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Comments:

<0> How about you paste the first one
<1> sure
<1> MTComm Example.obj : error LNK2019: unresolved external symbol "public: short __thiscall CMTComm::setDeviceMode(unsigned long,unsigned long,unsigned char)" (?setDeviceMode@CMTComm@@QAEFKKE@Z) referenced in function "bool __cdecl doMtSettings(void)" (?doMtSettings@@YA_NXZ)
<0> Where's that method defined?
<1> setDeviceMode ?
<0> Duh
<0> Hint: probably mtcomm.cpp
<1> yes.
<0> So you have that file?
<1> yes
<0> But it's not part of your project
<1> i havent added it
<0> Maybe you should
<1> but I have got a line : #include "MTComm.h"
<0> Doesn't matter
<1> still need to add MTComm.cpp?



<0> Yup
<0> That's where the code is
<1> sooo....if i have a #include statement - does it look for the .h file by default in the project directory?
<2> if a method in a cl*** is virtual, must all subcl***es override it?
<0> Nope thekeit
<2> ok, if i want to subcl*** an object, say.. [RenderObject]<|--[Light], where RenderObject has two constructors (RO(); and RO(Vector x, Vector y, Vector z);), and Light has two constructors also (Light(Vector position), Light(Vector position, Vector x, Vector y, Vector z)), how can I make it so that when one of Light's constructors are called, the supercl***' constructors are called for the majority of the objects' contends?
<2> contents*
<2> e.g. Light(position); calls RenderObject();, then also sets position in the Light object
<2> and Light(pos, x, y, z) calls RO(x, y, z); then sets pos in the Light object
<3> initialiser list
<3> Light(param) : RenderObject(...)
<3> where ... are the parameters to p***
<3> so your whole constructor might be
<3> Light(param) : RenderObject(param) {}
<2> ah, so : RenderObject(param) is basically like java's super(param); ?
<3> pretty much - but it's not part of the function body, it goes on the init list
<3> in a similar way that "super" must be the first call ever made in a constructor. stupid java
<2> yeah.. heh
<2> so.. Light(Vector position) : RenderObject(position);? or RO(Vector position)
<2> ?
<2> the former, mm?
<3> the formar
<3> er
<2> what if i want to call the default constructor in the same cl***?
<2> RenderObject(x, y) : RenderObject() {} ?
<0> You sort of can't
<0> new(this) RenderObject(); would work, but it's ugly
<2> i see
<3> if you have common constructor functionality, hive it off into a private function and invoke that from the constructors
<2> i c
<2> :>
<3> be wary of doing too much work in the constructor though
<3> ideally, it shouldn't do any "real" work
<2> yeah.. all my constructors do are set things
<3> and make good use of initialiser lists over constructors
<3> i.e. prefer initialiser lists to constructor bodies for just ***igning stuff around
<2> oh?
<2> so if ihave.. SceneObject() which has properties int shininess, int opacity
<3> cl*** Test { int someMember; Test() : someMember(5) {} };
<3> rather than
<3> cl*** Test { int someMember; Test() { someMember = 5; } };
<2> SceneObject(int shininess, int opacity) : shininess(shininess), opacity(opacity), RenderObject() {} ?
<3> yup, but I'd vary your names (or use explicit name resolution
<3> otherwise, confusion will occur
<0> And the parent constructor shouldn't be there
<2> oh?
<3> if it's the default, theres no point
<0> And it should be first
<2> well the parent's default just sets default values of the parent..
<3> indeed. the order matters
<2> or does that get called automatically?
<0> Yup, it does
<2> ah ok
<3> grab a copy of Effective C++ (http://rudbek.com/books.html)
<3> full of useful stuff like this
<2> cool
<2> regarding initialising instance vars - e.g. Ctor(int x) : init(x)
<2> what should init be? the name of the local variable?
<3> yup
<3> your effectively "constructing" that variable with those parameters
<2> ah. how does that deal with pointers? because previously i was using this->shininess = shininess;



<3> same syntax will be fine
<2> shininess? nawww :P
<3> bleh, I should be typing notes and I'm just wastingtime
<2> i do that lots...
<2> thanks for your help guys :)
<3> no problems
<3> Effective C++ would be a good buy though, and it's actually an easy read
<3> next time you're amazoning something, stick it in the basket :)
<2> easy read? good. im sick of bogged down textbooks :@
<3> if you're writing for modern hardware, just store specular information and opacity information in a seperate map
<2> mrashe: almost, writing a raytracer, so kinda byp***ing gl calls
<3> then you can write a trivial 10 op shader to actually implement it
<3> ah. raytracing
<3> even more fun for pixel shaders :)
<0> Depends, if it's GLSL it's far from fun heheh
<3> well, in a raytracer, your pixel shader can be C++
<3> unless you're offloading some of the math to hardware
<3> a real callback for every pixel at every phase of the pipeline, with all the context
<4> Off to office
<3> oh wow
<3> finally got another contractor to send me though the backend code for a website I'm ment to be specing
<3> and the example PHP is....dear god
<3> 8 lines into it, there's a security hole the size of texas that would let me destroy their entire database
<3> 20 lines later a security hole such that I could read any file off their disk
<2> lol
<2> oh my
<5> how can i shut down computer (win xp) via c++?
<3> ShutdownWindow***
<3> ***uming you have enough priviledges
<5> #include <what> void main() { ShutdownWindow***; } ???
<5> that way? and what do i need to include?
<5> i`m just curious
<3> windows.h, as with 99% of winapi functions
<3> see msdn.microsoft.com for more
<5> #include <windows.h> void main() { ShutdownWindow***; } <-- that`s all?
<3> Er, no
<3> I suggest getting the first book on the list at http://rudbek.com/books.html
<2> what does 'the following virtual functions are pure within Light - virtual Collision RenderObject::getCollision(Ray)' mean? mainly the pure part?
<5> is a long code the shutdown one?
<6> pfft, codeplex beta doesn't allow project creation without having a review process
<6> also needs better profiles
<0> thekeit: the =0
<2> the =0?
<2> hmm
<2> i just want to have the template for it in the RenderObject cl***, so that i can override it if necessary in subcl***es
<0> Then remove the = 0;
<2> but then do i have to implement that in the parent cl***
<2> ?
<0> Yup
<2> hmm.
<2> i need to.. not implement it there:P
<0> What's that template thing you're talking about then
<2> well, all RenderObjects need a getCollision method
<2> but.. theres no generic way to do it so they all need to be specific
<0> Sure there is
<0> The generic way is there's no collision
<0> Heheh
<2> oh i see :)
<2> is there a c++ substitute for scanf?
<0> cin
<7> 'morning
<8> hi
<9> i need something like a priority queue, but every once in a while i need to trip the bottom of the queue, remove the smallest element to maintain a fixed queue size..
<9> what STL container should i use?
<2> vectorbanger
<7> trip?
<9> trim
<2> question: what would cause a struct to lose some data from being returned, to being ***igned again (Collision res = returned struct; ) ?
<9> currently i am pushing all the elements into a vector, sorting them, and them truncating the trailing entries, which constitutes 95% of all the data,,
<7> And priority_queue<deque> doesn't work?
<2> the data in question is an int


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