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the Speed Bump

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  1. the Speed Bump

    Proper use of Namespaces

    Resist the temptation to nest your namespaces too deeply. They are cool and all, but you can quickly make code a lot more unwieldly than it needs to be if you have a lot of namespaces floating around. I tend to create a single 'root' namespace for a project, and avoid going any deeper than that unless I am having troubles with symbol conflicts. (which is uncommon in C++, since it has such nice overloading rules)
  2. the Speed Bump

    Do we really need a game loop?

    Quote:Original post by DrEvil Your timer event is essestially a hack for an update() call to be called constantly. It adds unnecessary overhead to implement that through events. In no way is that better than a game loop. Untrue. vore2005's game will not drain the life from a laptop battery in the same way that a conventional event loop does. (my own laptop lasts three times as long if not running such programs)
  3. the Speed Bump

    Subversion : possible to force a commit?

    This is just an educated guess, but my money says that the file was the same as the one in the repository. Subversion doesn't use timestamps to determine whether a file has changed; it compares the contents of the file. If there are no changes to commit, it doesn't commit anything.
  4. the Speed Bump

    Do I just suck?

    I second the recommendation for test-driven development. Once you have several truckloads of non-interactive tests on the majority of your code, it becomes easy to make extremely aggressive changes to the code without worry of breaking existing behaviours. (another odd thing is that TDD seems to be more productive despite the fact that it involves writing a lot more code...)
  5. I haven't tried Axiom personally, but it may be what you're after.
  6. Quote:Original post by chollida1 C++ is a paint due to having to manually manage memory, allthough this can almost be completely be dealt with by using containers and smart ponters as some cleaver posters have noted!! C++/CLI allows you to allocate managed (ie garbage collected) classes on the stack or on the heap, as suits your needs at any given moments. It's also possible to do all kinds of other awesome things like mix generics and templates at will. (plus they added a 'for each'!) Now if only they would actually release the darned thing! ;)
  7. Why not take one out for a spin? The learning curve is pretty low if you already have a firm grasp of C++.
  8. You could try Boost.test (or NUnit, JUnit, or whatever)
  9. the Speed Bump

    Protecting game assets

    Quote:Original post by iduchesne We are using the Torque engine and with a good EULA, doesn't matter if the assets get stolen... if they are used somewhere else and we known it's our assets then it's a reason to get the law involved ;) This is somewhat tangental, but anything you release is always automatically protected by copyright, whether you slap a EULA on it or not.
  10. the Speed Bump

    windows "#using mscorlib.dll"

    The example you're looking at is describing how to do it using the .NET class library. If that's what you had in mind, then you just have to tweak the "Use Managed Extensions" option in the project settings. If it's not, then you need to look around a bit for another example. (or wait for a reply from someone who knows the standard library better than I ;)
  11. the Speed Bump

    Scons and VC.NET

    SCons does have a build option to create Visual Studio project files for a compile target, but I can't see it scaling for very complex projects. What you can also do is create a "makefile project" and set it to run SCons as the build action.
  12. the Speed Bump

    Everything .NET soon?!

    Longhorn's primary language is actually C++/CLI, which is something that is completely distinct from MC++. Nobody will be forced to switch to C# at gunpoint. C++/CLI is what MC++ really should have been. I'm rather excited about it. using namespace System::IO; IList<String^> readFile () { std::vector<String^> lines; // Hey look we can create this on the stack now StreamReader fs("myfile.txt"); while (String^ s = fs.ReadLine()) { lines.push_back(s); } return lines; // <-- !!! } http://www.microsoft.com/seminar/shared/asp/view.asp?url=/seminar/en/20050325bdunlap/manifest.xml&rate=2
  13. It's a bit Linux-centric, but you can find a number of language benchmarks at http://shootout.alioth.debian.org.
  14. the Speed Bump

    I want my foreach() in Whidbey!

    I found BOOST_FOREACH to be terribly leaky. It will fail with incomprehensible error messages in the weirdest situations. I can't remember the specifics any longer, but the first (and last) real problem I had with it went something like this: std::map<std::string, SomethingElse> mapOfStuff; foreach (std::pair<std::string, SomethingElse>& iter, mapOfStuff) // Fails, with an unintelligible error message { ... } typedef std::pair<std::string, SomethingElse> PairOfThings; foreach (PairOfThings& iter, mapOfStuff) // works { ... } I'd rather like to see both typeof and auto introduced into the language. They can frequently be used for the same thing, but they don't always overlap.
  15. the Speed Bump

    C vs C++ vs Pascal

    A good rule of thumb is to bear in mind that, until you see that your existing, working program is too slow, your time is infinitely more valuable than any number of CPU clock cycles. Write code in whatever way you can so as to get as much working functionality in as little time as possible. You can always make it fast later.
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