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<0> the one I'm shooting for takes an average of 6 years to complete <1> cn28h ah <2> mast` you risk stack buffer overflow, not testing the value of answer before writing to array, be more careful, someone will hack you :-| <0> but right now I'm just a junior :) <3> cn28h are you doing masters? <0> nope, I don't even have a BS yet <2> mast` it's not stack, but buffer generally <3> you were a junior two years ago?? <4> dyld: lazy symbol binding failed: image not found for lazy pointer <4> dyld: image not found for lazy pointer <5> rdragon ok, how about forums ? <0> no, two years ago I was a freshman hehe <4> that's the error I get.. I'm on mac os x if it can help <3> :) <6> or emulate one's functionality
<2> mast` huh...lazy binding....i vaguely know know is it....matter of a linker and shared library load...PLT entries computed when exactly the function is called, before this time remains unkown.... <1> Tak - the only way you could do that is with preprocessor macros <1> and then #include'ing the file <6> hmmm <2> but what the hell you run on MacOS....:-| <1> enum Crap{ <1> #include "myenums" <1> }; <6> any special format for the data or just comma delimeted? <1> the exact contents of the file will be pasted into the source code by the preprocessor <6> oh yea <6> :D <6> wow thanks for enlightening me there <6> now i see there are other uses for include other than header files and stuff... <6> nice nice <1> eh, don't go too crazy with it <6> ? <1> if you want to data-drive your application, there are much better ways <1> depends on the specific problem, of course <3> i want to parse xml file <2> you can see the already preprocessed source in gcc when compiling with gcc -E <2> see manual :-| <6> eh right now i'm just trying to emulate the dungeons and dragons rules, trying to make it a bit dynamic, so i can easily add more cl***es without recompiling it all and such <6> but.. if you want to tell me some better ways of doing this, my ears are always open <1> i'm not sure how more enum entries really helps that <6> not cl***es in the programming sense <1> i understand <6> like fighter, mage, priest <1> but i'm ***uming you would want to add a cl*** without recompiling -anything- <6> yea <1> and not having the cl***-related game rules in the source code <1> one solution is to bind a script language and put the code there <2> maybe some container for 'an entity' in your 'party' could help :-) <2> container of party entities in RPG :-) <6> not following you trx, or maybe I am but if so I already did that <2> i hear enum if poor K&R stuff, nothing for modern C++ programmer...but i'm not competent to judge this statement LOL <1> struct Entity{ boost::weak_ptr<Entity> parent; std::vector<boost::shared_ptr<Entity> > children }; <2> Tak do not get me exactly, i'm stoned, but trying to live more longer before i sleep :-| <2> huhu...i'm doing Python mostly, i almost forgot this overbloated /oversmarted C++ stuff // huhu, don't shoot me :-) <6> figure I should get just plain old C++ down first.. <2> boost = more evil that beast <1> trx - boost is incredibly elegant, useful, and generally simple <2> rdragon i left C++ completely...only good job could bring me back to C++ way....:-) <2> I'm not interested in it anymore :-( <2> no more, sorry7 <2> I cannot enter the same river for second time in my life :-| <2> I was learning C++ at school, did something in it, been learning on my own too, read Thinking In C++. That was all <1> yes? heh <1> oh, nm <2> By Python programs cannot run as fast as yours (uses garbage collection and stuff i'm not competent to talk about), but sometimes speed is not an issue and many times developing fast is the most important thing....:-| <1> "and many times developing fast is the most important thing" <-- but usually it's not <6> civ4 runs on python <2> lol <7> Burp! <6> that must be why it runs like uber-****^2 <2> lol
<6> I don't see how it can possibly run so slow <1> some MMO servers use Python or LUA, or their own proprietary script language to drive a lot of the logic <6> whoa <1> maybe that's why they have clusters of thousands of physical machines to handle the worlds ;) <6> yea i bet <1> it's not because of an overwhelming amount of network traffic, that's for sure <2> Dunno, for Example Google has only several dozens, not more of machines indexing the web... <2> hey, i don't even know what you're talking about <2> ;-) <2> the most greedy is the actual data (video,streams, warez generally)....data for channel control is so tiny IMO.....like in FTP...short commands, big transfers <2> Oh, you're making fun of more advanced, but more greedy languages like Python? LOL, ok <1> warez? huh? <6> just huh? <2> Python also supports unlimited integers lol...but there are libs for C++ too LOL <2> warez....illegal crap <6> I'm learning python at school this quarter <2> porn, movieZ, mp3Z and stuff.... <2> Tak enjoy it. I like the snake :-) <6> I dunno what to think of it yet really <6> other than i hate it for making civ4 run so slow :/ but that's... pretty irrellevant <6> it may not even be just because of python what do I know <2> Tak when i saw it for the first few times, i was thinking like: omg, programming have never been so easy....is this real or just some illusion in my head.....;-) <6> easy is fine and dandy <2> :-) <6> and yea it does seem easy <2> Ok guys, i'll enter my bed....i hope i did not make anyone angry or hate me :-| <2> And if i did then spam my mailbox at truthix@gmail.com :-) <2> i did nothing important yesterday...in fact, i killed time, but i have some idea for this day....it's 1:24 am and i'm gonna to bed <2> bye everybody, take me easy :-) <6> night <1> http://www.geekblue.net/archives/2006/01/advertising_wit.html <2> good night :-) <6> heh good idea <6> soon the world will look like milliondollarwebpage.com or whatever <1> lol <6> aasimov never saw that one coming <6> http://www.noidea128.org/sourcefiles/15852.html <6> I'm wondering if those functions at the bottom would be better or worse off if I were to make them one function instead <6> GetStat and GetBaseStat that is <6> wow... it got formatted odd.. <1> get rid of GetStat / SetStat altogether <6> oh? <1> just make the 'stats' struct a public member of the Being <1> or, eliminate the stats struct and just make each stat a member of Being <6> oh yea I was going to ask about that too, I thought it might help to have them in just a struct though... easier to share the code between cl***es, since that was likely to be reused.. but with a being base cl*** i guess it's unncessary <1> a more common name for 'being' is Actor or Entity <1> but you've got the right idea <6> yea I was thinking about using entity actually, but it sounded kinda odd to me for some reason <1> or Unit <1> Entity might emcomp*** actors as well as items and other things <6> I'm so used to just putting my variables under protected... they just kinda told us to do that just in case, in object oriented programming <7> All right, time's up. See all you kiddies later... <1> if its protected then you can't access it from outside the cl*** <6> I know <1> and you probably are going to want to query the strength of an entity from somewhere other than just member functions of entity <6> I hadn't forseen that <6> and it would eliminate the get/set function call overheads <1> getters and setters are way overhyped <1> usually they're unnecessary <1> and just complicate the interface <6> In what kind of case would you need that do you think? <1> when you're not just getting the value of some data member <6> I mean... there has to have been some reason someone came up with the idea of get/set functions <6> Though I agree with you here, I'm just programmed to do it like this =_= I'll stop <6> I suppose I'll know when the time comes, hopefully <6> oh.... <6> wait no... <6> I find myself being tempted to keep the stat structs just so I don't have to write 12 new variables into the header <6> but that would like... what? at least double the process complexity of every process where I retrieve/alter the stats... <6> not that that is very much still.. <8> hm rdragon, question for you. <8> I have a memory dump of a release-build, any clue on how I can ***ociate the symbols to the memory dump file? <1> hmm
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