• 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.

CAREFiSH

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

103 Neutral

About CAREFiSH

  • Rank
    Newbie
  1. Hmm, I will do that! And it's fixed! In the CFString::CFString(const CFString& str) function there's a strlen() on strdata, that should've been str.strdata Thanks anyway!
  2. Hey there people from GameDev! I'm a relatively new game developer, started learning C++ about 6 months ago. And I decided to do a simple string class exercise. Now I'm running into a problem, I can't seem to get it to work without it crashing. I'll post the pastebins for the code. .h: [url="http://pastebin.com/dbBWGDRV"]http://pastebin.com/dbBWGDRV[/url] .cpp: [url="http://pastebin.com/tGSFz6K7"]http://pastebin.com/tGSFz6K7[/url] And finally, the main: [source lang="cpp"]#include "CFString.h" #include <cstdlib> int main(int argc, char* args[]) { CFString bla = "hoi"; printf(bla); return 0; }[/source] Now, it's crashing and I don't really understand why. Any pointers/hints? EDIT:: I've tried to add a '0' after the strncpy, I've tried setting strdata to NULL.
  3. Awesome! I've used your first suggestion, put everything in their respective headerfiles. That seemed to work. Thanks alot for your explanation as well. (It's solved now).
  4. Hey there folks, I've been sent here by a friend, he told me to post my problem here. Been trying to solve this for the past three days now. And I was following a books exercise, with the exception that I have seperate headers and cpp files, and this is my first attempt at using templates. I've been having these linker errors, and they make no sense to me. I've double checked, not just once, not twice but thrice times! What I've done is: check for the proper includes, check if I've implemented all the methods properly. And removed and added the file causing the errors in my project. I've tried changing the code generation Multi-Threaded Debug DLL to Multi-Threaded Debug. And other types as well. I've tried going from Debug to Release. The errors: 1>Stroustrupbookexercises.obj : error LNK2001: unresolved external symbol "public: __thiscall LinkedList<class Data>::LinkedList<class Data>(void)" (??0?$LinkedList@VData@@@@QAE@XZ) 1>Stroustrupbookexercises.obj : error LNK2001: unresolved external symbol "public: __thiscall LinkedList<class Data>::~LinkedList<class Data>(void)" (??1?$LinkedList@VData@@@@QAE@XZ) 1>Stroustrupbookexercises.obj : error LNK2001: unresolved external symbol "public: void __thiscall LinkedList<class Data>::insert(class Data *)" (?insert@?$LinkedList@VData@@@@QAEXPAVData@@@Z) 1>Stroustrupbookexercises.obj : error LNK2001: unresolved external symbol "public: void __thiscall LinkedList<class Data>::showAll(void)" (?showAll@?$LinkedList@VData@@@@QAEXXZ) 1>C:\Dropbox\C++ eBooks & Study Projects\Progress\Tim\Stroustrupbookexercises\Release\Stroustrupbookexercises.exe : fatal error LNK1120: 4 unresolved externals [CODE] //stdafx.h // stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #pragma once #include "targetver.h" #include <stdio.h> // TODO: reference additional headers your program requires here #include "LinkedList.h" #include "Data.h" #include "Node.h" #include "InternalNode.h" #include "TailNode.h" #include "HeadNode.h" #include <iostream> enum { Smaller, Equal, Larger }; //Header #ifndef LINKEDLIST_H #define LINKEDLIST_H #include "stdafx.h" #include "HeadNode.h" template <class T> class LinkedList { public: LinkedList(); ~LinkedList(); void insert(T* data); void showAll(); private: HeadNode<T> * head; }; #endif //Class #include "stdafx.h" template <class T> LinkedList<T>::LinkedList(){ head = new HeadNode<T>; }template <class T> LinkedList<T>::~LinkedList(){ delete head; } template <class T> void LinkedList<T>::insert(T* data){ head->insert(data); }template <class T> void LinkedList<T>::showAll() { head->show(); } [/CODE]