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Member Since 30 Aug 2004
Offline Last Active Jul 05 2015 08:21 AM

Posts I've Made

In Topic: Overusing smart pointers?

17 June 2012 - 02:21 PM

I tend to rarely use smart pointers. When I first was introduced to them, I overused shared_ptr, and I would often end up with some interesting crashes in destructors on program exit. Then I started thinking more about why I actually needed them for my situation, and it turns out I didn't. I often have manager classes that are the sole place for creation and destruction of whatever resource they're managing. When I need a pointer to a resource, I ask the manager for it.

Not that there aren't any reasons to use smart pointers, but I tend to structure code in a way where I don't need them. Sometimes this can't be done, and sometimes it'd just be too much work to refactor the code. I know of a multi-million line program that is littered with shared pointers, and occasionally those developers will run into a problem with them.

In Topic: Handling input in Linux

17 June 2012 - 02:02 PM

Does XI2.2 support force feedback?

From what I can tell, XI2 does not support force feedback. Additionally, I haven't even been able to get XI2 to recognize the joystick as an input device. evtest and fftest work fine though. I found a bug report describing a similar problem, although that person was able to get the device to be recognized by modifying a configuration file. However, I did discover that joysticks (in /dev/input/eventX) can be used in user space, even though the mouse and keyboard cannot. I think my solution will be to have X handle the mouse/keyboard input, and use the eventX file for joysticks. I don't have any touch devices lying around, so I can't test those. I guess I'll cross that hurdle when I get to it.

In Topic: Handling input in Linux

14 June 2012 - 06:17 AM

Thanks for the input everyone. I guess I will use X, as least as far as it will take me, and if I do hit any limitations I may rethink the decision. Does XI2.2 support force feedback? That's the only limitation I'm really worried about at the moment.

If your game needs to run as root, you're definitely doing something wrong.

Well it wouldn't have to run as root if I create an input group and a udev rule, but that might be asking too much out of users.

In Topic: How hard core of a programmer are you?

04 February 2009 - 01:11 PM

I wouldn't consider myself a hardcore programmer, but I would consider myself a hardcore software engineer. I spend the majority of my time at work working on documents describing the software.

I've been working where I'm at for about 16 months now, and I've only spent about a month of that time writing production code. Things move slowly with us because we have to follow DO-178B standards. I work with some guys who have been there over a year and have yet to write a line of production code.

I don't count the test applications we write as production code, since the customer will never run them, but we get to write those too. In total, I've probably spent about 4 months of my time working on code of some sort.

At home I spend maybe 2 hours during the work week on hobby projects, and maybe 10 hours over the weekend.

In Topic: You first programming job

15 June 2008 - 09:42 AM

When I graduated in May 2007 I started looking for game programming jobs. I had a couple interviews that didn't work out, and I didn't really want to move halfway across the country, so I decided to look for work locally.

Within a month I found my current job as a programmer for Astronautics Corperation of America, where I work on Airbus A400M software. After taking many programming tests for the game jobs, I expected a difficult interview, but the phone interview lasted about all of 15 minutes without needing a programming test, I got a call a few hours later with a job offer, and I started the following Monday.

Funny how things work out sometimes. I had only a mild interest in airplane software when I applied, but the longer I work there, the less interested I am in games. The pay is definately better anyways. It's a cool feeling knowing that your softare has a liftetime of 30 years, instead of a shelf life of about a year.

I still keep my eye on the occasional game dev jobs that open up in the area though.