n", uid,
				(int)toRetrieve);
			continue;
		}

		BPath path(fDestinationDir);
		BString fileName = "Downloading file... uid: ";
		fileName += uid;
		fileName.ReplaceAll("/", "_SLASH_");
		path.Append(fileName);
		BEntry entry(path.Path());
		BFile file(&entry, B_READ_WRITE | B_CREATE_FILE | B_ERASE_FILE);
		error = file.InitCheck();
		if (error != B_OK) {
			printf("POP3: Can't create file %s\n ", path.Path());
			break;
		}
		BMailMessageIO mailIO(this, &file, toRetrieve);
		BMessage attributes;

		entry_ref ref;
		entry.GetRef(&ref);

		int32 size = MessageSize(toRetrieve);
		if (fFetchBodyLimit < 0 || size <= fFetchBodyLimit) {
			error = mailIO.Seek(0, SEEK_END);
			if (error < 0) {
				printf("POP3: Failed to download body %s\n ", uid);
				break;
			}
			ProcessMessageFetched(ref, file, attributes);

			if (!leaveOnServer)
				Delete(toRetrieve);
		} else {
			int32 dummy;
			error = mailIO.ReadAt(0, &dummy, 1);
			if (error < 0) {
				printf("POP3: Failed to download header %s\n ", uid);
				break;
			}
			ProcessHeaderFetched(ref, file, attributes);
		}
		ReportProgress(1, 0);

//.........这里部分代码省略.........
开发者ID:AmirAbrams,项目名称:haiku,代码行数:101,代码来源:POP3.cpp

示例11: Delete

void SqlMassInsert::Flush()
{
	const uint64 DONE = (uint64)-1;
	if(cache.GetCount() == 0)
		return;
	if(use_transaction)
		sql.GetSession().Begin();
	SqlBool remove;
	bool doremove = false;
	for(int ii = 0; ii < cache.GetCount(); ii++) {
		SqlBool rm = cache[ii].remove;
		if(!rm.IsEmpty()) {
			doremove = true;
			remove = remove || rm;
		}
	}
	if(doremove)
		sql * Delete(table).Where(remove);
	String insert;
	int dialect = sql.GetDialect();
	if(findarg(dialect, MY_SQL, PGSQL, MSSQL) >= 0) {
		insert << "insert into " + ~table + '(';
		for(int i = 0; i < column.GetCount(); i++) {
			if(i)
				insert << ", ";
			insert << column[i];
		}
		insert << ") values ";
		for(int i = 0; i < cache.GetCount(); i++) {
			Row& r = cache[i];
			if(r.value.GetCount()) {
				if(i)
					insert << ", ";
				insert << "(";
				for(int i = 0; i < r.value.GetCount(); i++) {
					if(i)
						insert << ", ";
					insert << SqlCompile(dialect, SqlFormat(r.value[i]));
				}
				insert << ")";
			}
		}
	}
	else
	for(int ii = 0; ii < cache.GetCount(); ii++) {
		uint64 nulls = cache[ii].nulls;
		if(nulls != DONE) {
			insert << "insert into " + ~table + '(';
			bool nextcol = false;
			for(int i = 0; i < column.GetCount(); i++) {
				if(!(nulls & ((uint64)1 << i))) {
					if(nextcol)
						insert << ", ";
					nextcol = true;
					insert << column[i];
				}
			}
			insert << ')';
			bool nextsel = false;
			for(int i = ii; i < cache.GetCount(); i++) {
				Row& r = cache[i];
				if(r.nulls == nulls && r.value.GetCount()) {
					r.nulls = DONE;
					if(nextsel)
						insert << " union all";
					nextsel = true;
					insert << " select ";
					bool nextval = false;
					for(int i = 0; i < r.value.GetCount(); i++)
						if(!(nulls & ((uint64)1 << i))) {
							if(nextval)
								insert << ", ";
							nextval = true;
							insert << SqlCompile(dialect, SqlFormat(r.value[i]));
						}
					if(dialect == ORACLE)
						insert << " from dual";
				}
			}
		}
	}
	sql.Execute(insert);
	if(sql.WasError()) {
		error = true;
		if(use_transaction)
			sql.GetSession().Rollback();
	}
	else
		if(use_transaction)
			sql.GetSession().Commit();
	cache.Clear();
	column.Clear();
	pos = 0;
}
开发者ID:AbdelghaniDr,项目名称:mirror,代码行数:94,代码来源:MassInsert.cpp

示例12: Delete

IDENTLIST::~IDENTLIST (void)
{
   if (m_lIdents)
      Delete (m_lIdents);
   m_lIdents = NULL;
}
开发者ID:bagdxk,项目名称:openafs,代码行数:6,代码来源:c_identlist.cpp

示例13: Delete

bool CSfxModel::_nextFrame()
{
	bool ret = false;
	m_currentFrame += m_perSlerp;
	const ushort frame = (ushort)m_currentFrame;

	ushort startFrame, endFrame;
	CPtrArray<Particle>* particles;
	Particle* particle;
	int j;
	for (int i = 0; i < m_particles.GetSize(); i++)
	{
		if (m_particles[i])
		{
			const CSfxPartParticle* part = (CSfxPartParticle*)m_sfx->m_parts[i];
			particles = m_particles[i];

			for (j = 0; j < particles->GetSize(); j++)
			{
				particle = particles->GetAt(j);
				particle->pos += particle->speed;
				particle->speed += part->m_particleAccel;
				if (!part->m_repeatScal)
					particle->scale += part->m_scaleSpeed;
				particle->frame++;
				if (particle->frame >= part->m_particleFrameDisappear)
				{
					Delete(particle);
					particles->RemoveAt(j);
					j--;
				}
			}

			startFrame = 0;
			endFrame = 0;
			if (part->GetFirstKey())
			{
				startFrame = part->GetFirstKey()->frame;
				endFrame = part->GetLastKey()->frame;
			}

			if (frame >= startFrame && frame <= endFrame - part->m_particleFrameDisappear)
			{
				if ((part->m_particleCreate == 0 && frame == startFrame) ||
					(part->m_particleCreate != 0 && (frame - startFrame) % part->m_particleCreate == 0)
					)
				{
					const float rand1 = (rand() % 50000) / 50000.0f;
					const float rand2 = (rand() % 50000) / 50000.0f;
					const float rand3 = (rand() % 50000) / 50000.0f;

					for (j = 0; j < part->m_particleCreateNum; j++)
					{
						particle = new Particle();
						particle->frame = 0;

						const float angle = ((rand() % 50000) / 50000.0f) * 360.0f;
						particle->pos =
							D3DXVECTOR3(
							sin(angle) * part->m_particleStartPosVar,
							rand1 * part->m_particleStartPosVarY,
							cos(angle) * part->m_particleStartPosVar
							);
						const float factor = part->m_particleXZLow + rand2 * (part->m_particleXZHigh - part->m_particleXZLow);
						particle->speed =
							D3DXVECTOR3(
							sin(angle) * factor,
							part->m_particleYLow + rand2 * (part->m_particleYHigh - part->m_particleYLow),
							cos(angle) * factor
							);
						particle->scaleStart = particle->scale = part->m_scale;
						particle->rotation = D3DXVECTOR3(part->m_rotationLow.x + rand1 *
							(part->m_rotationHigh.x - part->m_rotationLow.x),
							part->m_rotationLow.y + rand3 *
							(part->m_rotationHigh.y - part->m_rotationLow.y),
							part->m_rotationLow.z + rand2 *
							(part->m_rotationHigh.z - part->m_rotationLow.z));
						particle->swScal = false;
						particle->scaleEnd = part->m_scaleEnd;
						particle->scaleSpeed = D3DXVECTOR3(part->m_scalSpeedXLow + rand3 *
							(part->m_scalSpeedXHigh - part->m_scalSpeedXLow),
							part->m_scalSpeedYLow + rand2 *
							(part->m_scalSpeedYHigh - part->m_scalSpeedYLow),
							part->m_scalSpeedZLow + rand1 *
							(part->m_scalSpeedZHigh - part->m_scalSpeedZLow));

						particles->Append(particle);
					}
				}
			}

			if (particles->GetSize() > 0 || frame < startFrame)
				ret = true;

#ifndef SFX_EDITOR
			if (part->m_repeat)
			{
				if (endFrame >= 0)
				{
					const float f = m_currentFrame / (float)endFrame;
//.........这里部分代码省略.........
开发者ID:Aishiro,项目名称:ATools,代码行数:101,代码来源:SfxModel.cpp

示例14: while

void C4PacketList::Clear()
{
	while (pFirst)
		Delete(pFirst);
}
开发者ID:Rocket-Fish,项目名称:openclonk,代码行数:5,代码来源:C4Packet2.cpp

示例15: ADDTOCALLSTACK


//.........这里部分代码省略.........
		case PC_GO:
			pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GO);
			bTargAllowGround = true;
			break;

		case PC_GUARD:
			pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GUARD);
			bCheckCrime = true;
			break;

		case PC_GUARD_ME:
			NPC_OnHearPetCmdTarg(PC_GUARD, pSrc, pSrc, NULL, NULL);
			break;

		case PC_STAY:
		case PC_STOP:
			Skill_Start(NPCACT_STAY);
			break;

		case PC_TRANSFER:
			if ( IsStatFlag(STATF_Conjured) )
			{
				pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_TRANSFER_SUMMONED));
				return true;
			}
			pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_TRANSFER);
			break;

		case PC_RELEASE:
			if ( IsStatFlag(STATF_Conjured) || (m_pNPC->m_bonded && IsStatFlag(STATF_DEAD)) )
			{
				Effect(EFFECT_XYZ, ITEMID_FX_TELE_VANISH, this, 10, 15);
				Sound(SOUND_TELEPORT);
				Delete();
				return true;
			}
			SoundChar(CRESND_NOTICE);
			Skill_Start(SKILL_NONE);
			NPC_PetClearOwners();
			ResendTooltip();
			break;

		case PC_DROP:
		{
			// Drop backpack items on ground
			// NOTE: This is also called on pet release
			CItemContainer *pPack = GetContainer(LAYER_PACK);
			if ( pPack )
			{
				pPack->ContentsDump(GetTopPoint(), ATTR_OWNED);
				break;
			}
			if ( NPC_CanSpeak() )
				Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CARRYNOTHING));
			return true;
		}

		case PC_DROP_ALL:
			DropAll(NULL, ATTR_OWNED);
			break;

		case PC_SPEAK:
			NPC_PetConfirmCommand(true, pSrc);
			return true;

		case PC_EQUIP:
开发者ID:shiryux,项目名称:Source,代码行数:67,代码来源:CCharNPCPet.cpp


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