• 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
Endemoniada

VS2012 Declarations in Loops

5 posts in this topic

Hi guys,

 

In older VS versions I used to be able to do this:

 

for(int i=0;i<100;i++)
// loop something
 
for(i=0;i<100;i++)
// loop something

 

Notice how the 'i' isn't declared in the second loop. I can't do that in VS2012.

 

Is doing the following bad ?

 

for(int i=0;i<100;i++)
// loop something
 
for(int i=0;i<100;i++)
// loop something
 
for(int i=0;i<100;i++)
// loop something

 

I have been doing it like this when I have more than one loop:

 

int i;
 
for(i=0;i<100;i++)
// loop something
 
for(i=0;i<100;i++)
// loop something

 

 

...but I'd rather declare it in the loop itself.

 

Thanks.

 

0

Share this post


Link to post
Share on other sites

If the counter is only relevant to that loop (seeing as it's being initialized in each loop) then I see no reason why you would want the scope to exceed the loop. What is your rationale behind declaring it outside of the loop(s)?

 

Edit: Sorry, upon re-reading you state that you do want to declare it for each loop. My bad.

Edited by GeneralQuery
0

Share this post


Link to post
Share on other sites

I think it might have been VC6, I feel like all I've ever used before 2012 was VC6.

 

In any case, and I hope this isn't a dumb question, is it less efficient to do this:

 

for(int i=0;i<10;i++)
// loop
 
for(int i=0;i<10;i++)
// loop
 
for(int i=0;i<10;i++)
// loop
 
for(int i=0;i<10;i++)
// loop

 

...than this:

 

int i;
 
for(i=0;i<10;i++)
// loop
 
for(i=0;i<10;i++)
// loop
 
for(i=0;i<10;i++)
// loop
 
for(i=0;i<10;i++)
// loop

 

... since the first version has four declarations and the second vesion has only one ?

 

Thanks.

0

Share this post


Link to post
Share on other sites

I think it might have been VC6, I feel like all I've ever used before 2012 was VC6.

 

In any case, and I hope this isn't a dumb question, is it less efficient to do this:

for(int i=0;i<10;i++)
// loop
 
for(int i=0;i<10;i++)
// loop
 
for(int i=0;i<10;i++)
// loop
 
for(int i=0;i<10;i++)
// loop

...than this:

int i;
 
for(i=0;i<10;i++)
// loop
 
for(i=0;i<10;i++)
// loop
 
for(i=0;i<10;i++)
// loop
 
for(i=0;i<10;i++)
// loop

... since the first version has four declarations and the second vesion has only one ?

 

Thanks.

 

normally the compiler should be able to use a register when you declare an integer in the loop, it should be harder for it to optimize it if the variable is declared outside of the loop (since the variable will stay around for longer).

1

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