Hi I'm getting the following error and am really unsure why.
class InteSiVis: public ofBaseApp //{ , public ofxMidiListener{
This occurs when I make class inresivis inherit from the ofxMidiListener class and I get the following error in the main source file
int main( ){
ofSetupOpenGL(1920,1080, OF_WINDOW); ofRunApp( new InteSiVis()); // <-------- The error is here Allocating object of type abstract
}
This is really confusing as I have tried this with another example in the exact way and do not get this error.
class testApp : public ofBaseApp, public ofxMidiListener { int main(){ ofSetupOpenGL(640, 480, OF_WINDOW); ofRunApp(new testApp()); }
Could you give me an idea as to why I'm getting this error I'm calling the class in the exact same way. Thanks in advance.
///----------------------------------Edit InteSiVis.h
class InteSiVis: public ofBaseApp //{ , public ofxMidiListener{ public: InteSiVis() ; void setup(); void update(); void draw(); void exit(); void keyPressed(int key); void keyReleased(int key); // Make an Array of Particle Systems vector<FluidBodySim> mArrayFluidBodySim; FluidBodySim mFluidBodySim ; ///< Simulation of fluid and rigid bodies int mStatusWindow ; ///< Identifier for status window unsigned mFrame ; ///< Frame counter double mTimeNow ; ///< Current virtual time int mMouseButtons[3] ; ///< Mouse buttons pressed bool mInitialized ; ///< Whether this application has been initialized int mScenario ; ///< Which scenario is being simulated now // Scene stuff ofEasyCam mEasyCam; ofLight light; // Setting Shader stuff ofShader shader; ofxPostProcessing post; // Sound float * lAudioOut; /* outputs */ float * rAudioOut; float * lAudioIn; /* inputs */ float * rAudioIn; int initialBufferSize; /* buffer size */ int sampleRate; double wave,sample,outputs[2]; maxiSample piano_A1, piano_AS1, piano_B1, piano_C1, piano_CS1, piano_D1, piano_DS1, piano_E1, piano_F1, piano_FS1, piano_G1, piano_GS1; vector<maxiPitchStretch<grainPlayerWin>*> stretches; maxiPitchStretch<grainPlayerWin> *ts, *ts2, *ts3, *ts4, *ts5; int nAverages; float *ifftOutput; int ifftSize; // // Playing the Wav Files void audioOut(float *output, int bufferSize, int nChannels); double speed, grainLength, rate; ofxMaxiFFT fft; ofxMaxiFFTOctaveAnalyzer oct; int current; double pos; } ;
testApp.h
class testApp : public ofBaseApp, public ofxMidiListener { public: void setup(); void draw(); void exit(); void keyPressed(int key); void keyReleased(int key); void mouseMoved(int x, int y ); void mouseDragged(int x, int y, int button); void mousePressed(int x, int y, int button); void mouseReleased(); stringstream text; vector<ParticleSystem> ps; //----------------------Sound--------------------------- void newMidiMessage(ofxMidiMessage& eventArgs); ofxMidiIn midiIn; ofxMidiOut midiOut; ofxMidiMessage midiMessage; void audioOut(float *output, int bufferSize, int nChannnels); };
//----------------VIRTUAL FUNCTION vorticitydistribution.h
class IVorticityDistribution { public: virtual Vec3 GetDomainSize( void ) const = 0 ; virtual void AssignVorticity( Vec3 & vorticity , const Vec3 & position , const Vec3 & vCenter ) const = 0 ; } ; class JetRing : public IVorticityDistribution { public: /*! \brief Initialize parameters for a vortex ring (using a different formula from the other). The vorticity profile resulting from this is such that the induced velocity is in [0,1]. \param fRadiusSlug - radius of central region where velocity is constant \param fThickness - thickness of vortex ring, i.e. radius of annular core \param vDirection - vector of ring axis, also vector of propagation \param fSpeed - speed of slug */ JetRing( const float & fRadiusSlug , const float & fThickness , const Vec3 & vDirection ) : mRadiusSlug( fRadiusSlug ) , mThickness( fThickness ) , mRadiusOuter( mRadiusSlug + mThickness ) , mDirection( vDirection ) { } virtual Vec3 GetDomainSize( void ) const { const float boxSideLength = 2.f * ( mRadiusOuter ) ; // length of side of virtual cube return Vec3( 1.0f , 1.0f , 1.0f ) * boxSideLength ; } virtual void AssignVorticity( Vec3 & vorticity , const Vec3 & position , const Vec3 & vCenter ) const { } ;
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