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<0> a new VP? <1> So, I go to the boss' office to work on something, and he tells me "I need your namebadge, we're letting you go. Just kidding, you get a new one." <2> haha <2> nice <0> http://www.suntimes.com/output/news/cst-nws-grad04.html <0> disgusting <0> seriously <0> these school officials need to be shot for stuff like this. <1> Public school is evil. <1> That other link about intellectualism being racism was worse than this, though. <0> http://thedailywtf.com/forums/thread/72607.aspx <0> the myspace one is good. <3> heh <3> yeah, i'll hop right on a plane <3> still, nothing beats the intellisense tooltip bug i once saw <3> a tooltip the size of the screen, filled with random memory
<3> twas awesome <0> that could be helpful <4> hello <4> what is the best (in execution time) to copy a vector in a normal array ? <3> i ran over to my coworkers office to show him <3> as he worked on intellisense <3> i said "look at this!" <1> I like the Oracle one. Mainly because I detest Oracle. <1> That's exactly like them, too. <3> chiheb, likely std::copy will suffice <2> Chiheb are you sure you need to copy it? <0> http://thedailywtf.com/forums/59031/ShowPost.aspx <0> the communication error one <2> hahaha nice <4> well <4> i need to copy <2> i like the reverse downloading <4> cuz i want to use it as a bmp <2> Chiheb I can't understand why that means you need to copy a vector <2> that's like saying I need to tie my shoes because I'm thirsty <4> well <4> windows bmp functions <4> work with <4> LONG * arrays <4> not with STL vectorss <2> okay <2> well <2> if you have a vector<LONG> <2> you can get a LONG* by using &vec[0] <2> (take the address of the first element) <2> the elements are guaranteed to be in consecutive memory, so, it's almost like you have an array! <4> okay <4> thanks man <5> you should be careful with that, the reference may be lost if you add an element to the vector <2> well, yeah, you shouldn't hang onto that pointer or anything <4> well <4> the elements <4> are resized only once <0> http://thedailywtf.com/forums/55885/ShowPost.aspx <0> the last one, the CVS one is good. <2> lol <1> Ha. I wonder if that's real. <0> http://thedailywtf.com/forums/46902/ShowPost.aspx <0> the 2nd one <0> the metaedit one too <5> when I'm tired I design dumber dialog boxes than those errors <5> not really :P but I did had a dialog box with two buttons: Yes and OK <0> http://thedailywtf.com/forums/permalink/33195/33788/ShowThread.aspx#33788 <0> http://www.cafepress.com/thedailywtf.18615584 <0> I want that shirt too. <3> you just like the dude modeling it <0> well, who doesn't? <6> hi. <6> I have a custom string cl*** (don't ask why we're not using std::string), and I was wondering how you make it behave correctly when p***ed in var args. MFC had their CString cl*** that worked that way without any cast, it was just implicitly calling the appropriate operator or something. how can one achieve this? <0> a cast operator <0> duh <6> how would the compiler know which one to call? <0> magic <0> char ch; <0> void f(unsigned long long)
<0> f(ch); <0> how does it know what cast to use? <0> anyway <6> I'm talking about var args <0> cast operator <0> ohhhhh <0> and you could see it by doing a %s <0> like <0> CString s; <6> yeah <0> printf("%s\n", s); <6> exactly, I know CString works that way but I have no clue how it works, been through the whole, beautiful *cough* code <6> still can't figure it out <0> well, my BEST guess here would be <0> the char * cast operator <0> and for some reason when the compiler is confronted with var args it takes the char * version <0> I don't know why <6> compiler hack? <0> otherwise, this makes no sense <7> I am getting a runtime error in my msil code. I have narrowed it down to these 2 lines: newobj instance void piProg.safa/x::.ctor() <7> stfld cl*** piProg.safa/x piProg.safa::c_x <0> the compiler doesn't understand var args <0> I mean <0> it just stores the whole object on the stack <7> When I replace the stfld ... with pop, the runtime error goes away <0> then you either ask for it on the other side, or you don't. <6> yeah I know <0> and you can easily screw this stuff up <0> by asking for something of the wrong type <6> I'll keep digging <6> thanks <0> and, there's no way printf knows to expect a CString for %s <0> of course <0> the solution to this <0> don't p*** raw string objects to var arg functions <6> of course <0> have an accessor that will get the internal char pointer <0> oh, time to go. <0> bye <6> we always do (LPCTSTR)mystring, but we often forget to and it's just crashes waiting to happen <6> -always (makes more sense) <2> don't use var args? <6> not an option <2> what do you need them for? <6> I share the same code base as the engine at work and many functions do work in var args <6> I'd have to go through all of their code and make them not use them <6> duh <2> bleh <6> might as well wear the bull's eye t-shirt if I do that <2> ;) <2> you guys doing any ps3 work? <6> not yet, waiting for the release <2> bleh! <6> we never buy pre-build dev kits <6> it takes us only a month to port our engine to a new console anyway <2> heh <6> took 2 weeks for 360 <6> well, it's just xbox on a white horse so.. not too much work except for multithreading <2> sounds like it's more like just building it against baseline common features, instead of really exploiting things <6> not at all <6> the code is designed to allow expansions to exploit those features and still be mostly standard code <2> does the 360 have anything as far as multiple cores, etc? <2> it seems like it's running multiple processes <2> or at least one other one, besides the game <6> it has 3 PowerPC's <6> possibly <2> ah <6> with good thread management on that machine, you get results that.. it's just ridiculous <2> see sutter's concurrency talks <2> good stuff <6> zillions of polygons with all kinds of mappings, still 1000 FPS <6> and no node occlusion <6> it's just... well I said it, it's ridiculous
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