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  • Write magic bytes to the stack to monitor its usage

    - by tkarls
    I have a problem on an embedded device that I think might be related to a stack overflow. In order to test this I was planning to fill the stack with magic bytes and then periodically check if the stack has overflowed by examining how much of my magic bytes that are left intact. But I can't get the routine for marking the stack to work. The

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  • Stack & heap understanding question

    - by Petr
    Hi, I would really appreciate if someone could tell me whether I understand it well: class X { A a1=new A() //reference on the stack, object value on the heap a1.VarA=5; //on the stack - value type A a2=new A() //reference on the stack, object value on the heap a2.VarA=10; //on the stack - value type a1=a2; //on the

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  • Stack / base pointers in assembly

    - by flyingcrab
    I know this topic has been covered ad-naseum here, and other places on the internet - but hopefully the question is a simple one as I try to get my head around assembly... So if i understand correctly the ebp (base pointer) will point to the top of the stack, and the esp (stack pointer) will point to the bottom -- since the stack

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  • Event-based server-gameloop in a server based game

    - by Chris
    I know that this site is full of questions about fixed gameloops and variable gameloops and different types of threading. But I coult find barely nothing that is related to server loops. The server has no screen to draw on. It could just run as fast as possible, but of course this makes no sense. But should it really use single

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic();

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather

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  • Text based game in XNA

    - by Sigh-AniDe
    I want to create a text based game, where the player will type up,down, left or right and the sprite will move in that direction. I created the game and at the moment the player moves with the up,left,down and right keys. I would like to change the movement of the sprite from keypresses to text commands, Ive googled a lot on

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  • Determining the maximum stack depth

    - by Joa Ebert
    Imagine I have a stack-based toy language that comes with the operations Push, Pop, Jump and If. I have a program and its input is the toy language. For instance I get the sequence Push 1 Push 1 Pop Pop In that case the maximum stack would be 2. A more complicated example would use branches. Push 1 Push true If

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  • C++ stack in Objective-C++

    - by helixed
    I'd like to use a C++ stack type in Objective-C, but I'm running into some issues. Here's a sample of what I would like to do: #import <stack> #import <UIKit/UIKit.h> @interface A : NSObject { stack<SEL> selectorStack; } @end Unfortunately, this doesn't compile. After messing around with

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  • CIC 2010 - Ghost Stories and Model Based Design

    - by warren.baird
    I was lucky enough to attend the collaboration and interoperability congress recently. The location was very beautiful and interesting, it was held in the mountains about two hours outside Denver, at the Stanley hotel, famous both for inspiring Steven King's novel "The Shining" and for attracting a lot of

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player

    Read the article

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