• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Axehandler

VC++ Question

11 posts in this topic

Okay, now I know to MOST of you this is going to sound like a SILLY question, BUT.. how the heck do you declare a "STRING"??? Everything I''ve learned about VC++ is off the tuts and my own digging.. but I''ll be darned if I can figure out why a simple string is such a pain to create. =( Delphi made it SO easy =( Axehandler
0

Share this post


Link to post
Share on other sites
You can use C Character Arrays.

Or use Standard C++ ''string'' data-type. It is an overloaded class that can allow you to do just about anything with your strings
0

Share this post


Link to post
Share on other sites
welp, really strings don''t exist unless you
1) use mfc
2) use c++ data type

strings in C are basically arrays of characters. even before delphi oldschool pascal also declared strings as arrays of characters.

char string[30];
0

Share this post


Link to post
Share on other sites
Here's some stuff that might help you a bit:

In C/C++ strings are character arrays, and the terminator character for the string is '\0' (The NULL character).

For example the character array for the string "Hello!" would be:
'H' 'e' 'l' 'l' 'o' '!' '\0'

Here are some functions that you should look into in the help files:

strcpy - copys one string to another
strlen - gives the length of the string
strcat - concatenates 2 strings

I hope that was helpful and not too confusing. Feel free to send me an email if you need more clarifications, or some example source code on how to use strings.

Jesse Chounard
stinkygoop@crosswinds.net

Edited by - Jesse Chounard on 4/14/00 1:58:36 PM
0

Share this post


Link to post
Share on other sites
Actually, Delphi forced us to use the char base if you "REALLY" wanted to manipulate the strings. so basicly I can declare an open char array such as.

char MyString[]
Mystring = "Hello all"

then Mystring can simply be my string, course I would think this would be a tad rough on the mem =)

But am I correct here?
0

Share this post


Link to post
Share on other sites
Okay Guys,

Thanks for the info on the char, works like a charm!

char FPSText[]="test";
KillGLWindow(); // Kill The Window
timer2 = GetTickCount();
fps = frames * 180 / (timer1-timer2);
_itoa( fps, FPSText, 10 );
MessageBox(NULL,FPSText,"Frames Per Second",MB_OK/MB_ICONEXCLAMATION);
return (msg.wParam);

Axehandler
0

Share this post


Link to post
Share on other sites
Well, typically if you know your string isn''t ever going to change then yes, you can just simply declare your string like:

char *mystring;
mystring ="This is a string"

the problems are that you can''t really modify that string and it''s dangerous to do any changes to it. Really, if you want to make the string flexible you could do something like:

#define MY_MAX_STR_LENGTH 256
char mystring[MY_MAX_STR_LENGTH];
strcpy(mystring,"This is a string");

this way you have set your string to accept anything up to 256 characters. Beware tho as if your string you''re copying or changing exceeds that 256 (or whatever boundary you''ve set) then you will see fireworks (translation: crash).

this stuff is fairly basic so for more information (for dynamic strings that change length, etc) you should read some tutorials on strings, memory allocation and array boundary checking.

Or use MFC''s data-types.. it does all the boundary checking etc, for you.

Hope this helps.
0

Share this post


Link to post
Share on other sites
AHH.... I see what you mean, After declearing what the inital text is, thats the limit of the array. So in the above example, my char array using "TEST" is MAX of 5 (4 char''s & 1 null)

So I couldn''t declare my array with a larger word without causing havoc. okay this is pretty easy now. Got it! =)

THANKS again.
0

Share this post


Link to post
Share on other sites
in C++ you can use CString, not requiring you to account for length or a null terminator.
0

Share this post


Link to post
Share on other sites
I looked at cstring, didn''t like it =) the char based is easy enough. and allows as much functionality as I need.

Axehandler
0

Share this post


Link to post
Share on other sites
If you are using C++, how about the STL string? (in ) Not only are they built into C++, they are simple to use, fast, and they port effortlessly from platform to platform (as they are from the STL). Also it makes it easy to do program internationalisation etc.

There is a semi-good reference here:
http://www.sgi.com/Technology/STL/basic_string.html
0

Share this post


Link to post
Share on other sites