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  • Load Texture From Image Content In Runtime

    - by Austin Brunkhorst
    Basically I wrote a world editor for a game I'm working on. Looking ahead, I was brainstorming ways to save the created world including the tile-sets (this game will rely on a tile engine). I was hoping to save the image data of each tile-set in the same file containing the tile positions, etc. and load the image data into a Texture with XNA. Is it possible? Something like this is what I'm going for. Texture2D tileset = Content.LoadFromString<Texture2D>("png tileset data");

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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • Make pygame's frame rate faster

    - by Smashery
    By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly decent, so my guess is that pygame is not using it. Does anyone know of any graphics/display options I need to set in pygame to make this faster? Or is this just something that I have to live with since I've chosen pygame?

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  • Investigate disk writes further to find out which process writes to my SSD

    - by zuba
    I try to minimize disk writes to my new SSD system drive. I'm stuck with iostat output: ~ > iostat -d 10 /dev/sdb Linux 2.6.32-44-generic (Pluto) 13.11.2012 _i686_ (2 CPU) Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 8,60 212,67 119,45 21010156 11800488 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 3,00 0,00 40,00 0 400 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 1,70 0,00 18,40 0 184 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 1,20 0,00 28,80 0 288 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 2,20 0,00 32,80 0 328 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 1,20 0,00 23,20 0 232 Device: tps Blk_read/s Blk_wrtn/s Blk_read Blk_wrtn sdb 3,40 19,20 42,40 192 424 As I see there are writes to sdb. How can I resolve which process writes? I know about iotop, but it doesn't show which filesystem is being accessed.

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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  • 'Invalid or corrupt kernel image' error while booting from USB stick

    - by steve
    I got the Ubuntu 11.10 32-bit edition and i used Unetbootin to write the ISO to a usb stick.After that i tried to boot from the stick,having changed the BIOS boot settings,and when the first interface shows up with the choices of istallation,whatever choice i select i got the message"invalid or corrupt kernel image".I use a netbook with windows 7 on it.I tried different usb sticks but same again.I also tried Universal USB installer instead of Unetbootin but same again.Any idea of what happens?I am using ASUS 1000H.The USB doesn't work in one more PC i tried to,but i also tried a second USB to both of the two computers and same again. I downloaded the ISO image once again and follow the same procedure but same again

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  • Object pools for efficient resource management

    - by GameDevEnthusiast
    How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating lots of small objects which often contain one pointer to some DirectX resource seems like an awful lot of waste. I'm thinking about: Creating a master look-up table to refer to objects by handles (for safety & ease of serialization), much like EntityList in source engine Creating a templated object pool, which will store items contiguously (more cache-friendly, fast iteration, etc.) and the stored elements will be accessed (by external systems) via the global lookup table. The object pool will use the swap-with-last trick for fast removal (it will invoke the object's ~destructor first) and will update the corresponding indices in the global table accordingly (when growing/shrinking/moving elements). The elements will be copied via plain memcpy(). Is it a good idea? Will it be safe to store objects of non-POD types (e.g. pointers, vtable) in such containers? Related post: Dynamic Memory Allocation and Memory Management

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  • Which opcodes are faster at the CPU level?

    - by Geotarget
    In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed. Bitwise Integer Addition / Subtraction Integer Multiplication / Division Comparison Control flow Float Addition / Subtraction Float Multiplication / Division Where you need high-performance code, C++ can be hand optimized in assembly, to use SIMD instructions or more efficient control flow, data types, etc. So I'm trying to understand if the data type (int32 / float32 / float64) or the operation used (*, +, &) affects performance at the CPU level. Is a single multiply slower on the CPU than an addition? In MCU theory you learn that speed of opcodes is determined by the number of CPU cycles it takes to execute. So does it mean that multiply takes 4 cycles and add takes 2? Exactly what are the speed characteristics of the basic math and control flow opcodes? If two opcodes take the same number of cycles to execute, then both can be used interchangeably without any performance gain / loss? Any other technical details you can share regarding x86 CPU performance is appreciated

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • Word 2010 is automatically cropping image being insterted

    - by truthseeker
    Word 2010 is automatically cropping image being insterted like this: The million dollar question is why? I have this problem only in this particular section of this document. There is no such problem in another sections of document. The one possibility how to display whole area of image is to use floating layout like the first image in presented screenshot. But this solution has disadvantage that I have to manually format image positions after changes in text before.

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  • Demonstration Image BIC2G for Partners (OBI, Exalytics, BI-Apps, and EPM)

    - by Mike.Hallett(at)Oracle-BI&EPM
    There is now available the new version of the VirtualBox Demonstration Image, "BIC2g 2012-10" for Partners; including support for OBI, Exalytics, BI Applications, and EPM Hyperion applications. This is a demonstration, training and POV image that contains BI/Exalytics, BI Applications, and EPM product (software). It was originally developed to support internal Oracle Exalytics training, and has been expanded to include BI Applications. It is an OVA virtual appliance that can be imported into VirtualBox. Details can be found in the BIC2g Partner Edition Exalytics Readme and BIC2g Partner Edition Deployment Guide, and it can be downloaded from the Partner FTP site at /static/BIC2G (see BI Solutions Engineering Partner Portal for connection information and further detail on Demonstration Images for Partners).

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  • Multithreading for a mixed-genre game in Python?

    - by arrogantc
    So here's the situation. I'm making a game that mixes two genres; arcade shooter and puzzler. They don't intertwine TOO much; all the interaction that really goes on is that every time an enemy is destroyed, a block is created. The blocks aren't even a part of the main collision detection system; they have their own more suited to their needs. What I want to ask is this; might it be a good idea to have the arcade shooter portion run on one thread, and the puzzle game portion run on another?

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  • Wubi "could not retrieve the required disk image"

    - by Marc
    I tried to download Ubuntu 12.04 through Windows Installer (Wubi), but I get this error message: An error occurred: Could not retrieve the required disk image For more information, please see the log file: c:\user(username)\adddata\local\temp\wubi-12.04-rev266.log I tried to locate the file, but I can't find it, it's probably hidden. I know there's already a similar question asked, but I don't understand proxy thing Downloading error "Could not retrieve the required disk image " I was wondering will I get this same problem if I download via USB stick or CD? I'm running Windows 7 on a laptop. I'm not tech-savvy, so I need clear answer please.

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  • What's a good starting point to learn about JIT compilers?

    - by davidk01
    I've spent the past few months learning about stack based virtual machines, parsers, compilers, and some elementary things about hardware architecture. I've also written a few parsers and compilers for C like languages to understand the generic parser/compiler pipeline. Now I'd like to take my understanding further by learning about optimizing compilers and JIT compilers but I'm having a hard time finding material at the right level. I don't yet understand enough to dive into a code base like PyPy or LuaJIT but I also know more than what most introductory compiler books have to offer. So what are some good books for an intermediate beginner like to me to look into?

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  • Recasting and Drawing in SDL

    - by user1078123
    I have some code that essentially draws a column on the screen of a wall in a raycasting-type 3d engine. I am trying to optimize it, as it takes about 10 milliseconds do draw a million pixels using this, and the vast majority of game time is spent in this loop. However, I don't quite understand what's occurring, particularly the recasting (I modified the "pixel manipulation" sample code from the SDL documentation). "canvas" is the surface I am drawing to, and "hello" is the surface containing the texture for the column. int c = (curcol)* canvas->format->BytesPerPixel; void *canvaspixels = canvas->pixels; Uint16 texpitch = hello->pitch; int lim = (drawheight +startdraw) * canvpitch +c + (int) canvaspixels; Uint8 *k = (Uint8 *)hello->pixels + (hit)* hello->format->BytesPerPixel; for (int j= (startdraw)*(canvpitch)+c + (int) canvaspixels; (j< lim); j+= canvpitch){ Uint8 *q = (Uint8 *) ((int(h))*(texpitch)+k); *(Uint32 *)j = *(Uint32 *)q; h += s; } We have void pointers (not sure how those are even represented), 8, 16, and 32 bit ints (h and s are floats), all being intermingled, and while it works, it is quite confusing.

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  • What zoomable image viewers are there for websites?

    - by tog22
    What zoomable image viewers are there? By these I mean tools that one can embed in a website to let a user zoom in on and pan around a high res image, a canonical example being http://www.zoomify.com/ (see the demo on their home page). Comments on them are welcome. I'm personally looking for something simple and cheap/free which ideally doesn't require Flash, and will accept the answer that comes closest to these requirements. But others who find this question may have different requirements, so all suggestions will be helpful. I have of course searched; I've found Zoomify, http://www.openzoom.org/ and http://code.google.com/p/galapix/ but none seem to meet my requirements, though I could be wrong and others may have more expert comments on these.

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • How to optimise mesh data

    - by Wardy
    So i have some procedurally generated mesh data and i want to reduce it down to its minimum number of verts. In case it matters this is a unity project. Working on the basis of a simple example, lets assume a typical flat surface of points 2 by 3. The point / vertex at [1,1] is used in many triangles. I've generated mesh for a voxel type engine that adds verts to a list based on face visiblility and now I want to remove all the duplicates. Can anyone come up with an efficient way of doing this because what i have is sooo bad its not even funny (and i don't even think it's logically correct) ... private void Optimize() { Vector3 v; Vector3 v2; for (int i = 0; i < Vertices.Count; i++) { v = Vertices[i]; for (int j = i+1; j < Vertices.Count; j++) { v2 = Vertices[j]; if (v.x == v2.x && v.y == v2.y && v.z == v2.z) { for (int ind = 0; ind < Indices.Count; ind++) { if (Indices[ind] == j) { Indices[ind] = i; } else if (Indices[ind] > j && Indices[ind] > 0) Indices[ind]--; } Vertices.RemoveAt(j); Uvs.RemoveAt(j); Normals.RemoveAt(j); } } } } EDIT: Ok i managed to get this (code sample above updated) to render an "optimised" set of verts but the UV data is all wrong now, which would make sense because i'm basically just removing any UV Vector that represents a UV coord for a removed vert and not actually considering what I need to do to "fix the tri" so to speak. The code now seemingly does work but its quite time consuming, still looking to further optimise.

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  • Fast software color interpolating triangle rasterization technique

    - by Belgin
    I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. I'm specifically interested in rendering small triangles, like the ones from this 100k poly dragon: As you can see, the method I'm using is not perfect either, as it leaves small gaps from time to time (at least I think that's what's happening). I don't mind using assembly optimizations. Pseudocode or actual code (C/C++ or similar) is appreciated. Thanks in advance.

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  • Why is my fresh install of 12.04 running slow?

    - by user75129
    Hey guys I'm a new linux user, I figured it would be the best for the laptop I just purchased because it's said to be faster than Windows 7. I'm currently dual-booting with Windows 7 Professial and Ubuntu 12.04. The laptop I am using is the LG X Note P210 Specs: Intel Core i5 470UM Dual Core clocked at 1.33GHz 12.5" HD LED LCD Screen at 1366 by 768 4GB DDR3 @ 1333 MHz RAM Integrated Intel HD Graphics Card 4 Cell Battery with 3150mAh It comes loaded Windows 7 Home Premium 64-Bit, it runs fine on that but my Ubuntu 12.04 runs slower than it and I don't understand why, it definitely has decent specs to run even a 64-bit operating system and do some gaming. Granted I know it's not the best but for a laptop it does the job so Ubuntu should work especially since it's said to make older units with worse specs run even better. I'm not all that familiar with coding and all so what are things I can do to optimize speed without overclocking? Boot up is fine, its program response time I believe, once Im in the actual OS, it lags, slows down, apps stop working, take forever to load up apps.

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  • Hosting advice for a write-heavy dynamic website

    - by Rahul Rawat
    I have built a website using PHP and MySQL and now I am looking for a hosting service. I am expecting about a 1000 users registering and about 5-10k pageviews/day in a week's time. So which host should I opt for? It will let users submit contents of type blobs and submit around 10 pictures per users. I hope that traffic will increase so can justhost's or bluehost's shared hosting serve that purpose or should I go for more dedicated ones. Basically the site is write heavy and there are average 2-3 MySQL queries per page and it is quite dynamic. So depending on these requirements which web hosting will be optimal for me.

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  • SEO on an existing platform

    - by Simon
    I'm given the task to increase user visits and conversions on for a recruitment website. Conversions would be interested job seekers submitting their CV. The manager would first like to increase the organic search results and optimize the website before starting with targeted campaigns. The problem is, they are using a proprietary recruitment software platform which I can barely add changes to. For example, the url's all look like dynamic url's without any semantic meaning and the markup is almost completely build automatically by that platform. I'm also confident that the lack of submitted CV's is due to a bad user experience of the website (no incentives or clear CTA to register) Besides optimizing the static texts and page titles, is there anything I can do? Thanks

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • Adsense ads are not a good fit for my site

    - by Ryan Grush
    I run an academic network for college students to communicate at particular universities and we run Google Adsense. The site pulls in a decent amount for a side project but our CTR is horrible <0.2% and our RPM is equally low. The problem lies in the fact that Google pegs us as an education site (which we are) but shows our users ads for U of Phoenix, Devry U and other for-profit universities. All of our users are students of the more higher-caliber institutions and therefore have no use for these ads. I've known about this problem for some time but I don't know what to do to show more relevant ads instead (i.e. Spring Break, school apparel, poker, sports, etc). What would be the best way to change this?

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  • Can I get a C++ Compiler to instantiate objects at compile time

    - by gam3
    I am writing some code that has a very large number of reasonably simple objects and I would like them the be created at compile time. I would think that a compiler would be able to do this, but I have not been able to figure out how. In C I could do the the following: #include <stdio.h> typedef struct data_s { int a; int b; char *c; } info; info list[] = { 1, 2, "a", 3, 4, "b", }; main() { int i; for (i = 0; i < sizeof(list)/sizeof(*list); i++) { printf("%d %s\n", i, list[i].c); } } Using #C++* each object has it constructor called rather than just being layed out in memory. #include <iostream> using std::cout; using std::endl; class Info { const int a; const int b; const char *c; public: Info(const int, const int, const char *); const int get_a() { return a; }; const int get_b() { return b; }; const char *get_c() const { return c; }; }; Info::Info(const int a, const int b, const char *c) : a(a), b(b), c(c) {}; Info list[] = { Info(1, 2, "a"), Info(3, 4, "b"), }; main() { for (int i = 0; i < sizeof(list)/sizeof(*list); i++) { cout << i << " " << list[i].get_c() << endl; } } I just don't see what information is not available for the compiler to completely instantiate these objects at compile time, so I assume I am missing something.

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