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  • Preprocessor Conditionals

    - by Mike
    I was wondering if it would be possible to have a define which changes values at some point in the code be used in a conditional. Basically something like this: //////////////////////////////////////////// SomeFile.cpp #define SHUTDOWN false while(window->isOpen()) { if(SHUTDOWN) window->close(); // Rest of the main loop } //////////////////////////////////////////// SomeOtherFile.cpp if(Escape.isPressed()) { #undef SHUTDOWN #define SHUTDOWN true } Thus causing the app to close. If it's not, would having a function like RenderWindow* getWindow() { return window; } and then calling if(Escape.isPressed()) getWindow()->close(); The best way to do it? I'd rather not go that route because the classes that are calling the key event are members of the class controlling the main loop and the window, so I'd have to set pointers to the containing class in the smaller classes to call getWindow() and it just seems like a more complicated method. But if I can't do it with preprocessor directives I'll just have to use pointers to the parent class.

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  • Game Objects Talking To Each Other

    - by PhilCK
    What is a good way of dealing with objects and having them talk to each other? Up until now all my games hobby/student have been small so this problem was generally solved in a rather ugly way, which lead to tight integration and circular dependencies. Which was fine for the size of projects I was doing. However my projects have been getting bigger in size and complexity and now I want to start re-using code, and making my head a simpler place. The main problem I have is generally along the lines of Player needs to know about the Map and so does the Enemy, this has usually descended into setting lots of pointers and having lots of dependencies, and this becomes a mess quickly. I have thought along the lines of a message style system. but I cant really see how this reduces the dependencies, as I would still be sending the pointers everywhere. Thanks. PS: I guess this has been discussed before, but I don't know what its called just the need I have.

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  • How would I use for_each to delete every value in an STL map?

    - by stusmith
    Suppose I have a STL map where the values are pointers, and I want to delete them all. How would I represent the following code, but making use of std::for_each? I'm happy for solutions to use Boost. for( stdext::hash_map<int, Foo *>::iterator ir = myMap.begin(); ir != myMap.end(); ++ir ) { delete ir->second; // delete all the (Foo *) values. } (I've found Boost's checked_delete, but I'm not sure how to apply that to the pair<int, Foo *> that the iterator represents). (Also, for the purposes of this question, ignore the fact that storing raw pointers that need deleting in an STL container isn't very sensible).

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  • Help with implementing a function to change size of dynamic array

    - by iRobot
    I'm trying to write a function that will change the size of a dynamic array to a new size. In my header file, I have: Image **images; //pointer to a dynamic array of image pointers int maximum; //size I want to do this by allocating a new array and copying the values over without changing their indices. If there are non-null pointers outside the range newmax, then we cant do this. So heres what I have: There are no compilation or runtime errors. However, I find that the new array isnt getting sized right. When I run the following test case: I should get an index out of bounds error, but instead the system lets it slide. Can anyone see the mistake? I've looked for hours but cant find anything.

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  • assigning a string to another string

    - by user1509676
    Why this code is not running? Why str1 is not assigned to str2 ?? I know i have an option of using strcpy but i wish to know the reason why this is not working?? #include<stdio.h> int main() { char str1[]="hello"; char str2[10]; str2=str1; printf("%s",str2); return 0; } Whereas if I use pointers than it works like here.. #include<stdio.h> int main() ( char *s="good morning"; char *q; q=s; while(*q!='\0') { printf("%c",*q); q++; } return 0; } This works. Now the string has been copied via pointers so why such difference??

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  • XNA Per-Polygon Collision Check

    - by user22985
    I'm working on a project in XNA for WP7 with a low-poly environment, my problem is I need to setup a working per-polygon collision check between 2 or more 3d meshes. I've checked tons of tutorials but all of them use bounding-boxes, bounding-spheres,rays etc., but what I really need is a VERY precise way of checking if the polygons of two distinct models have intersected or not. If you could redirect me to an example or at least give me some pointers I would be grateful.

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  • Using MVP, how to create a view from another view, linked with the same model object

    - by Dinaiz
    Background We use the Model-View-Presenter design pattern along with the abstract factory pattern and the "signal/slot" pattern in our application, to fullfill 2 main requirements Enhance testability (very lightweight GUI, every action can be simulated in unit tests) Make the "view" totally independant from the rest, so we can change the actual view implementation, without changing anything else In order to do so our code is divided in 4 layers : Core : which holds the model Presenter : which manages interactions between the view interfaces (see bellow) and the core View Interfaces : they define the signals and slots for a View, but not the implementation Views : the actual implementation of the views When the presenter creates or deals with views, it uses an abstract factory and only knows about the view interfaces. It does the signal/slot binding between views interfaces. It doesn't care about the actual implementation. In the "views" layer, we have a concrete factory which deals with implementations. The signal/slot mechanism is implemented using a custom framework built upon boost::function. Really, what we have is something like that : http://martinfowler.com/eaaDev/PassiveScreen.html Everything works fine. The problem However, there's a problem I don't know how to solve. Let's take for example a very simple drag and drop example. I have two ContainersViews (ContainerView1, ContainerView2). ContainerView1 has an ItemView1. I drag the ItemView1 from ContainerView1 to ContainerView2. ContainerView2 must create an ItemView2, of a different type, but which "points" to the same model object as ItemView1. So the ContainerView2 gets a callback called for the drop action with ItemView1 as a parameter. It calls ContainerPresenterB passing it ItemViewB In this case we are only dealing with views. In MVP-PV, views aren't supposed to know anything about the presenter nor the model, right ? How can I create the ItemView2 from the ItemView1, not knowing which model object is ItemView1 representing ? I thought about adding an "itemId" to every view, this id being the id of the core object the view represents. So in pseudo code, ContainerPresenter2 would do something like itemView2=abstractWidgetFactory.createItemView2(); this.add(itemView2,itemView1.getCoreObjectId()) I don't get too much into details. That just work. The problem I have here is that those itemIds are just like pointers. And pointers can be dangling. Imagine that by mistake, I delete itemView1, and this deletes coreObject1. The itemView2 will have a coreObjectId which represents an invalid coreObject. Isn't there a more elegant and "bulletproof" solution ? Even though I never did ObjectiveC or macOSX programming, I couldn't help but notice that our framework is very similar to Cocoa framework. How do they deal with this kind of problem ? Couldn't find more in-depth information about that on google. If someone could shed some light on this. I hope this question isn't too confusing ...

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  • Interesting links week #6

    - by erwin21
    Below a list of interesting links that I found this week: Frontend: Understanding CSS Selectors Javascript: Breaking the Web with hash-bangs HTML5 Peeks, Pokes and Pointers Development: 10 Points to Take Care While Building Links for SEO View State decoder ASP.NET MVC Performance Tips Other: Things to Remember Before Launching a Website Tips and Tricks On How To Become a Presentation Ninja 10 Ways to Simplify Your Workday Interested in more interesting links follow me at twitter http://twitter.com/erwingriekspoor

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  • Outsourcing a private project: can it be done?

    - by Stafford Williams
    I'm an employed software designer/developer/analyst/monkey and I'm pondering the possibility of outsourcing the coding component(s) of some private(ly funded) projects. I have never used outsourcing before and am hesitant due to the contractors i've seen in the workplace that seem to have a reverse relationship on renumeration vs results/quality. Has anyone had any luck with outsourcing private coding jobs and can you offer any pointers?

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  • Interesting links week #7

    - by erwin21
    Below a list of interesting links that I found this week: Frontend: HTML5 Peeks, Pokes and Pointers HTML 5 Markup that Gracefully Degrades Mobile Sites vs. Media Queries Development: Register your HTTP modules at runtime without config mobl - Open Source Language For Mobile Development PageMethod an easier and faster approach for Asp.Net AJAX Interested in more interesting links follow me at twitter http://twitter.com/erwingriekspoor

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  • Can someone help with indexing issues

    - by user631249
    Hi all I am on the first page of google for keywords concerned with MOVING, however i cant seem to break the carpet cleaning rankings. I have made changes and additions which havent been indexed yet. Should i wait for the run or please please can someone give me pointers on the carpet cleaning indexing. Also i have 53pages submitted and only 38 indexed, where could the problem be. Is there software to check indexing hiccups . Thanks.

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  • tunnel effect cocos2d

    - by samfisher
    I am looking to create a similar tunnel effect in COCOS2D (iOS). Could anyone suggest any pointers? ref Video 1 ref Video 2 Till now I have tried with several ring shape sprites with decreasing scale and positioned center to a same point and keeping Z decreasing as well for each smaller sprite. With that, animating it with CCScaleTo and changing the size to 2.0 with animation duration but it does not come anyway near to the tunnel effect shown in the reference. Thanks, sam

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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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  • How are video card\graphics drivers written exactly? [closed]

    - by Bigyellow Bastion
    I was thinking, since I want an application layer for my operating system, how or what would be the best way to write, or better understand how to write, my own graphics device drivers or software to enable application layered software to request data through my graphics system (I.e. windows, icons, mouse pointers). I don't need every little detail, I'd just like some possible insight on the procedure one may accomplish this feat in, perhaps the best way to understand the interaction between the graphics GUI rendering software to the hardware interaction directly, and the application software requesting the graphics driver itself.

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  • Math > Logic for a Logarithmic Score Meter

    - by oodavid
    I'm trying to implement a score meter whereby I specify a maximum value (say 15,000) and I can render values on it in a logarithmic manner ie: +------+---+--+-++ +------+---+--+-++ |== | |====== | +------+---+--+-++ +------+---+--+-++ 200 pts 1,000 pts +------+---+--+-++ +------+---+--+-++ |============= | |================| +------+---+--+-++ +------+---+--+-++ 5,000 pts 15,000 pts + The upper bound needs to be variable, and need to be able to convert a score to a percentage, using the above mockup as an example: score2pct(15000, 200) = 0.2 score2pct(15000, 1000) = 0.4 score2pct(15000, 5000) = 0.8 score2pct(15000, 15000) = 1 Does anyone have any pointers for me?

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  • Indexing and Page Ranking Issues

    - by user631249
    Hi all I am on the first page of google for keywords concerned with MOVING, however i cant seem to break the carpet cleaning rankings. I have made changes and additions which havent been indexed yet. Should i wait for the run or please please can someone give me pointers on the carpet cleaning indexing. Also i have 53pages submitted and only 38 indexed, where could the problem be. Is there software to check indexing hiccups . Thanks.

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  • I want to learn to program in SDL C++where do i start? I want to learn only what i need to to start making 2d games [on hold]

    - by user2644399
    Lazyfoo of Lazyfoo.net of the SDL 2d tutorial wrote that in order for me to start game programming in SDL, I need to know these concepts well; Operators, Controls, Loops, Functions, Structures, Arrays, References, Pointers, Classes, Objects how to use a template and Bitwise and/or. I want to know the fastest way to learn as much as I need of basic c++ that would allow me to make 2d games. Thanks in advance.

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  • Is this paragraph in Code Complete 2 backwards, or am I misunderstanding it?

    - by user828584
    In chapter 13, when talking about pointers, there is a paragraph: Sometimes, however, you would like to have the semantics of pass by reference—that is, that the passed object should not be altered—with the implementation of pass by value—that is, passing the actual object rather than a copy. It seems like the author made a mistake and mixed the two up. Is this true, or am I not understanding what he's saying correctly?

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  • Why do we need a format for binary executable files

    - by user3671483
    When binary files (i.e. executables) are saved they usually have a format (e.g. ELF or .out) where we have a header containing pointers to where data or code is stored inside the file. But why don't we store the binary files directly in the form of sequence of machine instructions.Why do we need to store data separately from the code?Secondly when the assembler creates a binary file is the file is among the above formats?

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  • Touch pad 2 finger scroll not working

    - by user31984
    I purchased a new Samsung Series 7 laptop, Model: 700Z5B to be exact. I have everything working great using Ubuntu 11.10, the only issue is that the 2 finger scroll on the track pad does not work. Does anyone have any pointers for what I need to do to configure it. I've looked around on the forums and have not found anything that has worked yet. I don't even see the trackpad options under the mouse and touchpad settings area.

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  • File system with chained clusters

    - by Maki Maki
    I'm trying to create school file system with partitions on disks, every partition has its cluster for her representation. typedef unsigned long ClusterNo; const unsigned long ClusterSize = 2048; int x, y ;//x ,y are entries for two-chained lists of clusters if (endOfFile<maxsize// { ... { pointer = KernelFS::searchFreeCluster(partitionPointer->letter) " How can I initialize the beginning for two clusters, their pointers to be 32 bits?

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