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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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