Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 668967
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T00:05:58+00:00 2026-05-14T00:05:58+00:00

I’m using Visual Studio 2008 Express edition, and keep getting the following error: Cascadedisplay.h(4)

  • 0

I’m using Visual Studio 2008 Express edition, and keep getting the following error:

"Cascadedisplay.h(4) : fatal error C1014: too many include files : depth = 1024.

Obviously I’m doing something very wrong with include files, but I just can’t see what.

Basically, I have an interface class, StackDisplay, from which I want to derive CascadeDisplay in another file:

#if !defined __BASE_STACK_DISPLAY_H__
#define __BASE_STACK_DISPAY_H__

#include <boost\shared_ptr.hpp>
#include "CascadeDisplay.h"

namespace Sol
{
    class StackDisplay
    {
        public:
            virtual ~StackDisplay();
            static boost::shared_ptr<StackDisplay>
            make_cascade_display(boost::shared_ptr<int> csptr)
            {
                return boost::shared_ptr<StackDisplay>(new CascadeDisplay(csptr));
            }
    };
}
#endif

and then in CascadeDisplay.h:

#if !defined __CASCADE_DISPLAY_H__
#define __CASCADE_DISPAY_H__

#include "StackDisplay.h"
#include <boost\shared_ptr.hpp>

namespace Sol
{
    class CascadeDisplay: public StackDisplay
    {
        public:
            CascadeDisplay(boost::shared_ptr<int> csptr){};
    };
}

#endif

So what’s up with that?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T00:05:58+00:00Added an answer on May 14, 2026 at 12:05 am

    Is #if !defined... legit? I always used #ifndef.

    Either way, why does your “base” class require the reference to CascadeDisplay? That doesn’t seem right. Consider replacing your call to create a new CascadeDisplay with a call to a pure virtual function in StackDisplay that your subclass must implement appropriately.

    IE, something like (and forgive, I don’t have a c++ compiler handy to check this):

    namespace Sol
    {
        class StackDisplay
        {
            public:
                virtual ~StackDisplay();
                boost::shared_ptr<StackDisplay>
                make_cascade_display(boost::shared_ptr<int> csptr)
                {
                    return make_display(csptr);
                }
    
            protected:
                virtual boost::shared_ptr<StackDisplay> make_display(boost::shared_ptr<int> csptr) = 0;
        };
    
        class CascadeDisplay: public StackDisplay
        {
            public:
                CascadeDisplay(boost::shared_ptr<int> csptr){};
    
            protected:
                virtual boost::shared_ptr<StackDisplay> make_display(boost::shared_ptr<int> csptr)
                {
                    return new CascadeDisplay(csptr);
                }
        };
    }
    

    I believe this solution is superior, in general, to the forward declaration because you’re eliminating some tight coupling between your superclass and your subclass, and making a more generic interface besides. This lets you eliminate the #include of CascadeDisplay.h in StackDisplay.h.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I ran into a problem. Wrote the following code snippet: teksti = teksti.Trim() teksti
I'm new to using the Perl treebuilder module for HTML parsing and can't figure
That's pretty much it. I'm using Nokogiri to scrape a web page what has
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I'm making a simple page using Google Maps API 3. My first. One marker
We're building an app, our first using Rails 3, and we're having to build
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
In order to apply a triggered animation to all ToolTip s in my app,
I want use html5's new tag to play a wav file (currently only supported
I want to count how many characters a certain string has in PHP, but

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.