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About Rekai

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  1. Rekai

    Another strange error

    Sometimes it is just that the compiler modifies the stack/frame pointer slightly later than expected by the debugger, and you need to execute a couple instructions into the routine to have the correct value read
  2. Rekai

    Another strange error

    In my experience with GDB parameters to c++ functions are not always displayed properly. If you are in debug build as BrotherBob suggests checking, I'd do a printf to confirm that it is not 32. Next thing, I'll check the address of "this" and the parameter "size" to see if for some weird reason "this" is pointing to the stack, and size is being wrongly modified, and the last thing is declaring the constructor (in the header) as Terrain(GraphicsDevice* graphics, uint size=32); and calling it (line 76 of your code) as: Terrain* terrain = new Terrain(graphics); Which should be a solution to the problem
  3. Rekai

    Type not registering?

    You seem very confused by the C++ language. [/quote] I may be, I never used namespaces, but gcc/g++ never let me do struct name{ type1 field1; ... typen fieldn; }; name variable; It complains and you need to declare the variable as: struct name variable; And I don't see why namespaces would change that
  4. If you mean "performance counter" as in "using hardware performance counters" I cannot help, but if you want just doing performance monitoring, I'd suggest using pintool (here), that let's you instrument application at a wide variety of levels, and using something like gettimeofday to keep track of the time
  5. Rekai

    Type not registering?

    My guess is that given that you are not using typedef to do the type registration, in your code you would need to do: #include "vector2.h" namespace MathHelper { //The compiler ignores "BCEngine::vector2" and pretends that it's not found. struct BCEngine::vector2 GetZero(); }; Either that or in the header file do: vector2.h namespace BCEngine { typedef struct str_vector2 { double X,Y; //All the other stuff here: } vector2; };
  6. Of course, but you are going for general intersection. Usually you do some filtering using convex hulls or bounding boxes/convex polyhedrons, and then you use the detailed mechanism only for the intersecting bodies
  7. Unions are just an abstraction of the same memory space under different types. One of the things unions are useful for is, in fact, writing some memory location as some type, and then reading it with a different type, you just need to be careful with the sizes to match, the endianness of the machine and that things. Mhagain's solution is elegant and correct.
  8. First question: Usually distributed systems have a queue system as Sun Grid Engine (SGE) or NetBatch that let you descrive tasks in terms of how many slots (cores) you require, and run them on the system. You just need to tell the manager to allocate all the slots for you. Secons question: MPI will do. You can also use openMP, which is useful in case the nodes of the system are shared-memory machines.
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