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From: <or...@vp...> - 2003-07-30 00:50:43
|
OROSZI Balázs wrote: > I have Unreal Tournament, and I have recently made some screenshots with > both the Direct3D renderer, and both the OpenGL renderer. I made them > only for comparison for myself, later I realised, that they also might > come in handy for this thread. UT version is 4.36, and I downloaded the > new OpenGL driver for UT from > http://cwdohnal.home.mindspring.com/utglr/ > > So, here are the results: > http://bigbrother.vac.hu/~einstein/unreal/ All right, I have extended them with the software renderer verisons of the same shots (*_SWR.jpg). Here are it's settings (a bit tweaked by me): [SoftDrv.SoftwareRenderDevice] Translucency=True VolumetricLighting=True ShinySurfaces=True Coronas=True HighDetailActors=True HighResTextureSmooth=True LowResTextureSmooth=True FastTranslucency=False DetailTextures=True So, as an alternative, you can still write a software renderer instead of using D3D or OGL at all. Good luck :) (BTW, who sais that UT doesn't have a decent software renderer? - It makes 20 FPS at least...) (Celeron 433 running at 540 MHz, 256 MB RAM, GeForce2 MX400 32MB) Have fun! -- Greetings, Balázs |
|
From: <or...@vp...> - 2003-07-30 00:16:39
|
Hi! I have Unreal Tournament, and I have recently made some screenshots with both the Direct3D renderer, and both the OpenGL renderer. I made them only for comparison for myself, later I realised, that they also might come in handy for this thread. UT version is 4.36, and I downloaded the new OpenGL driver for UT from http://cwdohnal.home.mindspring.com/utglr/ So, here are the results: http://bigbrother.vac.hu/~einstein/unreal/ The filenames are obvius. I saved them in nearly best quality JPG (90 setting in IrfanView). The text on the shots is Hungarian though, but you should also notice the framerates. "Átlag" on the right means "Average" and "Utolsó másodperc" means "Last second". Also, I tried to set up both drivers for maximum quality through the UnrealTournament.ini file. Here are the settings for the OpenGL driver: [OpenGLDrv.OpenGLRenderDevice] Translucency=True VolumetricLighting=True ShinySurfaces=True Coronas=True HighDetailActors=True DetailTextures=True FastTranslucency=False VertexLighting=True UseTNT=False UseTrilinear=True UseS3TC=False UseAA=False UseVertexProgram=False UseCVA=False ColorizeDetailTextures=False DetailClipping=False UseVertexSpecular=True LODBias=0.000000 MaxAnisotropy=0 SupportsLazyTextures=True GammaOffset=0.420000 NumAASamples=0 SwapInterval=0 UseMultiDrawArrays=True UseSSE=2 AAFilterHint=0 TexDXT1ToDXT3=True DynamicTexIdRecycleLevel=100 UseTexPool=True UseTexIdPool=True BufferClippedActorTris=True SinglePassDetail=True UseDetailAlpha=True NoFiltering=False UseFilterSGIS=False Use4444Textures=False UseAlphaPalette=True UsePrecache=False AlwaysMipmap=True ShareLists=True UseMultiTexture=True MaskedTextureHack=False MaxTMUnits=0 And for the D3D driver: [D3DDrv.D3DRenderDevice] Translucency=True VolumetricLighting=True ShinySurfaces=True Coronas=True HighDetailActors=True UseMipmapping=True UseTrilinear=True UseMultitexture=True UsePageFlipping=True UsePalettes=True UseFullscreen=True UseGammaCorrection=True DetailTextures=True Use3dfx=False UseTripleBuffering=True UsePrecache=False Use32BitTextures=True DescFlags=1 dwDeviceId=272 dwVendorId=4318 UseVSync=False Description=NVIDIA GeForce2 MX/MX 400 (Omega 9M 1.4345) Use32BitZBuffer=True UseVertexFog=True UseAGPTextures=False UseVideoMemoryVB=False I hope at least this stuff will be entertaining. Bye. -- Greetings, Balázs |
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From: Tom C. <jat...@nt...> - 2003-07-29 22:33:36
|
Hi Paul, PDvZ> It appears I'm still having problems... I thought they were gone. TC > TC > Have you tried what I suggested on Sunday? PDvZ> PDvZ> Nope, haven't tried that yet. It's not quite clear to me how this PDvZ> would benefit anything, or how to implement it even :) PDvZ> PDvZ> How can I declare a class's member function outside of the class? PDvZ> The member function I'm having problems with isn't inlined, the PDvZ> implementation of it resides in a .cpp file... only the declaration is PDvZ> in the header file, so I think I shouldn't have any problems with PDvZ> separate definitions anyway... or am I wrong here? I know it sounds an unlikely workaround, but it solved a similar problem I had. Hopefully it will for you, too. You simply place the implementation of your member function, Parse, in a header file called, say, configparser_parse.h, instead of the CPP file you say it currently resides in, and then write '#include "configparser_parse.h"' at the bottom of the header file containing the class definition (but within its inclusion guard). With luck, the linker stops complaining. Here's a link to a page that provides a bit more information: http://www.comeaucomputing.com/techtalk/templates/#whylinkerror --Tom |
|
From: P.D. v. Z. <pa...@my...> - 2003-07-29 20:50:46
|
:'(
It appears I'm still having problems... I thought they were gone. It
compiled fine once using
ConfigParser cp;
cp.Parse<Config>("blah", this, &Config::func);
But now I try to use it in some other class as well (the call to
ConfigParser::Parse), and I get linker errors for both the calls...
[Linker error] undefined reference to `void
ConfigParser::Parse<Language>(std::string const&, Language*, bool
(Language::*)(ConfigLine const&))'
[Linker error] undefined reference to `void
ConfigParser::Parse<Config>(std::string const&, Config*, bool
(Config::*)(ConfigLine const&))'
So once again I'm stumped. I tried your suggestion:
ConfigParser cp;
cp.template Parse<Config>("blah", this, &Config::func);
Which compiles as well, but still gives me linker errors. Maybe I
should've studied templates a bit more before trying to use them :P
-----Original Message-----
From: dev...@li...
[mailto:dev...@li...] On Behalf Of Hossein
Haeri
Sent: Sunday, July 27, 2003 8:49 PM
To: dev...@li...
Subject: RE: [Dev-C++] Template member function (C++ obviously)
Hi Paul,
> So THAT's what I was doing wrong! *slaps forehead*
Ouch! Don't be that furious! It doesn't kill you if it goes wrong!
> I don't have much experience with template member functions yet, it's
> the first time I've used it in a real project. ...
You will obtain much experience just by experiment, Inshaallaah. Keep on
man!
> I called the function as
> follows (from within a member function of the Config class):
>
> ConfigParser cp;
> cp.Parse("somefile.conf", this, &Config::ConfigData);
>
> Which apparently should have been:
>
> ConfigParser cp;
> cp.Parse<Config>("somefile.conf", this, &Config::ConfigData);
Hmmm... It seems that it is not complete yet! Does it work on your
compiler? I will be astonished hearing that MSVC++6 can conclude the
template parameter using the return type. According the citation I made
from TC++PL:Spec, the flawless version should be like this:
cp.template Parse<Config>("somefile.conf", this, &Config::ConfigData);
Furthermore, it seems that something is going wrong here. According to
the Standard, Template parameters could not be deduced using the return
type, but the compilers are supposed to have the ability of deducting
the parameter type using the arguments. (This is explicitly mentioned in
TC++PL as well.) Now, does it have any problem with deducting the
template parameter type using the arguments? Could you please rewrite
the template function's skeleton?
> ... But anyway, thanks a lot! Now I can continue with my (much too
> time-consuming) little project :)
You'r welcome! There is no need to thanks! This is a friendly mailing-
list.
Regards,
--Hossein
--
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From: Graham D. <g.d...@nt...> - 2003-07-29 20:15:16
|
Actually, I thought your first answer was absolutely correct. Hardly anything in the original post suggested that tho OP was trying to implement conversion operators. The OP asked about overloading operator() and the sample code showed an attempt to overload operator(), since there were two sets of parentheses shown, and the word operator came after the type. When I read it, I assumed that this was simply an inappropriate use of operator() to do some type conversion. I.e. I though that the intent was to use it as: CNumber n; char c = n(); // attempt to call char CNumber::operator()(); long l = n(); // attempt to call long CNumber::operator()(); Doomed to failure, of course, because, as you pointed out, you can't overload on return type and also because using operator() in this way is wholly inappropriate. Abhijit Shylanath wrote: >>operator unsigned char() >> >>The return value is the type. >> >> > >Okay, so my post (argument list should be different, not return type) isn't >valid, I guess. Sorry. > >-- >Abhijit Shylanath >Homepage: http://mudeth.tripod.com/ > > > >------------------------------------------------------- >This SF.Net email sponsored by: Free pre-built ASP.NET sites including >Data Reports, E-commerce, Portals, and Forums are available now. >Download today and enter to win an XBOX or Visual Studio .NET. >http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >_______________________________________________ >Dev-cpp-users mailing list >Dev...@li... >TO UNSUBSCRIBE: http://www23.brinkster.com/noicys/devcpp/ub.htm >https://lists.sourceforge.net/lists/listinfo/dev-cpp-users > > > |
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From: Smurf, P. <smu...@xs...> - 2003-07-29 19:14:35
|
Hi, I'm a beginner too and I think DevCPP is perfect for beginners. For two reasons its free and not bloated. The bloat of Visual Studio may confuse you and Visual Studio is more directed towards Win32 development then pure c/c++. As for books. I am using my self Teach your self C in 24 hours. Which is good but a bit dry. I mean its all info and examples and no fillers or something like that. Some people may prefer books like this. I manage with it. Its starts very easy and builds up slowly. However if money is a problem you can find a lot of good free C/c++ books on the net. Just google for it. (hint: mindview). -----Original Message----- From: dev...@li... [mailto:dev...@li...]On Behalf Of Andrew Fling Sent: dinsdag 29 juli 2003 14:49 To: dev...@li... Subject: [Dev-C++] newbie I'm looking to teach myself C. I have basic to intermediate experience in HTML, PHP, CSS, ActionScript and JavaScript. Is Dev-C++ the right tool for me to start with? Also, can anyone recommend a good beginner's book on C. Thanks ---------------------------------------------------------------------------- -- The new MSN 8: smart spam protection and 2 months FREE* ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 _______________________________________________ Dev-cpp-users mailing list Dev...@li... TO UNSUBSCRIBE: http://www23.brinkster.com/noicys/devcpp/ub.htm https://lists.sourceforge.net/lists/listinfo/dev-cpp-users |
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From: Esteban V. <est...@ho...> - 2003-07-29 18:51:10
|
Hi, which is the ostream manipulator to printf the direction of a varible ?
In C it can be obtained by the next sentence...
int var;
...
printf("%p", &var);
bye, Esteban
|
|
From: Per W. <pw...@ia...> - 2003-07-29 18:46:26
|
It is valid in the sense that a class shouldn't implement a lot of type
conversions just because it can. It should still be up to the user to
perorm any typecasts from int to xx.
Normally, operator type() is used to perform type-conversions that may not
be performed by a single type-cast - converting an integer to a string, or
an object that encapsulates several sub-objects, for example:
class CSurfInfo;
class CVec3;
class CTransform;
class C3DObject {
public:
operator CSurfInfo&();
operator CTransform&();
operator CVec3&();
};
C3DObject *pObj;
...
setSurface((CSurfInfo*)*pObj);
/Per W
On Tue, 29 Jul 2003, Abhijit Shylanath wrote:
> > operator unsigned char()
> >
> > The return value is the type.
>
> Okay, so my post (argument list should be different, not return type) isn't
> valid, I guess. Sorry.
>
> --
> Abhijit Shylanath
> Homepage: http://mudeth.tripod.com/
>
>
>
> -------------------------------------------------------
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From: Abhijit S. <mu...@gm...> - 2003-07-29 17:41:06
|
> operator unsigned char() > > The return value is the type. Okay, so my post (argument list should be different, not return type) isn't valid, I guess. Sorry. -- Abhijit Shylanath Homepage: http://mudeth.tripod.com/ |
|
From: Michal M. <mol...@se...> - 2003-07-29 17:38:30
|
> is there any place where can I find vUpdate 1.617 source? I've looked > into CVS but there is only 1.614 version. I want to make the window > bigger :-). nobody knows? > BTW. I've created SDL_ttf and SDL_mixer DevPaks: > http://molhanec.net/SDL_ttf.DevPak > http://molhanec.net/SDL_mixer.DevPak i've created also devpaks for glaux, gstream and gdbm, available at: http://molhanec.net/devpaks.php maybe I can put it on some official place? (is there some repository?) (warning: devpaks are not very tested, if you try them send me please report if they work) |
|
From: Andrew F. <dwa...@ho...> - 2003-07-29 12:48:38
|
<html><div style='background-color:'><DIV></DIV><BR>I'm looking to teach myself C. I have basic to intermediate experience in HTML, PHP, CSS, ActionScript and JavaScript. Is Dev-C++ the right tool for me to start with? Also, can anyone recommend a good beginner's book on C.<BR>Thanks<BR> <DIV> </DIV> <DIV></DIV> <DIV> </DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV> <DIV></DIV></div><br clear=all><hr>The new <a href="http://g.msn.com/8HMIENUS/2737??PS=">MSN 8:</a> smart spam protection and 2 months FREE* </html> |
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From: Ioannis V. <iv...@em...> - 2003-07-28 20:16:30
|
> -----Original Message----- > From: dev...@li... > [mailto:dev...@li...] On Behalf > Of Marc Heiligers > Sent: Monday, July 28, 2003 8:13 PM > To: dev...@li... > Subject: [Dev-C++] Overloading ()() > > unsigned char operator()() operator unsigned char() The return value is the type. Ioannis Vranos * Programming pages: http://www.noicys.freeurl.com * Alternative URL 1: http://run.to/noicys * Alternative URL 2: http://www.noicys.cjb.net |
|
From: Abhijit S. <mu...@gm...> - 2003-07-28 18:31:47
|
> I have noticed that with most user groups. E-mail is very slow put > against if our user group was instead a forum. Depending on e-mail There is a forum... http://sourceforge.net/forum/forum.php?forum_id=48211 But it seems to have very little personality, `nobody' seems to post everything. Besides that, I have a dial-up connection, and I'm more comfortable using my mail-client for these purposes rather than a web-page. -- Abhijit Shylanath Homepage: http://mudeth.tripod.com/ |
|
From: Abhijit S. <mu...@gm...> - 2003-07-28 18:13:29
|
> unsigned char operator()()
> {
> return (unsigned char) m_n;
> };
> long operator()()
> {
> return (long) m_n;
> };
> };
>
> Compiling this tells me that the () operators cannot be overloaded! If I
> remove one of them, then it compiles just fine. Are you going to tell me
> that I can only overload the () operator once?
Overloading is having a different parameter list, not different return
values. Here, you have the same parameter list, so the compiler generates
the same signature. That's why the error.
You should have only one operator, which returns the actual type of m_n. It
is up to the user of the class to cast it. This way, you ensure that the
end-user knows that he's casting, and knows that he can get into trouble
that way.
--
Abhijit Shylanath
Homepage: http://mudeth.tripod.com/
|
|
From: Daniel K. O. <dan...@ya...> - 2003-07-28 17:44:22
|
>gamedev.net? > >Specifically, for OpenGL, see >http://nehe.gamedev.net/ > >Also, for 2D, you might want to try using Allegro (see http://www.allegro.cc >and http://alleg.sourceforge.net - not sure about the second one). This is a >cross-platform library for graphics, sound, input, timing, etc. Used in >conjunction, you can very easily port your code across different platforms. >Allegro does use DirectDraw on Windows, if it's available. > >-- >Abhijit Shylanath >Homepage: http://mudeth.tripod.com/ > > > Plus: for newbies, check out the OpenGL and SDL tutorials at http://cone3d.gamedev.net/cgi-bin/index.pl Daniel K. O. |
|
From: Marc H. <ma...@e-...> - 2003-07-28 17:14:04
|
Hi All,
I am developing a class for use as a type. So let's imagine the following
scenario (this example is contrived and not useful in any way, but it
shorter than the code for my class):
class CNumber
{
public:
CNumber(int n = 0) : m_n(n) {};
virtual ~CNumber() {};
unsigned char operator()()
{
return (unsigned char) m_n;
};
long operator()()
{
return (long) m_n;
};
private:
int m_n;
};
Compiling this tells me that the () operators cannot be overloaded! If I
remove one of them, then it compiles just fine. Are you going to tell me
that I can only overload the () operator once?
__________________________________
Marc Heiligers
|
|
From: David M. <ci...@ya...> - 2003-07-28 16:55:50
|
Sorry if this is a repeat of someone else's post but I am in the same position and recently came across this article. http://www.gamedev.net/reference/articles/article1775.asp --- Abhijit Shylanath <mu...@gm...> wrote: > > > DirectX is used by many many people and organisations. > Microsoft recently > > removed themselves from the OpenGL consortium (or > whatever its > > called) as a > > side note. > > All the more reason to do OpenGL! :-) > > Microsoft pulled out because OpenGL was challenging its > monopoly. Even from > a neutral (non-anti-M$) view, one has to agree that > OpenGL is usually the > most efficient, stable, and widely-supported. If you had > a choice between > having your graphics code compile only on one platform, > versus having it > compile with few changes on two, which would you go for? > > One thing that amuses me was that before DirectX was such > hot property, M$ > used to distribute OpenGL screen-savers along with > Windows. It just goes to > show their monopolistic ideals that even with OpenGL > being good enough for > them to use to make screen-savers for Windows, they > decided to go ahead with > Direct3D... not to create a better API, but to create an > MS API. > > > > > I reckon DirectX is the way to go, you know 2D > programming and Dx > > has (had) > > a 2D component, which is now part of Direct3D. > > > > Check out GamesDev.Net > > gamedev.net? > > Specifically, for OpenGL, see > http://nehe.gamedev.net/ > > Also, for 2D, you might want to try using Allegro (see > http://www.allegro.cc > and http://alleg.sourceforge.net - not sure about the > second one). This is a > cross-platform library for graphics, sound, input, > timing, etc. Used in > conjunction, you can very easily port your code across > different platforms. > Allegro does use DirectDraw on Windows, if it's > available. > > -- > Abhijit Shylanath > Homepage: http://mudeth.tripod.com/ > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Free pre-built ASP.NET > sites including > Data Reports, E-commerce, Portals, and Forums are > available now. > Download today and enter to win an XBOX or Visual Studio > .NET. > http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 > _______________________________________________ > Dev-cpp-users mailing list > Dev...@li... > TO UNSUBSCRIBE: > http://www23.brinkster.com/noicys/devcpp/ub.htm > https://lists.sourceforge.net/lists/listinfo/dev-cpp-users ===== Signed David Mcken Life Sucks Live with it __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com |
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From: <or...@vp...> - 2003-07-28 14:39:36
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Luc-Etienne Brachotte wrote: > Thank you, but even with winver, I get the messages > > undefined reference to `GetFileVersionInfoSizeA@8' > undefined reference to `GetFileVersionInfoA@16' > > I have no problem with the other API functions. Well this error is different. Is this the ONLY error you get? If so, then you have only a linker error, which means that you have the function's definition, but you miss a library. Try linking to libversion.a, with the -lversion linker flag. -- Greetings, Balázs |
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From: Luc-Etienne B. <Luc...@wa...> - 2003-07-28 09:02:03
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You are right: within the DevCpp, if you use --kill-at, you see this option in the command line, but get the error: unrecognized option `-fkill-at' -----Message d'origine----- De=A0: dev...@li... [mailto:dev...@li...] De la part de Vladimir Olenin Envoy=E9=A0: vendredi 18 juillet 2003 16:23 =C0=A0: dev...@li... Objet=A0: [Dev-C++] Dev settings to remove @ symbol from dll exported functions - please, help! Hi, everyone! Fairly trivial question - how to remove @ symbol from exported dll=20 functions. To be more exact, what flags should be set _inside_ DevC. I'm using MinGW 2.0 with DevC and have no problem removing it if compiling=20 from command prompt with gcc (--kill-at works). But for some reason i=20 absolutely can't do that if compiling from inside DevC - looks like all=20 compiler/linker settings are just ignored (though, well, not really=20 ignored - i see them all in generated Makefile, but --kill-at for some=20 reason is ignored by dllwrap.exe tool DevC is using by default in its=20 generated Makefile). So, I managed to remove @ symbols using gcc.exe -shared -Wl, --kill-at=20 flags, but the same flag doesn't work for dllwrap tool. Any help would=20 be greatly appreciated! vlad |
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From: David M. <ci...@ya...> - 2003-07-27 22:27:55
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Whew, long e-mail.
Some interesting ideas there. You are right I am not too
familar with the
STL. I have a question though. What is the difference
between passing a
refrence and passing a const refrence? Is that to ensure
that the original
can never be changed(as would happen of I passed by value)?
My other comment is that current_players is a member of
pc_char. It is
static and thus shared by all instances of pc_char. So I am
guessing the
function signature stays the same.
From the looks of it using for_each may not be worth it
especially since the
function is not finished. What has to be added to this
function is a check
to make sure the write_to_player is not called for the
object invoking
write_to_all_pc (We don't want the message being sent to
the person who is
sending it). Would something like this work? (or rather is
it reccomended?)
void pc_char::write_to_all_pc(const string& to_send, bool
add_eoln)
{
for(map<string, pc_char *>::iterator i =
current_players.begin();
i != current_players.end(); ++i)
if((*i).second != this)
(*i).second->write_to_player(to_send, add_eoln);
}
With respect to the books. I will look into getting my
hands on a copy.
Thanks ALOT!
David Mcken
----- Original Message -----
From: "Hossein Haeri" <ult...@em...>
To: <ci...@ya...>
Sent: Sunday, July 27, 2003 4:07 PM
Subject: Re: [Dev-C++] Optimizing using the STL
> David,
>
> > Some interesting comments. (I know I need to increment
the
> > iterator, I
> > forgot that when I sent this e-mail). So far the only
> > optimization that
> > would be applicable is the passing by refrence. This
> > program is
> > multi-threaded so even though I could use mutexes, etc.
to
> > prevent the
> > string from changing between calls to write_to_player I
> > would rather not
> > have that headache. If you are wondering I plan to put
the
> > map in a
> > Read-write mutex (the only time that map changes is
when a
> > player logs in or
> > logs out).
>
> Consider the following if you want to adhere to your own
handcraft
> loop:
>
> void pc_char::write_to_all_pc(const string& to_send, bool
add_eoln)
> {
> for(map<string, pc_char *>::iterator i =
current_players.begin();
> i != current_players.end(); ++i)
> (*i).second->write_to_player(to_send, add_eoln);
> }
>
>
> It is a truly mentioned tip that you must prefere using
references
> to constants instead of passing arguemnts by value. But,
I presume that
> you know that it "may" not have any effect to the
underlying code
> generated by the compiler, as in most of the modern C++
> implementations, std::string is implemented using
reference-counted
> smart pointers. But it is not wise, anyway, to rely on
this fact. Keep
> on using that cute refernce to const!
>
> Another point is that I have placed "i" to lie inside the
loop body to
> optimise the lifetime issues. It is not needed outside!
>
> And the last point is that I have chosen preincrementing
the loop index
> to the postincrementing it. I hope you know how much this
can save you!
>
> Furthermore, it seems to me that the "current_players"
map is not a
> data member of pc_char. If I'm right, it means that,
according to the
> Const-Correctness issues you must change the function
signature to the
> following:
>
> void pc_char::write_to_all_pc(/*The same parameters*/)
const;
>
> As this member function is not mutating the internal
status, so it must
> be qualified const.
>
> > > I was hoping to use for_each but kept coming across
the
> > > problem of "How the hell am I going to pass the
arguments
> > > to write_to_player?"
>
> It is not that hard! It is enough to write a unary
function object that
> serves the action you need for a given object of the
desired type
> (using a member function invokation).
>
> E.g., consider the following:
>
> class write_to_all_pc_fun
> : public std::unary_function<pc_char, void>
> {
> public:
> write_to_all_pc_fun(const string& to_send, bool
add_eoln)
> : ts(to_send), aeoln(add_eoln) {}
> void operator () (pc_char& p) {p.write_to_all_pc(ts,
aeoln);}
> private:
> string ts;
> bool aeoln;
> };
>
> Now you could use std::for_each like this:
>
> void pc_char::write_to_all_pc(const string& to_send, bool
add_eoln)
> {
> std::for_each(
> current_players.begin(),
> current_players.end(),
> write_to_all_pc_fun(to_send, add_eoln));
> }
>
> To be honest, this is not the neatest solution! In fact,
the best
> solution is to either combine the gadgets like
std::mem_fun1_ref and
> the binders, or use Boost stuff in Lambda Library
> (http://www.boost.org). But I haven't considered those
solutions, as
> even STL-experinced programmers may fail to digest the
code truly.
> Especially, because that way, you have to either write
your own
> handcrafted mem_fun2_ref (that's whithin the ability of
> STL-professionals that are heavily experts in Generic
Programming as
> well), or search whitin the Function Library of Boost to
find an
> appropriate tool. (It seems to me that you are not so
familiar with STL
> and Generic Programming. I hartappologise if that's not
the case! But
> if I'm right, consider the following Bibles of STL and
Generic
> Programming:
>
> Matthew H. Austern, Generic Programming and the STL:
Using and
> Extending the C++ Standard Template Library,
Addison-Wesley, 1999,
> ISBN: 0-201-30956-4.
>
> Scott Meyers, Effective STL: 50 Specific Ways to Improve
Your Use of
> the Standard Template Library, Addison-Wesley, 2001,
> ISBN: 0-201-74962-9.
>
> Don't think that the first one is old. It is still the
best manual for
> learning STL and especially Generic Programming. The
second one,
> indeed, assumes that you already have used STL for an
enough long time.
>
> I recommend those books to any C++ programmer, especially
my friends,
> including you! Furthermore, if you need better reviews of
the books,
> consider the following best C++ books reviewer:
http://www.accu.org)
>
> Regards,
> --Hossein
> --
>
__________________________________________________________
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> http://www.mail.com/?sr=signup
>
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From: <ten...@ne...> - 2003-07-27 19:26:19
|
That arrived just at time (I guess, here in Spain it's 21:24 Sunday 27). Abhijit Shylanath wrote: >Is it just me, or is the ML slowing down considerably? I sent a message >yesterday and it arrived today. > >I'm posting this on Monday, 2003, July 28, at 12:10 AM IST. > >-- >Abhijit Shylanath >Homepage: http://mudeth.tripod.com/ > > > >------------------------------------------------------- >This SF.Net email sponsored by: Free pre-built ASP.NET sites including >Data Reports, E-commerce, Portals, and Forums are available now. >Download today and enter to win an XBOX or Visual Studio .NET. >http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 >_______________________________________________ >Dev-cpp-users mailing list >Dev...@li... >TO UNSUBSCRIBE: http://www23.brinkster.com/noicys/devcpp/ub.htm >https://lists.sourceforge.net/lists/listinfo/dev-cpp-users > > |
|
From: Hossein H. <ult...@em...> - 2003-07-27 18:49:31
|
Hi Paul,
> So THAT's what I was doing wrong! *slaps forehead*
Ouch! Don't be that furious! It doesn't kill you if it goes wrong!
> I don't have much experience with template member functions yet, it's
> the first time I've used it in a real project. ...
You will obtain much experience just by experiment, Inshaallaah. Keep
on man!
> I called the function as
> follows (from within a member function of the Config class):
>
> ConfigParser cp;
> cp.Parse("somefile.conf", this, &Config::ConfigData);
>
> Which apparently should have been:
>
> ConfigParser cp;
> cp.Parse<Config>("somefile.conf", this, &Config::ConfigData);
Hmmm... It seems that it is not complete yet! Does it work on your
compiler? I will be astonished hearing that MSVC++6 can conclude the
template parameter using the return type. According the citation I
made from TC++PL:Spec, the flawless version should be like this:
cp.template Parse<Config>("somefile.conf", this, &Config::ConfigData);
Furthermore, it seems that something is going wrong here. According to
the Standard, Template parameters could not be deduced using the
return type, but the compilers are supposed to have the ability of
deducting the parameter type using the arguments. (This is explicitly
mentioned in TC++PL as well.) Now, does it have any problem with
deducting the template parameter type using the arguments? Could you
please rewrite the template function's skeleton?
> ... But anyway, thanks a lot! Now I can continue with my (much too
> time-consuming) little project :)
You'r welcome! There is no need to thanks! This is a friendly mailing-
list.
Regards,
--Hossein
--
__________________________________________________________
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From: Abhijit S. <mu...@gm...> - 2003-07-27 18:39:54
|
Is it just me, or is the ML slowing down considerably? I sent a message yesterday and it arrived today. I'm posting this on Monday, 2003, July 28, at 12:10 AM IST. -- Abhijit Shylanath Homepage: http://mudeth.tripod.com/ |
|
From: <and...@su...> - 2003-07-27 18:10:21
|
Thank you, Mr. Hossein, But the codes must be written in C, to be portable for FPGA/VHDL. Andre === >Message: 4 >From: "Hossein Haeri" <ult...@em...> >To: dev...@li... >Date: Sun, 27 Jul 2003 05:43:22 -0500 >Subject: Re: [Dev-C++] Code for all combinations > >Dear Andre, > >> How could be a C code to have (print for example) all possible >> combinations in the > >Do you have to use poor C? or can you use C++ as well? If C++ is OK, >it seems that I can give you neat solutions. It is enough to just keep >in touch! > >Regards, >--Hossein >-- |
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From: <or...@vp...> - 2003-07-27 17:53:19
|
Per Westermark wrote: > But that's not what FerretallicA wanted. I didn't care about the content - I haven't even read that part. Remember my last misunderstanding? Regarding "FindFirstFile", etc.? :) Something like this happened here again. I only read that #define stuff, and not the content, and I haven't thought of the actual goal of his program. Maybe I should really read these mails thoroughly... BTW, you are right about this. The variable HAS to be placed in the .cpp, and only the definition of it into the header (extern xxx). So to have only one variable, and not multiple copies. -- Greetings, Balázs |