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Comments:

<0> oh btw
<0> flush the file after outputting
<0> there is no newline in the string, so output could be buffered
<1> ok
<1> thats right thanks i forgot the \r\n
<0> btw
<0> requestBody += string((char *)buffer,length);
<0> to
<0> requestBody.append((char *)buffer,length);
<0> saves a copy
<2> requestBody.append( buffer, buffer + length );
<3> wow, you're still at that
<1> no Tamama like to beat things until its dead
<3> You still have the cast.
<3> So I guess you still use BYTE without any reason.
<0> how am i beating things up, when you asked the question?



<0> not a nice thing to say, and not true at all
<4> Trying to chnage bitmap that appears in the picture box using code so that each new dialog box has a different image Help :)
<5> guys, is c++ primer, 4'th edition any good?
<6> back this afternoon (it's 0815)
<7> got a question for ya guys. i'm using a map and i see how to print out the first item using map_name.being()->first/second
<7> i see you can use an iterator to step through, but how would i step through element by element?
<7> would it be map_name.iterator()->first/second
<7> iterator being my iterator name
<8> for (maptype::iterator it = map_name.begin(); it != map_name.end(); ++it)
<7> ah
<7> nice
<7> on the actual cout would i still use the map_name.begin()->first
<7> or replace begin() with my it
<8> it->first
<7> cheers thanks
<7> just out of curiosity does the map have a built in sort functino to sort by either elem 1/2 ?
<8> It defaults to std::less<key>
<8> But you can specify it
<7> ah
<7> thanks again :)
<9> hello! If I select using namespace std statement instead the selective one(using std::cout); beside having a possible longer compilation time and conflict of names there is no drawback right?
<7> don't believe so
<9> i find it boring and annoying of filling "pages" with using std::aaaa statements
<3> I find it boring to fix the bugs other people introduced by blindly importing whole namespaces.
<7> hah
<7> question guys i'm looking at the string algos. and i have a string that's going to be like C' something' or X' somethinginHEX ' i see how you can used the find method if you know what your looking can i just say i'm looking for *.* inbetween ' '
<7> talking about using std::string
<3> use find or find_first_of/find_last_of to find the instances of "'". Then use .substr()
<3> (note that .substr takes start+length, not start+end)
<7> like a glove :)
<9> http://www.noidea128.org/sourcefiles/16047.html
<10> helo everyone!
<10> anyone here got knowledge in visual c++?
<10> i need help in controlling buttons
<7> you want to have your input in a char[] Diablo_Rojo ?
<7> cin.getline(charrayname, #ofelements)
<7> i think will do what you want to do
<10> thnx
<10> :)
<11> or cin.width( max_chars ); cin >> char_array; if you want formatted input
<7> sorry SiLvErPJ i don't know visual c++
<9> thanks JazyOSX, it "works"
<9> it just shows some weird characters after i introduce the word...
<12> hey
<12> is anyone here familiar with serverless networks?
<13> what type of network are you talking about?
<12> non-lan
<13> huh?
<13> explain further
<12> i want to make a network without a server
<12> and i'm not sure of the best way to do this
<13> ok
<5> decentralized networking?
<12> data would be transferred from one user to all users on the network
<12> yeah
<13> Why would you need a server in the first place?
<12> well its for a game
<5> ahm
<13> this is a programming channel. C++ to be more specific.



<5> doesn't sound good for a game
<13> yea
<12> yeah, i know
<5> what's your idea behind doing that instead of the usual server approach?
<12> but it's the best i can work with
<13> pretty much I guess you'd have to do a mesh network. to where all clients are connected to all other clients.
<13> you'd still need a server for clients to connect to.
<12> what if two clients have a firewall?
<11> so you're talking about over the 'net? not a local network?
<13> then you're ****ed
<12> |Serp: i can't afford a server? and it's kinda freeware so even if i could it'd be silly
<12> Kniht: correct
<5> e_roder, by default, any network-able game should have a server and a client, even if you're making it decentralized
<12> what about a website with a list of servers?
<5> cause it should listen and send, thats what i think
<11> e_roder: so designate one of the players as the server, allow it to transfer & re-sync to another if you need that
<5> e_roder, i'm talking about software
<5> not hardware
<12> |Serp: me too, i mean have a website with a list of IP's
<12> Kniht: resync?
<11> yes, resync
<12> 1 moment
<5> e_roder, let's start from a beginning, are you making a game?
<12> yeah
<5> cool, what kinda game?
<12> mmo
<12> rpg
<12> and by m***ive, i mean my friends are the base
<5> decentralized mmorpg?
<12> yes
<11> decentralized mmorpg sounds perfect, let everyone level themselves up whenever they want!
<5> you do realize the advantages of a central server(software here, hardware-wise it can be just a 486 for all i care) in this situation?
<12> Kniht: are you being sarcastic?
<5> yeah Kniht, exactly
<11> what do you think?
<12> |Serp: yeah
<12> Kniht: you mean by hacking?
<5> e_roder, what are the advantages you're thinking of?
<5> e_roder, not just hacking
<11> if you don't have a central authority, it's easy to crack it
<12> i don't have to pay for a server
<5> e_roder
<13> heh
<12> |Serp
<11> if it's just friends, your server could be your home pC
<5> you don't need to pay for a server
<11> PC*
<12> i've got a firewall
<12> and the only one i could expose would be a p2
<11> so forward a port
<5> you can reconfigure your firewall
<11> you don't need much processing for many games -- except for the graphics
<12> alright, but because i intend to create a bulletproof design
<11> and the server doesn't need graphics
<12> and i always dream bigger and better
<12> i want to be able to support however many users want to play
<11> then, at some point, you'll need to pay for a server
<11> or get the users to pay for it
<12> they don't all have to be on the same server
<5> e_roder, can you list the advantages/disadvantages of centralized vs decentralized the way you see it applied to the project at hand?
<12> beyond the $ aspect
<5> screw $, we're talking about gameplay, stability, security, etc
<12> centralized limits player numbers
<5> decentralized lags much more due to players having to become hubs
<5> next
<12> but it will be more secure
<12> but i don't just mean lag
<12> i mean that centralized will only be able to support x amount of players
<12> decentralized can support infinite players on their own different servers
<5> decentralized will make it impossible for a large amount of players to play anyhow
<12> on the same server
<12> but like i said, without a main server, people can all play, even if it's just with a few people in a remote location
<5> hmmm


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