I get why boost::signal is noncopyable (it's because copying a signal doesn't have a clear meaning), but I need a version of it that does provide some sort of copy ctor (either a no-op or one that copies all connections).
The reason I need this is because in my project many objects become noncopyable just by virtue of featuring signals,...
Is there a way use STL containters with non-copyable elements?
something like this:
class noncopyable
{
noncopyable(noncopyable&);
const noncopyable& operator=(noncopyable&);
public:
noncopyable(){};
};
int main()
{
list<noncopyable> MyList; //error C2248: 'noncopyable::noncopyable' : cannot access private member decla...
I have a question about the following code:
class MyClass : private boost::noncopyable
{
public:
MyClass() {}
virtual ~MyClass() {}
}
class OtherClass : private boost::noncopyable
{
private:
MyClass* m_pMyClass;
}
My thoughts are that MyClass cannot be copied using construction or assignment. Using a virtual des...
I have a Shape class containing potentially many vertices, and I was contemplating making copy-constructor/copy-assignment private to prevent accidental needless copying of my heavyweight class (for example, passing by value instead of by reference).
To make a copy of Shape, one would have to deliberately call a "clone" or "duplicate" m...
Im trying to make some text non-copyable, my aim isn't to stop people from copying text from my website but more to make it easier to use. I have a list of files with file size's but I want to only copy the file names and not the file size.
So far i'v tried a few different methods but non have worked, I have managed to get the text non-...
I'm looking for the best-practice of dealing with non-copyable objects.
I have a mutex class, that obviously should not be copyable.
I added a private copy constructor to enforce that.
That broke the code - some places simply needed to be fixed, but I have a generic problem
where a class, using the mutex either as a data member, or by ...
First: is it boost::noncopyable or booster::noncopyable. I have seen both in different places.
Why would one want to make a class noncopyable? Can you give some sample use cases?
...
So I was porting my game engine from SDL to SFML, and now I have a problem with my input system.
Input.h
#ifndef BULLWHIP_INPUT_H
#define BULLWHIP_INPUT_H
#include
class bc_Input
{
public:
bool bm_KeyHit(sf::Key::Code key);
bool bm_KeyDown(sf::Key::Code key);
int bm_MouseX();
int bm_MouseY();
...