• 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.
Sign in to follow this  
Followers 0

custom allocator error

1 post in this topic

I've been working on a very simple custom stl allocator and came across a funny error. I'm using VS2012 with the new CTP compiler. Now I was under the impression that with the new allocator_traits an allocator didn't need to supply a construct and destroy function (pg. 417 of n3337 states that default implementations of these functions are supplied by allocator_traits) but attempting to use the allocator with a std::vector caused a compile error stating these functions were missing. So I added them in, using the definitions from the standard and I got another peculiar error in the destroy function. The error I get is:
[CODE]error C2039: '˜T' : is not a member of 'std::_Container_proxy'[/CODE]

the function being:
[CODE]template <typename T, size_t N> void fixed_allocator<T,N>::destroy (pointer p) { p->˜T(); }[/CODE]

Now perhaps this is just a silly error on my part (in which case I apologize in advance), but there's 3 problems here:

1st is why do I even need to define construct()/destroy()? The standard seems pretty clear that these are not required. Is this a shortcoming of the VS2012 stl implementation or did I read the standard wrong?

2nd how is it even possible for a type not to have a destructor? I know you can declare a destructor private but that gives an access error, not an 'is not a member' error. I imagine that something like '~T() = delete;' might produce this error, but the declaration of 'std::_Container_proxy' is:
// CLASS _Container_proxy
struct _Container_proxy
{ // store head of iterator chain and back pointer
: _Mycont(0), _Myfirstiter(0)
{ // construct from pointers
const _Container_base12 *_Mycont;
_Iterator_base12 *_Myfirstiter;
Which has nothing of the sort. So this seems to be a really strange error.

3rd how would one go about fixing this?

Share this post

Link to post
Share on other sites
Ok figured out problem #2 and #3 (#1 still stands though). I had copied/pasted the p->~T(); from the standard pdf. Except that the ~ wasn't actually a tilde, but a similar looking unicode character of some kinda. Look nearly identical, but wasn't.... Ahh well, if I didn't make mistakes I wouldn't learn.

As far as #1 is concerned, I think its just the VS2012 library hasn't caught up, as the boost::container::vector works fine without construct and destroy.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0