| |
| |
| |
|
Page: 1 2 3 4 5 6 7 8 9 10 11 12
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
Return to
#c++ or Go to some related
logs:
kilomangaro mountain ventrilo mix dovecot translate name #linux tatianaxxx #london aston martin +giada delaurentis #chatzone #AllNiteCafe karozzi armati
|
|