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Member Since 01 Mar 2006
Offline Last Active Today, 06:15 PM

#5261489 Consistent handling of hotkeys in other languages

Posted by zaphod2 on 11 November 2015 - 02:04 AM

Virtual keys have the same physical position in every keyboard layout. So the WASD virtual keys will be on the upper left part on every keyboard. However the text on the actual keys will be different. This is ideal for game control keys, because their position is important, not the text on them. And virtual keys can handle special keys like shift, ctrl etc too.


Off course on the keyboard binding screen you have to translate the name of the virtual key based on the actual keyboard layout with the OS.


If you want to use a textual input, you shouldn't use virtual keys at all. There are many different input methods in different languages that you probably don't want handle. You should use the unicode character codes from the windows messages.


#5153624 glEnableVertexAttribArray Produces "Invalid Value" - OpenGL 3.1

Posted by zaphod2 on 14 May 2014 - 12:31 PM

I get an "invalid value" right after this line:


Any idea why that might be?


Because it needs the attribute index as input and not the VBO identifier.

#5118567 How would you fix this?

Posted by zaphod2 on 21 December 2013 - 08:05 AM

Because this is a compilation error of the precompiled source, the precompiled source is already available. Just dump the precompiled source to a file, and look at the line where the bug happens. Possibly you can find out what was the bug with this.

In the C or C++ file's Property sheet select C/C++ in the tree and then select Preprocessor. There is a switch 'Preprocess to a File'. When you switch it on, it will generate a preprocessed output, instead of compiling the file at the next build. The file will be named after your source file with a .i extension and is put in the intermediate directory where the object files are. (I think it's possible to put elsewhere with a different name, but not in the Express version.)

#5118074 Attempt at A star algorithm not working

Posted by zaphod2 on 19 December 2013 - 05:24 AM

Your getPoint and getNodeFromCoord functions don't always return a value. (Possibly a C heirloom that they can be compiled.) They don't return values if the coordinates you're searching for is not in the list. I assume that out of bounds coordinates are not listed, so their behavior are undefined in this case. And that might cause your problem. Please try if adding proper boundary checking in aStar and error checking in getPoint and getNodeFromCoord solve your problem or not.

#5116796 GNU C++ command line help needed

Posted by zaphod2 on 13 December 2013 - 07:33 PM


"What is in the /Library/Frameworks/SDL2.framework/ directory?"

Your possible answer: "yeah, does that directory take you directly to the header files."

If this is your answer for the question (not clear to me), that's a problem, because you used "/Library/Frameworks/SDL2.framework/Headers" directory for header files in your post.



"My include directory points to a folder containing a folder called SDL2, so I use #include <SDL2/SDL.h>"

But in your code there is no SDL2: "#include<SDL.h>".



"Also I link to:  -lSDL2main -lSDL2"

But in your post you are linking with this: "-lSDL2".


Also you didn't say what was the actual error message. It couldn't find the library file, or the include file? So the linking failed or the compilation?


My guess is that your problem is that you use a Macintosh framework, which is a special beast. You have to use the -framework option to link it, and possible the -F option to set the path where the frameworks are.



#5106031 cache friendly lock free concept?

Posted by zaphod2 on 31 October 2013 - 01:21 PM

There is a shared state in this synchronization (LockState). If you want to access it from both threads you have to synchronize these accesses. One way is to use hardware memory barriers before and after the access of the LockState. This will block the instruction and memory access reordering of the compiler and processor and synchronizes memory. The other way is to use an atomic read/write which locks the the memory bus for the time of the memory access. (This is what a CAS-cycle does.) But in the current state of the code it synchronizes the two threads only with luck.


#5106022 Opengl ?.x and what Tutorial

Posted by zaphod2 on 31 October 2013 - 12:40 PM

At least 3.3. In the 3.0-3.2 versions there were big changes in the structure of the OpenGL just like in DirectX 10. Since then the structure remained just expanded.

This is an OpenGL 3.3 tutorial I found some time ago: http://www.opengl-tutorial.org/


#5092235 Merge tools

Posted by zaphod2 on 07 September 2013 - 01:16 AM

In kdiff3 you have 3 buttons: A, B, C. A is the original and B and C is the two changed version. When you steps on the conflict with the arrow buttons, just press both B and C buttons. It will put both changed codes there. You can even press A, and all the three codes will be inserted. The order of the inserted texts is based on the order you pressed the buttons. But you can even edit the result in the lower merge window.