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      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.
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nuclear123

string comparison problem

3 posts in this topic

im wanting to compare the sizeof my string with 5 bytes and im curious on how i would do this using c++




for example




char string[5] = "poopy";

how would i check the sizeof this string? and how would i compare it's size(#of bytes) to a specific number of bytes(for example 5) -thx

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In C++:[code]std::string string = "poopy";
if(string.size() == 5)
{
}[/code]In C:[code]char string[] = "poopy";
if(strlen(string) == 5)
{
}[/code]Note that the C-string "poopy" is 5 characters long, but takes up 6 bytes due to the null-terminator on the end.
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C++'s standard sizeof operator will do this.
[code]void f()
{
char s1[5];
char* s2;

cout << sizeof( s1 ) ; // Prints 5
cout << sizeof( s2 ); // Prints 4 on x86;
}[/code]
An array of five chars is also five bytes, so that's why 5 is printed. A pointer to an array is four bytes (on x86 hardware, possibly eight bytes on x64 hardware) so four is printed. Another example is necessary:
[code]void g( char s1[5], char s2[] )
{
cout << sizeof( s1 ) ; // Prints 5
cout << sizeof( s2 ); // Prints 4 on x86;
}[/code]
If you were using an std::string, you could simply call std::string::size.
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[quote name='Splinter of Chaos' timestamp='1295412858' post='4761054']
[code]void g( char s1[5], char s2[] )
{
cout << sizeof( s1 ) ; // Prints 5
cout << sizeof( s2 ); // Prints 4 on x86;
}[/code]
[/quote]
Try it:
[code]

#include <iostream>

using namespace std;


void g( char s1[5], char s2[] )
{
cout << sizeof( s1 ) ; // Prints 5
cout << sizeof( s2 ); // Prints 4 on x86;
}

int main()
{
char s1[5];
char s2[100];
g(s1, s2);
}
[/code]
Point here: arrays, when passed to functions, are syntactic sugar for pointers. You can pass an array by reference, but the syntax is a little ugly:
[code]

#include <iostream>

using namespace std;


void g( char (&s1)[5], char s2[] )
{
cout << sizeof( s1 ) ; // Prints 5
cout << sizeof( s2 ); // Prints 4 on x86;
}

int main()
{
char s1[5];
char s2[100];
g(s1, s2);
}
[/code]
Doing so preserves the type information (for an array, that includes the size). It also disallows incorrectly sized arrays or pointers being passed, which using an explicit size does not.
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