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sindisil

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  1. Congrats on completing and releasing a book, Jazon! Quite an accomplishment. Out of curiosity, do you cover SDL 2.x or 1.2 in your book?
  2. I spend about half of my day job hours coding in C and C++ for embedded Linux. There, I primarily use vim/gdb/ctags/etc., mostly because of the specialized build environments and the need to flexibly build on remote servers. When I *do* choose to use an IDE, I've only found two for Linux that really work well for me: NetBeans and Eclipse. I'm not a big Eclipse fan (the other half of my day job is spent coding Java, where I avoid Eclipse like the plague), but CDT is probably the best overall editing experience for C++ (auto-complete, refactoring, etc. all work reasonably well). If only they'd drop the damn Workspace idiom already. At least CDT can work with makefiles, so I can work around some of its more annoying aspects when I need to. NetBeans is a close second to CDT, primarily because some of the features don't work quite as well and because NetBeans is missing some tools integration (e.g., valgrind). An example of a feature that doesn't work quite as well in NetBeans as in Eclipse CDT is the fact that, in NetBeans, semantic rename of a function parameter doesn't change the declarations, only the definition and uses -- CDT gets the declarations as well). OTOH, it's a much cleaner environment than Eclipse, and, since I often use it for Java work, it's one less set of key bindings I need to keep in memory. I've recently made a survey of the modern alternatives, looking at reasonably current versions of Code::Blocks, CodeLite, and KDevelop. None of them come close to NetBeans or Eclipse CDT at this time, IMHO. I do need to give a current version of QTCreator a shot, though. Last time I tried it, it didn't impress me much, but I know full well that apps can evolve rapidly. [edit: spelling and typos, oh my!]
  3. I do a lot of C programming. In C, goto is a good way to handle the cleanup code paths in a function, in much the same way that exceptions might be used in a language that supports exceptions. Beyond that, goto is very rarely useful to break out of an inner loop. The whole "never a goto" religion is rather sad. As with virtually any other language feature, they can be misused. Likewise, as with virtually any other language feature, they have their place.
  4. [quote name='Riven' timestamp='1304623426' post='4807045'] As the admin of JGO, I can tell you I fixed the bug that caused the captcha to be corrupt. Thanks for reporting and enjoy your stay! [/quote] Thanks, Riven! I can confirm that JGO registration process is working perfectly now.
  5. [quote name='EricTheRed' timestamp='1304618412' post='4807013'] I posted your message over at JGO. Thanks for the heads up. [/quote] Thanks much! I looked around over at JGO, but couldn't find a email addr - this seemed like the next best bet.
  6. I think I've seen folks here that are also active over on java-gaming.org, so hopefully someone will see this and let the board ops know that their registration page captcha is broken: no image is displayed. On the off chance it might work, I tried the speech version, but that's broken, as well.
  7. [quote name='Mike.Popoloski' timestamp='1296239837' post='4766288'] People only prefer C over C++ when they don't know how to write idiomatic C++ code. [/quote] That's simply not true. There are plenty of us who both know C++ well, and still prefer C. In my case, in fact, I think it's *because* I know C++ well that I prefer C. I've been coding in C since the early 80s, and C++ since around 1989 or 1990. I develop professionally using both (as well as other languages), and I can and do use C++ in an "idiomatic" way, including RAII, use of the stdlib, etc. I still very much prefer C over C++. In fact, it's not even close. Sure, there are things that I like about C++ in theory, but in practice, C++ is such a muddled and overcomplicated mess that I'd rather just avoid it. [quote]but trying to argue that C is somehow better in any situation other than a few niche domains is simply foolish ignorance or willful stupidity. [/quote] With all due respect, that's a rather simplistic and close minded attitude. They're tools, and, as such, suite individuals better or worse in turn.
  8. Or you could just use the shorter, official URL: http://allegro5.org/.
  9. Not that there's anything *wrong* with SFML, per se, but I'm not sure where you get the idea that Allegro is "getting a little outdated". Allegro 5 RC3 was released just a few days ago. It includes hardware acceleration and a new modular architecture. I'd say that Allegro is still *very* much worth considering.
  10. Quote:Original post by Ftn Better yet, why is macro needed? inline bool is_8byte_aligned(void const* pointer) { unsigned char const* char_pointer = reinterpret_cast<unsigned char const*>(pointer); return char_pointer == (char_pointer + 7) & ~size_t(7); } That's C++, not C (which is what the OP says they were asking about).
  11. Quote:Original post by bepawuca sindisil - Thanks for pointing that out about the references in AS3. My main problem here, though, isn't the memory issue - it's more that I would prefer not to need to keep passing the object to another every frame. Sure. So the mechanism I've outlined gets you exactly that. Quote: I guess I'd better just get used to AS3 and stop trying to use C++ everywhere. Yes. It is virtually always better to use a language idiomatically.
  12. Pass the player in to the enemy and save it in a member variable, perhaps in a set property, perhaps in a function called setTarget() - whichever floats your boat. In AS3, as in most managed languages, what you're really passing around are references to objects - in other words, pointers by another name. In pseudo-AS3: class enemy { private var _target:Player; function set target(player:Player):void { _target = player; } function update():void { if (_target != NULL) attack(_target); } }
  13. I personally use asserts for situations like this.
  14. Quote:Original post by nullsquared Ah, very nice plugin. Now, do you know of a free plugin that allows you to compile files under the same project simultaneously? I only know of a payed one. It's been quite some time since I've used VC++ EE, but can't you just add /MP to the additional command line options in your project properties to get parallel build of files within a project?
  15. For the languages themselves, each has a single book that is head and shoulders above everything else, at least IMHO: For C, "The C Programming Language, 2nd. Ed." (aka "The White Book", "The New Testament", "K&R2"), by Brian Kernighan & Dennis Ritchie. The standard by which all programming books should be judged. Covers tutorial and reference in a book about 1/2" thick. Expensive, but worth every penny. Co-authored by the inventor. For C++, "Accelerated C++: Practical Programming by Example" by Andrew Koenig and Barbara E. Moo. A little slow at the outset, if you're an experience programmer, but it teaches C++ as C++, rather than C, then ++. Of course, from a game programming point of view, that gets you only the barest of starts, as both books teach the standard language. IOW, no graphics, no sound; console I/O only. You can still write simple games, of course, but you'll need to spread your wings a bit to get "real" games written.