Thread: [Dev-C++] (OT) Which one to choose?
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From: iad929 <ia...@jo...> - 2003-03-28 06:37:25
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I am going to develop a large-scale application. This application is a game authoring tools that differs completely from all other similar packages. You know such a tool requires a sophisticated programming language. There're three options: 1. To create a new language. 2. To use an existing language and add functions and classes to support the tool features. 3. To consider an existing langugae as a base and modify it to suit the needs of such a tool. If you were me, which one you choose? IAD |
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From: Ricardo R. <ri...@po...> - 2003-03-28 10:47:53
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I unknow how difficult is your objective and the glory or money you hope to reach for your work, but at a first sight, a man of the street would answer your question as following: (1) if you want to reinvent the wheel --> take option 1. (2) if you want to climb some mountain of Himalaya --> take option 3. (3) if you are a practical man --> take option 2. good luck and successful programming, Ricardo. |
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From: Ioannis V. <iv...@em...> - 2003-03-28 20:41:12
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> -----Original Message----- > From: dev...@li... > [mailto:dev...@li...] On Behalf Of iad929 > Sent: Monday, January 20, 2003 2:31 PM > To: dev...@li... > Subject: [Dev-C++] (OT) Which one to choose? > > > I am going to develop a large-scale application. This > application is a game > authoring tools that differs completely from all other > similar packages. > > You know such a tool requires a sophisticated programming > language. There're > three options: > 1. To create a new language. > 2. To use an existing language and add functions and classes > to support the > tool features. > 3. To consider an existing langugae as a base and modify it > to suit the > needs of such a tool. > > If you were me, which one you choose? If the existing programming languages cover your needs, then use one of them. Ioannis Vranos * Programming pages: http://www.noicys.freeurl.com * Alternative URL: http://run.to/noicys |
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From: David M. <dem...@uw...> - 2003-03-28 22:14:56
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It really depends what you're trying to do. For example, Bioware used C
for their module toolset in Neverwinter Nights. They just hid a lot of the
grunt work from you with structs and typedefs and encompassing functions.
Example, a "vector" is this:
typedef struct vector {
float x;
float y;
float z;
};
And they have functions that convert locations to vectors, vectors to
locations and other things like that.
At 10:41 PM 28/03/2003 +0200, Ioannis Vranos wrote:
>> -----Original Message-----
>> From: dev...@li...
>> [mailto:dev...@li...] On Behalf Of iad929
>> Sent: Monday, January 20, 2003 2:31 PM
>> To: dev...@li...
>> Subject: [Dev-C++] (OT) Which one to choose?
>>
>>
>> I am going to develop a large-scale application. This
>> application is a game
>> authoring tools that differs completely from all other
>> similar packages.
>>
>> You know such a tool requires a sophisticated programming
>> language. There're
>> three options:
>> 1. To create a new language.
>> 2. To use an existing language and add functions and classes
>> to support the
>> tool features.
>> 3. To consider an existing langugae as a base and modify it
>> to suit the
>> needs of such a tool.
>>
>> If you were me, which one you choose?
>
>
>
>If the existing programming languages cover your needs, then use one of
>them.
>
>
>
>
>Ioannis Vranos
>
>* Programming pages: http://www.noicys.freeurl.com
>* Alternative URL: http://run.to/noicys
>
>
>
>
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From: Ioannis V. <iv...@em...> - 2003-03-29 03:14:33
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> -----Original Message-----
> From: David Matthews [mailto:dem...@uw...]
> Sent: Saturday, March 29, 2003 12:15 AM
> To: Ioannis Vranos; dev...@li...
> Subject: RE: [Dev-C++] (OT) Which one to choose?
>
>
> It really depends what you're trying to do. For example,
> Bioware used C
> for their module toolset in Neverwinter Nights. They just
> hid a lot of the
> grunt work from you with structs and typedefs and
> encompassing functions.
> Example, a "vector" is this:
>
> typedef struct vector {
> float x;
> float y;
> float z;
> };
>
> And they have functions that convert locations to vectors, vectors to
> locations and other things like that.
In any case the rule is, never reinvent existing things.
Ioannis Vranos
* Programming pages: http://www.noicys.freeurl.com
* Alternative URL: http://run.to/noicys
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From: <onw...@ya...> - 2004-01-19 14:10:10
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HI, PLEASE GIVE ME A C/C++ CODES THAT I CAN USE TO OPTIMIZE MY PROGRAMS FOR MMX ,SSE , 3D NOW OR ANY OTHER INSTRUCTION SETS . OMEGA7 ________________________________________________________________________ Yahoo! Messenger - Communicate instantly..."Ping" your friends today! Download Messenger Now http://uk.messenger.yahoo.com/download/index.html |
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From: Paul M. <tr...@gm...> - 2004-01-19 15:13:57
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> HI, > > PLEASE GIVE ME A C/C++ CODES THAT I CAN USE TO > OPTIMIZE MY PROGRAMS FOR MMX ,SSE , 3D NOW OR ANY > OTHER INSTRUCTION SETS . > > OMEGA7 > sorry, but the only two ways for optimizing for MMX and such are compiler flags or assemblercoding connected to C (C++ can't support Assembler directly, course names conventions) traexx -- +++ GMX - die erste Adresse für Mail, Message, More +++ Bis 31.1.: TopMail + Digicam für nur 29 EUR http://www.gmx.net/topmail |