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From: Brett B. <res...@ga...> - 2004-02-15 11:15:44
|
Wow! This is exactly what I needed, thanks! I owe you a beer :) ----- Original Message -----=20 From: "Stefan Boberg" <ste...@di...> To: <gam...@li...> Sent: Sunday, February 15, 2004 6:46 PM Subject: RE: [GD-General] calling functions generically > > Thanks Ignacio and Ivan-Assen for the links, both were helpful. I = now have > > my Windows version working. I'm now trying to get the PS2 and = GameCube up > > and running. I got the Application Binary Interface specs for both > > machines and implemented the PS2 version, but CodeWarrior generates > > different code than me in certain circumstances that I can't quite = work > > out. >=20 > I implemented something like this a few years ago for a data-driven = Lua > script integration. There are several different MIPS ABI's and I can't > recall precisely which one the PS2 uses. I wrote the code for my = previous > company so I don't have access to the code in order to check either > unfortunately. >=20 > I based my code on an existing library -- libffi. It contains > implementations for PowerPC (worked fine on GameCube), Intel and MIPS > (including the MIPS ABI variation which the PS2 uses). I based my code = on > the 2.0 release which I think I got from the pnet code tree. >=20 > > Just curious, does anybody know if the PS2 has some variance to the = normal > > MIPS ABI? >=20 > I don't know about CodeWarrior, but I have a vague memory that the = PS2 > GCC compiler seemed to have a slight variation when passing structures = by > value. Other than that, it was just one of the standard MIPS ABI's = supported > by libffi. >=20 > /Stefan >=20 > Stefan Boberg > Chief Technical Officer > Digital Illusions CE AB >=20 >=20 > |
From: Stefan B. <ste...@di...> - 2004-02-15 10:49:19
|
> Thanks Ignacio and Ivan-Assen for the links, both were helpful. I now have > my Windows version working. I'm now trying to get the PS2 and GameCube up > and running. I got the Application Binary Interface specs for both > machines and implemented the PS2 version, but CodeWarrior generates > different code than me in certain circumstances that I can't quite work > out. I implemented something like this a few years ago for a data-driven Lua script integration. There are several different MIPS ABI's and I can't recall precisely which one the PS2 uses. I wrote the code for my previous company so I don't have access to the code in order to check either unfortunately. I based my code on an existing library -- libffi. It contains implementations for PowerPC (worked fine on GameCube), Intel and MIPS (including the MIPS ABI variation which the PS2 uses). I based my code on the 2.0 release which I think I got from the pnet code tree. > Just curious, does anybody know if the PS2 has some variance to the normal > MIPS ABI? I don't know about CodeWarrior, but I have a vague memory that the PS2 GCC compiler seemed to have a slight variation when passing structures by value. Other than that, it was just one of the standard MIPS ABI's supported by libffi. /Stefan Stefan Boberg Chief Technical Officer Digital Illusions CE AB |
From: Alen L. <ale...@cr...> - 2004-02-15 08:58:47
|
For a really robust and portable solution, perhaps you should use stubs? Just use a simple parser to preprocess a header file with function headers you want to call at runtime, and generate stub functions that take your argument lists and call the real ones. If you can afford that preprocess step (during compilation), you should have no problems handling any kind of calling conventions on any system, because the compiler actually does is all for you. A (very sketchy) description of this can be found in Game Programming Gems 3, I believe. We've been using such a system for some time now and it is very reliable. Just my 0.02$, Alen > > Sometimes the complier does a "pop ecx" on return and > > sometimes "mov dword ptr [ebp-0x8],eax" or a variant of that. > > Can someone help me to understand how to robustly handle > > this? |
From: Brett B. <res...@ga...> - 2004-02-15 03:02:25
|
Thanks Ignacio and Ivan-Assen for the links, both were helpful. I now = have my Windows version working. I'm now trying to get the PS2 and = GameCube up and running. I got the Application Binary Interface specs = for both machines and implemented the PS2 version, but CodeWarrior = generates different code than me in certain circumstances that I can't = quite work out. Just curious, does anybody know if the PS2 has some variance to the = normal MIPS ABI? Or CodeWarrior? I couldn't find anything in the PS2 doc = or on ps2-pro so I'm not sure sure what to doexcept keep compiling test = cases and looking for patterns. If anybody has any tips for this, please = let me know. I don't think posting violates the Sony NDA because the doc = is publicly available and the PS2 Linux kit includes all the doc too. Cheers, Brett ----- Original Message -----=20 From: "Ivan-Assen Ivanov" <as...@ha...> To: <gam...@li...> Sent: Sunday, February 15, 2004 3:49 AM Subject: RE: [GD-General] calling functions generically > > Sometimes the complier does a "pop ecx" on return and=20 > > sometimes "mov dword ptr [ebp-0x8],eax" or a variant of that.=20 > > Can someone help me to understand how to robustly handle=20 > > this? I have done lots of assembly programming on other=20 > > platforms, but this is my first look at Intel and the 16/32=20 > > bit stuff combined with different modes is really confusing for me. >=20 > You might want to check out the roundup of calling conventions > Raymond Chen recently did on his blog: >=20 > http://blogs.msdn.com/oldnewthing >=20 > (dig a bit into the archives, they probably disappeared from > the front page) >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Ivan-Assen I. <as...@ha...> - 2004-02-14 19:51:47
|
> Sometimes the complier does a "pop ecx" on return and > sometimes "mov dword ptr [ebp-0x8],eax" or a variant of that. > Can someone help me to understand how to robustly handle > this? I have done lots of assembly programming on other > platforms, but this is my first look at Intel and the 16/32 > bit stuff combined with different modes is really confusing for me. You might want to check out the roundup of calling conventions Raymond Chen recently did on his blog: http://blogs.msdn.com/oldnewthing (dig a bit into the archives, they probably disappeared from the front page) |
From: <cas...@ya...> - 2004-02-14 03:10:22
|
Brett Bibby wrote: > I'm trying to write a generic function calling program such that I > can take a parameter list and the address of a function and build the > call dynamically at runtime on Windows, GameCube and PS2. I have an > array of input and output codes so I know the types and order of > parameters to use for the call, and what (if any) the return value > is. I'm starting with Windows first, and using CodeWarrior for all > platforms. I wrote a small example of a generic function caller for lua 4.0, it's not optimized, but seems works fine: http://lua-users.org/wiki/LuaDeclare If I recall correctly there is a good explanation about the different calling conventions on the msdn. However, it seems that different compilers implement the calling conventions in different ways. In most cases it works as follows: Small results are usually returned in eax:edx. Floating point results are left at the top of the stack. Bigger structures are not returned on the stack, instead of that, a pointer to the structure is pushed as a hidden argument and the result is copied there. Hope that helps. -- Ignacio Castaño cas...@ya... |
From: Brett B. <res...@ga...> - 2004-02-14 02:16:52
|
I'm trying to write a generic function calling program such that I can = take a parameter list and the address of a function and build the call = dynamically at runtime on Windows, GameCube and PS2. I have an array of = input and output codes so I know the types and order of parameters to = use for the call, and what (if any) the return value is. I'm starting = with Windows first, and using CodeWarrior for all platforms. So far I got calling functions with parameters working by using inline = assembly to simply push the paramters to the stack and then do a call. = The trouble I'm having at the moment is the return values and how to get = them. I compiled a number test cases and displayed mixed C and assembly = and can't figure out the pattern of return values. Sometimes the complier does a "pop ecx" on return and sometimes "mov = dword ptr [ebp-0x8],eax" or a variant of that. Can someone help me to = understand how to robustly handle this? I have done lots of assembly = programming on other platforms, but this is my first look at Intel and = the 16/32 bit stuff combined with different modes is really confusing = for me. Thanks, Brett |
From: Remy S. <rsa...@re...> - 2004-02-13 23:41:16
|
It can be read from the same stream, but we didn't use the DivX audio system so I'm not sure how it would work if you skip ahead. -----Original Message----- From: Alen Ladavac [mailto:ale...@cr...]=20 Sent: February 13, 2004 1:52 AM To: gam...@li... Subject: Re: [email] Re: [GD-General] Video codecs I see... Is the sound read from the same stream as video? How do they synchronize if you need to go ahead and pick more sound, but skip video? I wouldn't like to spend too much memory on video decoding buffers... I remember having quite some problems with that with WMV on Xbox. Thanks, Alen ----- Original Message ----- From: "Remy Saville" <rsa...@re...> To: <gam...@li...> Sent: Thursday, February 12, 2004 17:05 Subject: RE: [email] Re: [GD-General] Video codecs Yep, they give you a pair of dlls. Their SDK has a NextFrame function, but we used their function that decodes the frame for a given time. This allowed us to use our audio engine to drive the sound and then sync the video to the sound exactly regardless of any interruptions that often occur on windows. -----Original Message----- From: Alen Ladavac [mailto:ale...@cr...] Sent: February 11, 2004 11:37 PM To: gam...@li... Subject: Re: [email] Re: [GD-General] Video codecs Remy, >customized version where you install the codec with the game, not into=20 >windows. This prevents users from installing DivX x.y.broken version=20 >in windows and breaking your game. If you can install the game you can Hm, I wasn't even expecting anything like installing a codec into Windows at all... Do they have something like a dll that you can load and use to decode files in a DecodeNextFrame() manner? Thanks, Alen ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=1356&alloc_id438&op=3Dclick _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Alen L. <ale...@cr...> - 2004-02-13 12:52:53
|
I see... Is the sound read from the same stream as video? How do they synchronize if you need to go ahead and pick more sound, but skip video? I wouldn't like to spend too much memory on video decoding buffers... I remember having quite some problems with that with WMV on Xbox. Thanks, Alen ----- Original Message ----- From: "Remy Saville" <rsa...@re...> To: <gam...@li...> Sent: Thursday, February 12, 2004 17:05 Subject: RE: [email] Re: [GD-General] Video codecs Yep, they give you a pair of dlls. Their SDK has a NextFrame function, but we used their function that decodes the frame for a given time. This allowed us to use our audio engine to drive the sound and then sync the video to the sound exactly regardless of any interruptions that often occur on windows. -----Original Message----- From: Alen Ladavac [mailto:ale...@cr...] Sent: February 11, 2004 11:37 PM To: gam...@li... Subject: Re: [email] Re: [GD-General] Video codecs Remy, >customized version where you install the codec with the game, not into >windows. This prevents users from installing DivX x.y.broken version >in windows and breaking your game. If you can install the game you can Hm, I wasn't even expecting anything like installing a codec into Windows at all... Do they have something like a dll that you can load and use to decode files in a DecodeNextFrame() manner? Thanks, Alen ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id56&alloc_id438&op=click _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 |
From: Remy S. <rsa...@re...> - 2004-02-12 17:06:36
|
Yep, they give you a pair of dlls. Their SDK has a NextFrame function, but we used their function that decodes the frame for a given time. This allowed us to use our audio engine to drive the sound and then sync the video to the sound exactly regardless of any interruptions that often occur on windows. -----Original Message----- From: Alen Ladavac [mailto:ale...@cr...]=20 Sent: February 11, 2004 11:37 PM To: gam...@li... Subject: Re: [email] Re: [GD-General] Video codecs Remy, >customized version where you install the codec with the game, not into=20 >windows. This prevents users from installing DivX x.y.broken version=20 >in windows and breaking your game. If you can install the game you can Hm, I wasn't even expecting anything like installing a codec into Windows at all... Do they have something like a dll that you can load and use to decode files in a DecodeNextFrame() manner? Thanks, Alen ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Alen L. <ale...@cr...> - 2004-02-12 08:42:09
|
Remy, >customized version where you install the codec with the game, not into >windows. This prevents users from installing DivX x.y.broken version in >windows and breaking your game. If you can install the game you can Hm, I wasn't even expecting anything like installing a codec into Windows at all... Do they have something like a dll that you can load and use to decode files in a DecodeNextFrame() manner? Thanks, Alen |
From: David H. <Da...@su...> - 2004-02-10 20:27:30
|
-] I can't comment on looping, since we haven't attempted anything more -] complex than the "play this movie" interface, but -] implementing the IStream interface to feed DirectShow off -] your packfiles -] is trivial - it takes less than 100 lines of code code for us. -] -] When I said Microsoft MPEG-4 v2, I was not talking about WMV files, -] but of plain old AVIs containing MPEG-4 encoded content. WMV provided -] better quality, but failed to use hardware stretching when -] playing back -] on some videocards, resulting in choppy playback. (Maybe it's better -] to switch to 640x480 when playing movies anyway.) I used the INSSBuffer, IStream, IWMReaderCallback, and IWMReaderCallbackAdvanced interfaces to accomplish everything required. If you encode all of your movies at 512x512 and then wrap then derive from INSSBuffer so that you use a DirectX texture as the buffer it renders into, then you will always have hardware stretching. Plus it speeds up playback because the decoded frame gets put directly into the video memory update DMA chain without an extra intermediate buffer and an extra copy involved. Dave Huseby da...@su... |
From: Remy S. <rsa...@re...> - 2004-02-10 20:05:28
|
DivX is great. We used it on Homeworld2. They have a slightly customized version where you install the codec with the game, not into windows. This prevents users from installing DivX x.y.broken version in windows and breaking your game. If you can install the game you can install 100% of the game. I highly recommend DivX, it's very easy to use, cross platform now, great encoding times, great compression ratio, and has very high image quality. It was low enough CPU usage we were able to decode it to texture and draw the texture over the screen for a nice fade between the movie and the in game 3d engine. -----Original Message----- From: Dan Thompson [mailto:da...@ar...]=20 Sent: February 10, 2004 11:45 AM To: gam...@li... Subject: Re: [email] Re: [GD-General] Video codecs XVid I had problems installing under limited user access, so I wouldn't go with that. Couldn't figure out why a video codec needed admin access, but it wouldn't run without it. I was most bitter. Bink and Smacker seem to do pretty nicely from what I've seen, and they've been around so long that the tech should be incredibly mature. I decompressed a smacker(bink?) video off of the Mechwarrior 2 cd i had lying around.. and thats an old (but awesome!) game. Ogg Vorbis is also nifty, but I also had problems getting it work under LUA. Finally got it to work, but it was a trial, let me tell you. -Dan ----- Original Message -----=20 From: "~BG~" <arc...@ma...> To: <gam...@li...> Sent: Tuesday, February 10, 2004 8:06 AM Subject: [email] Re: [GD-General] Video codecs > 3ivx and XviD... Both are MPEG4 advanced simple profile alternatives=20 > to DivX... 3ivx is a commercial codec like DivX, while XviD is an=20 > open source GPL codec. > > There's also Ogg Theora which is built off of On2's VP3 codec, but=20 > it's at a pretty rough alpha stage right now (but should have pretty=20 > loose restrictions on use like Ogg Vorbis) > > On Feb 10, 2004, at 12:30 AM, Alen Ladavac wrote: > > > I'm evaluating video codecs for FMVs, and have currently looked into > > Bink and DivX. Are there any others worth checking? > > > > Thanks, > > Alen > > > > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration See the=20 > breadth of Eclipse activity. February 3-5 in Anaheim, CA.=20 > http://www.eclipsecon.org/osdn=20 > _______________________________________________ > Gamedevlists-general mailing list=20 > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 > ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Ivan-Assen I. <as...@ha...> - 2004-02-10 20:00:20
|
> The problem with Microsoft's API is that they didn't have non-file-based > playback in mind and it doesn't have a clean way to loop > video. If you store all of your game data in a game database, then > streaming data into the decoder can be a pain. Microsoft just assumed that > developers would have WMV files laying around that you would just point their > decoder at and let it go. Also, looping isn't easily accomplished because of > the same reasons. I can't comment on looping, since we haven't attempted anything more complex than the "play this movie" interface, but implementing the IStream interface to feed DirectShow off your packfiles is trivial - it takes less than 100 lines of code code for us. When I said Microsoft MPEG-4 v2, I was not talking about WMV files, but of plain old AVIs containing MPEG-4 encoded content. WMV provided better quality, but failed to use hardware stretching when playing back on some videocards, resulting in choppy playback. (Maybe it's better to switch to 640x480 when playing movies anyway.) |
From: Dan T. <da...@ar...> - 2004-02-10 19:49:12
|
XVid I had problems installing under limited user access, so I wouldn't go with that. Couldn't figure out why a video codec needed admin access, but it wouldn't run without it. I was most bitter. Bink and Smacker seem to do pretty nicely from what I've seen, and they've been around so long that the tech should be incredibly mature. I decompressed a smacker(bink?) video off of the Mechwarrior 2 cd i had lying around.. and thats an old (but awesome!) game. Ogg Vorbis is also nifty, but I also had problems getting it work under LUA. Finally got it to work, but it was a trial, let me tell you. -Dan ----- Original Message ----- From: "~BG~" <arc...@ma...> To: <gam...@li...> Sent: Tuesday, February 10, 2004 8:06 AM Subject: [email] Re: [GD-General] Video codecs > 3ivx and XviD... Both are MPEG4 advanced simple profile alternatives > to DivX... 3ivx is a commercial codec like DivX, while XviD is an open > source GPL codec. > > There's also Ogg Theora which is built off of On2's VP3 codec, but it's > at a pretty rough alpha stage right now (but should have pretty loose > restrictions on use like Ogg Vorbis) > > On Feb 10, 2004, at 12:30 AM, Alen Ladavac wrote: > > > I'm evaluating video codecs for FMVs, and have currently looked into > > Bink > > and DivX. Are there any others worth checking? > > > > Thanks, > > Alen > > > > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: David H. <Da...@su...> - 2004-02-10 19:02:36
|
-] > I'm evaluating video codecs for FMVs, and have currently -] looked into Bink -] > and DivX. Are there any others worth checking? -] -] The Microsoft MPEG-4 v2 codec, the spiritual ancestor of DivX, -] is certainly a worthy contender in terms of -] quality/compression ratio, -] and a decoder is installed along with DirectX 8 and later, -] so you don't have -] to worry about compatibility. I'm about to reevaluate the FMV solution for our PC titles. In previous projects we used the WMV format and the decoder found in DirectX 8. The problem with Microsoft's API is that they didn't have non-file-based playback in mind and it doesn't have a clean way to loop video. If you store all of your game data in a game database, then streaming data into the decoder can be a pain. Microsoft just assumed that developers would have WMV files laying around that you would just point their decoder at and let it go. Also, looping isn't easily accomplished because of the same reasons. Dave Huseby da...@su... |
From: ~BG~ <arc...@ma...> - 2004-02-10 16:06:54
|
3ivx and XviD... Both are MPEG4 advanced simple profile alternatives to DivX... 3ivx is a commercial codec like DivX, while XviD is an open source GPL codec. There's also Ogg Theora which is built off of On2's VP3 codec, but it's at a pretty rough alpha stage right now (but should have pretty loose restrictions on use like Ogg Vorbis) On Feb 10, 2004, at 12:30 AM, Alen Ladavac wrote: > I'm evaluating video codecs for FMVs, and have currently looked into > Bink > and DivX. Are there any others worth checking? > > Thanks, > Alen |
From: Ivan-Assen I. <as...@ha...> - 2004-02-10 09:47:30
|
> I'm evaluating video codecs for FMVs, and have currently looked into Bink > and DivX. Are there any others worth checking? The Microsoft MPEG-4 v2 codec, the spiritual ancestor of DivX, is certainly a worthy contender in terms of quality/compression ratio, and a decoder is installed along with DirectX 8 and later, so you don't have to worry about compatibility. |
From: Alen L. <ale...@cr...> - 2004-02-10 07:26:58
|
Hi, I'm evaluating video codecs for FMVs, and have currently looked into Bink and DivX. Are there any others worth checking? Thanks, Alen |
From: Brett B. <res...@ga...> - 2004-02-04 23:54:09
|
>=20 > I somewhat agree with you. I think that the only real excuse to use a=20 > scripting language for all the game logic is portability, specially if = > you are targeting the mod community. However, if you design your=20 > language from scratch you can also add special features that ease the=20 > development of the scripts, for example, quakec provided a mechanism = to=20 > specify state machines and animations, and unrealscript also has state = > machines and other nice features. >=20 > In most cases I think that a scripting languages are overrated. = However,=20 > that doesn't mean that scripting languages shouldn't be useful for=20 > games, it's just that I don't see the need to code all the game logic=20 > using a scripting language. >=20 Or you might not want your level designers booting CodeWarrior and = messing about with the code (and taking up licenses). Scripting is = limiting to programmers, liberating to non-programmers.We regularly look = at the scripts and if we see repeated logic we implement similar logic = in a plugin and remove it from the scripts. Very nice system that allows = the script logic to change hundreds of times a day and once it settles = into the desired functionality it gets petrified into code. Iterative = programming at its best. Brett |
From: Thatcher U. <tu...@tu...> - 2004-02-04 22:13:36
|
On Wed, Feb 04, 2004 at 03:46:51PM +0100, Magnus Auvinen wrote: > I've always used this: > > #define for if(false); else for > > It will behave correctly in your case as well. Those macros scare me a little; I prefer work around it explicitly with extra braces, like this: for (int i = 0; i < 10; i++) { /* whatever */ } {for (int i = 0; i < 20; i++) { /* whatever */ }} Although some people may consider that ugly. -- Thatcher Ulrich http://tulrich.com |
From: Colin F. <cp...@ea...> - 2004-02-04 21:55:54
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> > I have the following code : > > struct Toto { void Add(int x){} }; > > struct Titi : public Toto { void Add(int x, int y){} }; > > int main () > > { > > Titi titi; > > titi.Add(1); > > } > > And both MSVC 7 and gcc give me=20 > > error : 'Titi::Add' : function does not take 1 parameters > > sure i could write titi.Toto::Add(1); and this will work but > > i want to avoid such a pain. > > is it a C++ specification problem or a compiler problem ? Guessing wildly, I'd say the compiler uses rules that cover the most cases possible. So, the behavior in the case of: class A { public: void F( int i ){} }; class B : public A { public: void F( int i, int j ){}; } main(){ B x; x.F(1); } is really the same as in: class A { public: void F( int i ){} }; class B : public A { public: void F( int i ){}; } class C : public B { public: void F( int i ){}; } class D : public C { public: void F( int i ){}; } class E : public D { public: void F( int i, int j ){}; } main(){ E x; x.F(1); } and is the same for multiple-inheritance, too: class A { public: void F( int i ){} }; class B { public: void F( int i ){} }; class C { public: void F( int i ){} }; class D { public: void F( int i ){} }; class E : public A, public B, public C, public D { public: void F( int i, int j ){}; } main(){ E x; x.F(1); } Okay, I might be totally wrong. It's been a while since I looked in to these things. But it is my instinct to think that whatever rule is applied in the simple case mentioned is not designed to drive people insane, but is instead is a case in which a good general rule seems not so good. --- Colin P.S.: In Soviet Russia... ...code compiles YOU!!! |
From: Nicolas R. <nic...@fr...> - 2004-02-04 21:17:01
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Hi, It's neither a C++ spec problem, nor a MSVC compiler problem. It's a wanted C++ spec. for method overriding: Overriding part of overloaded methods hides all other signatures. It allows function call restriction (since class inheritance IS a restriction). You have two choices: Best choice: Add an "inline void Add(int x) { Toto::Add(x); }" line to your Titi definition (overloading the Add operator). Worst choice: Cast your titi in Toto, and call the Add function. Hope this helps. Nicolas -----Original Message----- I have the following code : struct Toto { void Add(int x){} }; struct Titi : public Toto { void Add(int x, int y){} }; int main ()=20 {=20 Titi titi; titi.Add(1); } And both MSVC 7 and gcc give me=20 error : 'Titi::Add' : function does not take 1 parameters sure i could write titi.Toto::Add(1); and this will work but=20 i want to avoid such a pain. is it a C++ specification problem or a compiler problem ? Thanks ------------------------ Lagarde S=E9bastien Neko entertainment |
From: Parveen K. <pk...@al...> - 2004-02-04 18:50:19
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I can't seem to find the relevant section in the standard. (Didn't try to hard). But GOTW #5 explains the problem well: http://gotw.ca/gotw/005.htm "[RULE] When providing a function with the same name as an inherited function, be sure to bring the inherited functions into scope with a "using" declaration if you don't want to hide them." On Wed, 4 Feb 2004 19:14:56 +0100 gam...@li... wrote: > Hello all, > I know this is a C++ specific question but i don't know how=20 > to search the answer in google. > > I have the following code : > struct Toto { void Add(int x){} }; > > struct Titi : public Toto { void Add(int x, int y){} }; > > int main ()=20 > > {=20 > > Titi titi; > > titi.Add(1); > > } > > And both MSVC 7 and gcc give me=20 > > error : 'Titi::Add' : function does not take 1 parameters > > sure i could write titi.Toto::Add(1); and this will work but=20 > > i want to avoid such a pain. > > is it a C++ specification problem or a compiler problem ? > > Thanks > > ------------------------ > > Lagarde S=E9bastien > > Neko entertainment |
From: <sla...@e-...> - 2004-02-04 18:11:17
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Hello all, I know this is a C++ specific question but i don't know how=20 to search the answer in google. I have the following code : struct Toto { void Add(int x){} }; struct Titi : public Toto { void Add(int x, int y){} }; int main ()=20 {=20 Titi titi; titi.Add(1); } And both MSVC 7 and gcc give me=20 error : 'Titi::Add' : function does not take 1 parameters sure i could write titi.Toto::Add(1); and this will work but=20 i want to avoid such a pain. is it a C++ specification problem or a compiler problem ? Thanks ------------------------ Lagarde S=E9bastien Neko entertainment |