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    • By noodleBowl
      So I have some quick questions about constructors and pointers

      Question on constructors:
      1. I'm working on this Sprite class and in general sprites need some kind of texture in order to display to the screen. So I have my class looking like this:
      class Sprite { public: Sprite(Texture* texture); ~Sprite(); Texture* texture; //Other class stuff } Now in the current state of my Sprite class would I be correct in that I cannot use it as a member in a different class, because it has no no-arg (default) constructor? That the only way this class could be a member is if it was a pointer?
      class SpriteContainer { public: SpriteContainer(); ~SpriteContainer(); Sprite singleSprite; //**BAD** not allowed because Sprite has no no-arg (default) constructor Sprite* singleSpritePtr; //This is allowed because its a pointer std::vector<Sprite> sprites; //**BAD** not allowed because Sprite has no no-arg (default) constructor std::vector<Sprite*> spites; //This is allowed because its a vector of Sprite pointers } I guess my really problem here is that I struggle with when a variable/class should be a pointer or not
      2. How do you make an abstract class where there are no methods that should be pure virtual functions?
      All the functions of the base class have there implementation, but I also do not want this class to be instantiated
      //Should not be able to instantiate this class. Should be an Abstract class class BaseClass { public: BaseClass() { x = 0; }; virtual ~BaseClass() { }; int x; void coolMethod() { ++x; } } //Can instantiate this class. coolMethod can be called from this class class DerivedClass : public BaseClass { public: DerivedClass(); ~DerivedClass(); }  
      Questions about smart pointers:
      1. I have never used these before, but are smart pointers ok when working with COM objects?
      Will the smart pointer automatically call a COM object's Release function or should I wrap my COM object and explicitly call Release in the wrapper class' destructor?
      2. Lets say there is a case where I wanted to give back the user of some APIs a pointer to a resource, but I also want them to know that they don't have to worry about cleaning it up. EG There is resource loader that will clean up all loaded resources once the program shuts down. The user has to do/worry about nothing.
      What type of smart pointer should I use in a case like this? Should it be a Shared pointer? Or should I make the resource a Unique pointer and then return to the user a raw pointer?
    • By Kazuma506
      I am trying to recreate the combat system in the game Life is Feudal but make it more complex. The fighting system works by taking in the direction of the mouse movement and if you press the left click it will swing in that direction, though stab, overhead, left (up, down, left right) and right are the only swings that you can do. If you wanted to you could also hold the swing by holding left click so you are able to swing at the perfect moment in the battle. I want to change this so add in more swing directions but I also want to code this from scratch in Unreal. Can anyone give me any pointers or maybe a few snippets of code that work in Unreal that could help me start to implement this type of system?
       
       
    • By rXpSwiss
      Hello,
      I am sending compressed json data from the UE4 client to a C++ server made with boost.
      I am using ZLib to compress and decompress all json but it doesn't work. I am now encoding it in base64 to avoid some issues but that doesn't change a thing.
      I currently stopped trying to send the data and I am writing it in a file from the client and trying to read the file and decompress on the server side.
      When the server is trying to decompress it I get an error from ZLib : zlib error: iostream error
      My question is the following : Did anyone manage to compress and decompress data between a UE4 client and a C++ server ?
      I cannot really configure anything on the server side (because boost has its ZLib compressor) and I don't know what is wrong with the decompression.
      Any idea ?
      rXp
    • By noodleBowl
      I was wondering if someone could explain this to me
      I'm working on using the windows WIC apis to load in textures for DirectX 11. I see that sometimes the WIC Pixel Formats do not directly match a DXGI Format that is used in DirectX. I see that in cases like this the original WIC Pixel Format is converted into a WIC Pixel Format that does directly match a DXGI Format. And doing this conversion is easy, but I do not understand the reason behind 2 of the WIC Pixel Formats that are converted based on Microsoft's guide
      I was wondering if someone could tell me why Microsoft's guide on this topic says that GUID_WICPixelFormat40bppCMYKAlpha should be converted into GUID_WICPixelFormat64bppRGBA and why GUID_WICPixelFormat80bppCMYKAlpha should be converted into GUID_WICPixelFormat64bppRGBA
      In one case I would think that: 
      GUID_WICPixelFormat40bppCMYKAlpha would convert to GUID_WICPixelFormat32bppRGBA and that GUID_WICPixelFormat80bppCMYKAlpha would convert to GUID_WICPixelFormat64bppRGBA, because the black channel (k) values would get readded / "swallowed" into into the CMY channels
      In the second case I would think that:
      GUID_WICPixelFormat40bppCMYKAlpha would convert to GUID_WICPixelFormat64bppRGBA and that GUID_WICPixelFormat80bppCMYKAlpha would convert to GUID_WICPixelFormat128bppRGBA, because the black channel (k) bits would get redistributed amongst the remaining 4 channels (CYMA) and those "new bits" added to those channels would fit in the GUID_WICPixelFormat64bppRGBA and GUID_WICPixelFormat128bppRGBA formats. But also seeing as there is no GUID_WICPixelFormat128bppRGBA format this case is kind of null and void
      I basically do not understand why Microsoft says GUID_WICPixelFormat40bppCMYKAlpha and GUID_WICPixelFormat80bppCMYKAlpha should convert to GUID_WICPixelFormat64bppRGBA in the end
       
    • By HD86
      As far as I know, the size of XMMATRIX must be 64 bytes, which is way too big to be returned by a function. However, DirectXMath functions do return this struct. I suppose this has something to do with the SIMD optimization. Should I return this huge struct from my own functions or should I pass it by a reference or pointer?
      This question will look silly to you if you know how SIMD works, but I don't.
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