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<0> :) <1> is it good to make objects static? <2> the static keyword has several different meanings in c++ <3> good is subjective...depends on what you want to achieve <2> which use of static are you referring to? <1> well...i have my cl*** which loads a texture....but now i have several ob jects of this cl*** and still need to load the texture once <2> static cl*** member? <1> yes <2> i'd delegate the loading a the texture to an other cl*** <2> i'd avoid static members <2> they put a constraint on your design <1> yea but how will i p*** this texture object to the cl*** i need? <3> a static member is shared among all instances of the cl*** <1> i realize that but i cant find an alternative <1> bealtine thats why i need it <3> so do it:)
<2> give every instance a reference or pointer to the object handling the texture <2> that's what i would do <1> but if i choose a different way of doing it like loading the texture in another cl*** how will i p*** the texture to the cl*** i need it <1> ah <1> so load it elsewhere and create a pointer to this object in the cl*** i need to use it and p*** that pointer? <2> yes <1> yes i can do that <2> if you use a static member, your design is limited to one texture <2> unless you add another static member <1> cause its ok to use static ints or floats but i dont feel comfortable doin it for big objects <2> i always try to avoid them <1> yes thats not the point....i feel its bad design <2> what's not the point? <2> ah ok <1> ahm... <1> ok :) <2> :) <1> is it ok to use it for ints or booleans though? <2> static members are like globals <1> so if u need it do it... <2> meaning: try to avoid it :) <2> it puts constraints on your design <1> we say the same thing...do it only if necessary <1> iv heard of an alternative way of doing for loops by using only two parameters <1> is it true? <1> is it good? <2> only two parameters? i don't understand <3> whats wrong with for loops anyway? <1> something with using an extra temp variable....was in a book with c++ tips <3> ummm <1> nah....just using a paramater less...so its more efficient...anyways <4> I have an array and want to find duplicates. What is the most effecient way to do it? <2> easiest: sort first <4> most effecient <4> is that more effecient than taking each element and looking at the whole array for a duplicate? <2> well <2> sort can be n log n <2> your method is n*n <2> so yes, it's more efficient than what you say <5> http://www.richmangame.com/ <6> I'm new to COM objects. I wanna control MapPoint so I used CoCreateInstance. th eproblem I'm having is if the user actually shuts Mappoint while my program is using it... is there a way to know if program is still running so I know when i need to redo cocreateinstance? <7> http://mediax.mucho****o.com/movies/discrimination-02-06-06.mp4 lol <8> _!_ <7> that was fun <9> anyone ever used strongly typed DataSets or Bindingsources? if so what are you comments about it? <9> oh sorry <6> . <6> ee <4> aight what the **** is a callback function? <10> a function you p*** that it called when "something" occurs <10> i.e. "Call me back on this function when you're done" <4> oh like dont return the the calling function, use another function that I specify? <4> Asriel? <10> Yes? <4> am I right? <10> Erm, no, not really <10> it will still return to the calling function eventually <10> (***uming exceptions don't get in the way) <10> callback functions are often stored to give a notification of some other operation thats just finished <10> i.e. you say "Go download this file, then call me back" <10> your code keeps executing, and the library works in the background, and executes that function when it's done
<4> like creating a new thread? <10> often, yes <10> or possibly even before it's returned to the caller (though it will still get back to the caller) <10> or on the same thread, via message pumps, or other weird methods <10> a nice example is WinAPI's "SetTimer" <0> somefunction(CalbackFunc cf) { do something; cf(); do something else; return; } <10> the concepts "kinda" been superceeded by functors in C++, but is still pretty prevalent <11> http://www.overlawyered.com/2006/06/constitution_going_to_the_dogs.html <4> how can you have pointers to functions? <4> do functions have specific memory locations like declared variables? <10> yup <10> the syntax is a little obtuse, but you can take the address of a function without any trouble <4> can you p*** it arguments knowing only its pointer also? <0> yes <12> boost::function <12> void foo(int x, int y); boost::function<void(int, int)> func = &foo; func(10, 20); <4> ok <4> what happens if the arguments dont match, and is polymorphism possible in this case? <12> if you say func(10); you mean? you'll get a compile error <4> yea <4> ok <4> is polymorphis pissible? <12> yes <12> using boost::bind, you can bind to member functions <11> http://today.reuters.com/news/newsarticle.aspx?type=internetNews&storyid=2006-06-02T165045Z_01_N02222830_RTRUKOC_0_US-TELECOMS-WIRELESS-AUCTION.xml&src=rss&rpc=22 <11> I still say that's BS <11> that you can't use your cell phone while flying. <11> ok, what am I hungry for? <11> binding to member functions is lame <11> so are function pointers <11> God gave us perfectly good virtual functions for this purpose. <12> hmm <11> ok <11> now <12> that doesn't solve a signals & slots design where I should be able to register any function as a 'callback', without needing to derive from some silly base <11> what am I hungry for? <12> wendys <11> pfft <11> deriving is much cooler. <12> pfft <11> then everything is a nice object <11> and shows up in a nice graph when you use doxygen with graphviz <11> so you know all of the derived objects that can be used in that slot <11> if you're just using function pointers <12> that means i need to modify the base whenever I add a new event that can be registered <11> you have to KNOW which ones work. <11> lame. <11> It depends <12> eh <11> most of the time you'd create a new base. <11> I'd say <12> the 'slot' just needs to follow a signature <11> different functionality == different base. <11> wendys isn't good for lunch <11> too greasy <12> yea i don't care for it <12> thought maybe you would <11> hmmmm <11> I could go get a gyro <11> but that's a lot of food. <11> subway? <11> that's a little too quick <11> I don't like eating at my desk anymore <11> when I can avoid it. <12> subway is good <12> eat at the place <11> too small and crowded. <11> oh, baja fresh <11> that would work <4> what is a delegate? <11> someone you choose to do something. <11> delegate ( P ) Pronunciation Key (dl-gt, -gt) <13> C# name for method pointer <11> n.
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