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Everything posted by Qw3r7yU10p!

  1. Qw3r7yU10p!

    std::map Question

    Quote:Original post by bubu LV I usually do this with #define macro: #define foundInMap(Map, Key) ((Map).find(Key)!=(Map).end()) How about... ? template<typename Map, typename Key> bool MapContainsKey(const Map& a_map, const Key& a_key) { return a_map.find(a_key) != a_map.end(); }
  2. Qw3r7yU10p!

    [C++] dependency tree library?

    Also see Generalizing Observer by Herb Sutter
  3. Put in two lines before the loops assert(m_pTileMap.size() == m_TileMapWidth); for (int i = 0; i < m_TileMapHeight; i++ ) { for (int j = 0; j < m_TileMapWidth; j++ ) { assert(m_pTileMap[j].size() == m_TileMapHeight); fin >> m_pTileMap[j]; } } In debug these will tell you if the assertions aren't true. They may indicate to you that i and j should be the other way around. If not, remove them again.
  4. look into pooling memory clicky
  5. Qw3r7yU10p!

    Writing Cross Platform Code?

    See the Apache Portable Runtime. Here are some of their aims: Quote: The mission of the Apache Portable Runtime (APR) project is to create and maintain software libraries that provide a predictable and consistent interface to underlying platform-specific implementations. The primary goal is to provide an API to which software developers may code and be assured of predictable if not identical behaviour regardless of the platform on which their software is built, relieving them of the need to code special-case conditions to work around or take advantage of platform-specific deficiencies or features.
  6. Qw3r7yU10p!

    Pointer declarations ...

    This gets asked a lot. See Bjarne's FAQ: Quote:Is `int* p;` right or is `int *p;` right? Both are "right" in the sense that both are valid C and C++ and both have exactly the same meaning. As far as the language definitions and the compilers are concerned we could just as well say `int*p;` or `int * p;` The choice between `int* p;` and `int *p;` is not about right and wrong, but about style and emphasis. C emphasized expressions; declarations were often considered little more than a necessary evil. C++, on the other hand, has a heavy emphasis on types. A ``typical C programmer`` writes `int *p;` and explains it ``*p is what is the int`` emphasizing syntax, and may point to the C (and C++) declaration grammar to argue for the correctness of the style. Indeed, the * binds to the name p in the grammar. A ``typical C++ programmer`` writes `int* p;` and explains it ``p is a pointer to an int`` emphasizing type. Indeed the type of p is int*. I clearly prefer that emphasis and see it as important for using the more advanced parts of C++ well. The critical confusion comes (only) when people try to declare several pointers with a single declaration: int* p, p1; // probable error: p1 is not an int* Placing the * closer to the name does not make this kind of error significantly less likely. int *p, p1; // probable error? Declaring one name per declaration minimizes the problem - in particular when we initialize the variables. People are far less likely to write: int* p = &i; int p1 = p; // error: int initialized by int* And if they do, the compiler will complain.
  7. Qw3r7yU10p!

    STL again!

    Quote:Original post by Agony A possible alternative would be a deque. It's very similar, has random access, but can handle inserting at the beginning just as well as at the end, I believe. Remember though that the data is not contiguous and cannot be used where a function expects a C style array.
  8. http://students.cs.tamu.edu/jwf4661/441/dx/
  9. Qw3r7yU10p!

    Odd casting error

    Quote:Original post by Tera_Dragon How can I change the project settings to use ANSI with MSVS2005 beta? Make sure _UNICODE isn't defined. It's better to use _T() though as it'll work whether _UNICODE is defined or not. See this link for more info.
  10. you could overload it to mean something
  11. Qw3r7yU10p!

    forward declarations

    Unfortunately you shouldn't forward declare things from within the standard library. You'll have to #include <vector>. I find it best to put all library headers such as the standard library, boost, etc, into a precompiled header. It makes things much faster to compile. In related news, iostream is quite a heavy-weight header and the standard committee decided to include a forwarding header, iosfwd which is relatively lightweight.
  12. Qw3r7yU10p!

    Which is better suited for me: Python or Lua?

    Have you thought about writing the whole game in Python? If you're worried about speed check out Psyco (for Python). It's cool. It profiles your program while it's running, works out what needs optimising and does it if possible.
  13. I don't like the background. It distracts me. I turned it off and the page looked sooo much better to my mind. Post a small amount whenever you can. The initial glow of excitement of having a blog can quickly lead to feeling you need to post something worthwhile every time and eventually to not posting at all. If a jobs worth doing, it's worth doing badly. If you've got writers block write about what it's like to be blocked and what you're afraid of. All the best. Pete
  14. Qw3r7yU10p!

    STL reference book Suggestions

    Quote:Original post by AzCoder Josuttis See whether you can get a second hand copy if you're on a tight budget.... although there might not be many people wanting to sell.
  15. Qw3r7yU10p!

    'finally' in C++

    Quote:Original post by ShmeeBegek 2. There are pleanty [often much less intuitive and more expensive] things that you can forget to do with objects, such as using 'auto_ptr' in a container You shouldn't use auto_ptr in a container. In fact a good implementation won't allow you to as the standard forbids it. It will only lead to pain and sorrow.
  16. Qw3r7yU10p!

    'finally' in C++

    See Bjarne's FAQ: Why doesn't C++ provide a "finally" construct? Here's a snippet: Quote:In realistic systems, there are far more resource acquisitions than kinds of resources, so the "resource acquisition is initialization" technique leads to less code than use of a "finally" construct.
  17. Qw3r7yU10p!

    pointers and the *

    See Bjarne's FAQ Is int* p; right or is int *p; right? Both are "right" in the sense that both are valid C and C++ and both have exactly the same meaning. As far as the language definitions and the compilers are concerned we could just as well say ``int*p;'' or ``int * p;'' The choice between ``int* p;'' and ``int *p;'' is not about right and wrong, but about style and emphasis. C emphasized expressions; declarations were often considered little more than a necessary evil. C++, on the other hand, has a heavy emphasis on types...
  18. Qw3r7yU10p!

    STL - how much do you use it?

    I use it for everything. One con is the often long compilation error messages which can be a bit scary when you're learning. STLFilt is very useful for making them more readable.
  19. Qw3r7yU10p!

    Lightweight HTML Renderer?

    Dunno about lightweight but it is very comprehensive: Gecko edit: See Gecko Embedding Basics
  20. Qw3r7yU10p!

    What makes a wiki what it is?

    I would say the fundamental features of a wiki are the ability to easily edit pages of information and automatically create useful links between those pages.
  21. Pre-compiled headers are useful for headers which aren't changing. Put windows headers, stl, boost, opengl etc in a pch. You'll get big speed ups just from doing that. For you, every time you add a new class you'll have to recompile your whole project. Also it is likely you will end up with headers which don't work on their own as you will come to rely upon the file with forward declarations in it. So for anyone to use your file they will have to include at least two headers in their cpp, the header with the classes or functions they need and the header with forward declarations. This just isn't friendly and increases coupling. Every time you make a change in the forward declaration file, which shouldn't affect the user, they will have to recompile. Not good. They won't thank you for it. Make your headers simply self contained. Don't make them any more or less than they need to be to work. It takes little effort and in the long run is much better.
  22. Qw3r7yU10p!

    STL problem

    it could be that you haven't defined opeartor= correctly: class ClassXYZ { public: ClassXYZ& operator=(const ClassXYZ& other); }; note 'other' is passed by constant reference.
  23. In terms of design, have a read of The Bowling Game. You have quite a bit of repeated logic which could be extracted, condensed and cleaned up and, ultimately, made a lot clearer. I use CapitalLetters for functions/classes and lower_case or camelCase for variables.
  24. Qw3r7yU10p!

    struct vs class

    THERE IS NO DIFFERENCE, OTHER THAN DIFFERENT DEFAULT MEMBER ACCESS AND INHERITANCE TYPE Also see Unskilled and Unaware of It: How Difficulties in Recognizing One's Own Incompetence Lead to Inflated Self-Assessments. Also, my First Post!!! on these forums and how I came a cropper
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