Jump to content
  • Advertisement

Shashwat

Member
  • Content Count

    87
  • Joined

  • Last visited

Community Reputation

100 Neutral

About Shashwat

  • Rank
    Member
  1. Shashwat

    64 bit variable in C++

    ok i'll try that.. thanks I know VC# too. But I tried running an empty loop from 1 to 2^32. It took different time in Borland C++(faster) and VC# of VS-2008(slower). That's why I was not using VC#. [/quote]It sounds like you had Visual Studio running a debug (unoptimised) build and Borland running an optimised build. You'd need to have both running a Release (optimised) build to compare them - and I would hope that both would take zero time, since they should both optimise the empty loop away completely. [/quote] even in borland c++, it took 1732 ms to process this empty loop. in VS it took around 6-7 seconds. i was shocked. what to do now?
  2. Shashwat

    64 bit variable in C++

    ok i'll try that.. thanks I know VC# too. But I tried running an empty loop from 1 to 2^32. It took different time in Borland C++(faster) and VC# of VS-2008(slower). That's why I was not using VC#.
  3. Shashwat

    64 bit variable in C++

    I've a limited download connection. How large is it? Does it have a 64-bit variable?
  4. Shashwat

    64 bit variable in C++

    What do you mean by compiler option?
  5. Shashwat

    64 bit variable in C++

    I have VIsual Studio 2008. I tried programming VC++ in it. But it seemed different.
  6. Shashwat

    What does shaders do?

    Understood clearly... Thanks...
  7. Shashwat

    What exactly are *.lib and *.dll files?

    Ok... I understand... Thanks
  8. Shashwat

    XNA Game Deployment

    Is it necessary to create a self-extractor of my project? Can't I include VS Setup project? I've two projects (related, one is server other is client) which I want to merge into a single setup. Whats the difference between dotNetInstaller and VS Setup project? Please! Answer all! Thanks...
  9. I'm using XNA 3.0 C# VS 2008. I want to run my XNA game on a system not having XNA, DotNet, and Internet connection. How to create a setup of my project so that it automatically installs the required XNA and DotNet files without downloading from the internet? Someone told me to use 'Publish' option. But it requires internet. Please suggest me a solution. Thank you!
  10. Shashwat

    What exactly are *.lib and *.dll files?

    Then how does a program interacts with the hardware? We have graphics drivers (as dlls). What they do then?
  11. What does shaders do in XNA? Do they directly interact with the graphics hardware? Can't we have shader code in XNA program itself?
  12. Can't we use Socket at the server (instead of UdpClient) by setting the required protocol and not binding it to any IP? Whats the difference between this and the UdpClient method?
  13. I'm using .NET C# in VS 2008. I've performed connection oriented data transfer using Sockets. But I want to broadcast a message in a LAN, and the suitable process accepting the packet has to reply to the sender. Ques... How to do this? Is it also performed using sockets? Every socket has two endpoints. For sender these are <Senders Address>, <Broadcast Address> For receiver, <Receivers Address>, <Senders Address> But the senders address is unknown and hence its remote end point is not defined, so how to do it using sockets?? Ques... Do I have to include the sender's IP in the packet??
  14. Shashwat

    Returning a local pointer. C++

    When the function exits, the memory location is deallocated. However, the data is still there but lost. But, if you are returning its address, then it is not lost. You can access it. And hence you can access it. Moreover, you can also return a local variable. int func() { int a = 5; return a; } Whats wrong in this? But to return structure data, you have to use pointers as discussed above.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!