# Unity [C++] Compilation and default values problem.

## Recommended Posts

Hi community. I have a class Shooter and its constructor's declaration is:
//Shooter.h

Shooter(int health=0, float speed=250.0f, float jumpPower=600.0f, int    munitions=1);


As you can see, each argument has its default value. I have a class Level and in its private part has:
// Level.h that includes "Shooter.h"

private:

Shooter m_mainCharacter;


And its constructor definition is:
// Level.cpp that includes "Level.h"

Level() : m_mainCharacter(1, 300.0f)
{

// Irrelevant things

}


Hence, in its initialization list I don't put a value for jumpPower, then jumpPower takes its default value. The problem is the following: Suppose I modify the default value for jumpPower in Shooter.h. When I compile and run the application there isn't a change!!!! But if I make an irrelevant change in Level.cpp like a newline, or space, etc, when I recompile and run, the behavior is the correct.

##### Share on other sites
Wow, that does seem like a build dependency bug to me. What compiler or makefile system are you using?

##### Share on other sites
This has nothing to do with default parameters.

Use a build environment that has a (working) dependency checker, like, er, well, I can't even think of one that doesn't...
Maybe you're using broken makefiles?

##### Share on other sites
I'm using Visual Studio 2008.

##### Share on other sites
Very weird. Visual Studio's dependency checking is usually solid and the only way to screw it up that I am aware makes it recompile everything all the time. And that's obviously not your problem...

##### Share on other sites
Something is confusing the dependency checker... which usually works the other way around like Rattenhirn said.

Do you have multiple files with the name "Level.h" or "Shooter.h" anywhere else in your project or directory structure that the dependency checker might be looking at, which are different from what the compiler ends up including?

##### Share on other sites
I deleted the project and I made another and I have the same result.
I checked the files and all have unique names.

##### Share on other sites
Are all the .h files as well as all the .cpp files added to the project?

##### Share on other sites
I discovered the reason, but it's SO WEIRD!!!!!

If I change the default value for jumpPower in Shooter.h the compiler output is:

------ Build started: Project: CaperucitaPlusPlus, Configuration: Debug Win32 ------
Compiling...
Shooter.cpp
Generating Code...
Skipping... (no relevant changes detected)
Level.cpp
mainLevel.cpp
Embedding manifest...
Build log was saved at "file://d:\NicoDocs\Programming\SFML\CaperucitaPlusPlus\CaperucitaPlusPlus\Debug\BuildLog.htm"
CaperucitaPlusPlus - 0 error(s), 0 warning(s)
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

Apparently the compiler skips Level.cpp compilation because for him "no relevant changes detected".
But if I put a newline, or space in Shooter.h, A REAL IRRELEVANT CHANGE!!!! the compiler output is:

------ Build started: Project: CaperucitaPlusPlus, Configuration: Debug Win32 ------
Compiling...
Shooter.cpp
Generating Code...
Compiling...
Level.cpp
mainLevel.cpp
Generating Code...
Embedding manifest...
Build log was saved at "file://d:\NicoDocs\Programming\SFML\CaperucitaPlusPlus\CaperucitaPlusPlus\Debug\BuildLog.htm"
CaperucitaPlusPlus - 0 error(s), 0 warning(s)
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

Then we can see that Level.cpp compiles and the result is what I need.

JAJAJAJAJA I don't know what to say!!!! Changing a value is less relevant than a newline or space?

##### Share on other sites
I searched in the web and I found this

Maybe a Visual Studio Bug

That post is from 2005 and the guy had my same problem. Apparently there isn't a solution, maybe it's a Visual Studio bug.

##### Share on other sites
You can turn of the build dependency engine, which will cause it to rebuild all .cpp files that include a header file you've modified. In your project properties, under C/C++, Code Generation, change the "Enable Minimal Rebuild" option to 'No'.

In general, you shouldn't have to do this, though, since the Visual Studio engine is usually pretty good. The main things that tend to confuse it is if your files have timestamps that are in the future or really far in the past, You might want to just double-check that. There could also be preprocessor definitions which confuse the dependency engine, I'm not too sure... but definitely the option I mentioned above will work around the problem.

##### Share on other sites
Thanks Codeka, I changed that and the application compiles and runs correctly.

##### Share on other sites
Aaah, "Minimal Rebuild" has reared its ugly head! I totally forgot about that one, because I never turn it on...

##### Share on other sites
I'm posting because I've experienced a similar, though different problem, as far as the building dependencies goes, although in quite a different fashion. This was like a year ago, but lesson learned. I was working on a rather large project, where there were files that required a complete build of the project, a lot longer than the minimal rebuild necessary.

Without touching "World.h" the compiler would detect it had changed and needed to be recompiled, which meant every file needed to be compiled. This took much more time than needed, especially when World.h shouldn't require that. The problem ended up being the fact that I had changed my computers date, accidentally while looking at the calendar, and the date/time of the World.h was changed. Therefor the compiler always thought the file was new, and needed to be rebuilt.

The same thing can happen in reverse; the compiler not building a file even when you are making changes, likely because of the same effect - although I don't know the specifics of this case I've experienced it as well. The previous case is easier since the time you last saved the file is newer than the current time and it thinks it needs to be rebuilt.

Just a heads up for people who get attracted to this thread from the contents within.

##### Share on other sites
Or you could, you know, learn how makefiles work... :) (Although I have no idea how you'd make an IDE like VC++ talk to external build tools like automake :/)

## Create an account

Register a new account

• ### Forum Statistics

• Total Topics
628275
• Total Posts
2981759
• ### Similar Content

• Who We Are
We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that.

GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.

Previous Work by Team
Although we are working towards our first game as a team, our team members themselves have past experience in the industry.
This includes members who have worked on titles including:
Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization.

Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer

What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
Contact
If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours.

E-mail: Recruitment@ForgedInteractive.com
Skype: ForgedInteractive

Regards,
David and Colin

Reddit: https://www.reddit.com/user/Forged_Interactive/
• By Eck
I just saw their courses were knocked down to \$10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well.
https://www.udemy.com/courses/search/?q=Unity&src=ukw
- Eck

• By zizulot
first and only logo , for now

• I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere.
secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again.