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Comments:

<0> i used delete initially with malloc, but i got yelled at. :)
<1> :|
<2> :<
<0> either way, somethings going wrong somewhere in my app and i thought it might have been that convertion routine,...
<0> as the debug log shows weird stuff comming from it
<0> but i guess it could be any type of memory corruption
<0> first time it works fine:
<0> Message: converted wchar to stl string : graphics/bg.jpg
<0> Message: XML READ : texture-filename : graphics/bg.jpg
<1> Use malloc with free, and delete with new
<1> Don't mix those
<0> but second time:
<0> Message: converted wchar to stl string : graphics/cursor.bmp2006
<0> Message: XML READ : texture-filename : graphics/cursor.bmp2006
<0> it adds stuff to the end of the string



<1> It adds the system year
<1> Which means you're adding it
<1> Or you're using a string that once contained it
<0> nope
<2> ...
<0> in another string it added a question mark
<0> Message: converted wchar to stl string : cursor?
<0> Message: XML READ : texture-name : cursor?
<0> seems like it's adding random stuff
<0> that wcstombs is supposed to return the correct size anyway,..
<1> 2006 isn't random, dopey
<3> Thus, the multibyte character string at mbstr is null-terminated only if wcstombs encounters a wide-character null character during conversion.
<0> so i have to add a \0 ?
<0> or check for null termination?
<3> i can't tell from the documentation if the size it returns when p***ed in NULL includes a terminating null or not
<4> Gothi[c] if you're gonna use malloc (dumb idea in C++) you use free...... if you're using new, you use delete
<0> vawjr: yes fine, i already corrected that now, but that's not the issue.
<4> I'm trying to catch up
<3> yep, it's excluding the null
<3> i think
<3> stupid documentation. if it does the conversion (non-null input), it returns the number of bytes written. if the input is null, it returns the byte size of the string.
<3> number of bytes written does not include null
<3> but it doesn't mention the size
<0> so i could do something like if (somechar[sizeof(somechar)] != "\0") somechar[sizeof(somechar+1)] = "\0";
<3> simple examination under a debugger would tell you
<3> you'd do buffer[size - 1] = '\0'; to be sure
<3> but if the size doesn't include the null, you're going to truncate by a character
<0> right
<3> the documentation is why i hate string manipulation functions
<0> ugh, what a pain for something so basic.
<3> does it do this, or that, this or that, this or that
<0> yeah,..
<3> if you're on windows, you can also use WideCharToMultiByte
<0> i know, but i want to keep it cross platform
<3> does lexical_cast have a wstring to string specialization?
<3> never checked
<0> ah i dunno, isn't that a boost thingie?
<0> i never even used that
<3> my guess is probably not
<3> yes, it's a boost lib
<4> peterhu try a small sample program using one
<3> too lazy
<3> speaking of lazy, time for some bf2
<0> heh
<4> peterhu apparently the answer is no... at least vc8 complains
<3> good to know
<3> heh, now that friendly claymores don't go off, you can do some SERIOUS whoring
<3> a sniper with a support = instant fortifications
<1> http://img.photobucket.com/albums/v432/Black92LX/IMG_4671.jpg
<5> nice tiles
<1> Not my picture
<5> nice wood work too
<6> can anyone tell me how to fscan something and put the value on a variable?
<6> anyone online??
<3> try /join #c main
<6> thanks peterhu
<7> if you want to laugh a little http://video.google.com/videoplay?docid=-7193470719293309352
<8> agh, now I have to use qsort() (working on a pre-ANSI C++ project (converting it really isn't an option)) and I'm getting a bus error
<8> qsort(table, sizeof *table, *count, (int(*)(const void*,const void*))strcmp); <-- anything obviously wrong with this? (other than it makes you want to barf)



<9> qsort?
<9> heh
<8> yes
<9> The channel, yes
<9> It's wrong
<8> how so?
<9> std::sort()
<8> don't have it
<9> What's the type of table and count?
<8> table is a char ** (malloc'd list of strings)
<8> table is an int *
<8> err
<8> count
<8> the table prints ok
<9> Seems ok, if I remember the arguments of qsort correctly
<9> (data, size of an element, elements count, compare)?
<8> right
<8> I thought maybe the function pointer cast was a problem
<9> It doesn't compile?
<8> it does
<7> What is sizeof *table supposed to mean?
<9> Then the cast doesn't really matter, it's the same for qsort()'s internals
<9> sizeof(char *)
<9> Since *table is a char*
<7> The table is 1 byte long?
<7> ( I dunno how qsort works )
<9> So it crashes, it doesn't sort?
<8> I get a bus error, yeah
<8> d'oh
<8> no wonder my terminal is so sloiw
<8> some moron is running 7 instances of a program that is trying to use 100% CPU
<8> and he's not even logged in
<5> Are you there debugger?
<5> hey prog
<10> meh
<9> h0h0
<10> bah
<10> I cant find my ethernet plug closer (however you call those things)
<10> and i need a cable
<9> I can DCC you some
<10> -.-;;
<5> I'm using dev-C++ and I want to make a game that uses the keyboard. Is there a function that will allow a higher maximum keys pressed simultaniously than others?
<10> Rizzo: the keyboard is the limitation there
<9> True, true
<9> Evil keyboards
<9> Gotta love pads
<10> though theoretically usb keyboards shouldnt have that
<5> Yes, but it is a simple game as I am at basic level
<10> shouldnt/shouldnt have to
<10> Rizzo: short answer: no
<9> Long answer: no no no
<10> Rizzo: longer answer: blah blah blah NO
<9> :>
<5> Can someone tell me the keyboard function to use?
<10> and no we aren't being mean here :P
<5> I don't know the function
<10> then why even bother with a faster one?
<5> and the source file it requires
<10> personally i liked the map keyboard interface.. but alas that was DOS :P
<10> danged i really need that cable hehe
<9> DirectInput
<5> Hey Valmer
<11> Hi :)
<11> I'm trying to find a way to register for a windows event that will tell me if my network is up or down in c++? Any ideas?
<5> I want to make a loop until the user hits a key, how do I do this?
<10> dont.. just wait for the key
<10> busy waiting loops are the ****
<5> I want it to loop without a for statement
<9> Just draw the state of your game
<9> And check if a key has been pressed, just before drawing
<9> Use a while then ;)
<10> lol


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