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Dark GDK / C++ OO Wrapper

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unitech
17
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Joined: 27th Jun 2007
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Posted: 21st Sep 2007 04:54
Ah why thx Mike, Hope to have a working release demo soon.

Ian, ill get this for you when I return to the office.
IanM
Retired Moderator
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Location: In my moon base
Posted: 24th Sep 2007 19:06
Here's the latest so far - version 2, including source code and runnable projects.

I can't believe how long it types to describe what I'm doing over and above coding it

Anyway, if someone can proof-read it, check the code, and provide comments, I'd be grateful.

Utility plugins collection and
http://www.matrix1.demon.co.uk for older plug-ins and example code

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PostalCOW
17
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Joined: 7th Sep 2007
Location: San Diego
Posted: 28th Sep 2007 07:10
I think the technical term for your document IanM is "Kickass".

Reading through I found this:
Page 10, in the "Option 2" second it reads
Quote: "
That wouldn't really a problem though as this function will not be..."


shoud read:
"That wouldn't really be a problem though as this function will not be..."


On my project I was using a master ID machine but after reading this it looks like having an object maker for each object type is ideal, avoids large switch, or if-than-else blocks and has the ability to govern those ID numbers specific to the rules of the object (such as limited number of cameras and lights).

Okay back to reading, and thank you for this IanM. It is tremendously helpful!

Requirements for life: Food-Water-Video Games!
PostalCOW
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Location: San Diego
Posted: 28th Sep 2007 07:27
Page 13 in the code snippet you have the following:



I think you mean:


with the lower case "d" in ID and a semi colon at the end.

Requirements for life: Food-Water-Video Games!
PostalCOW
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Location: San Diego
Posted: 28th Sep 2007 07:50
Sorry to keep spamming with posts but this document is fantastic!

I have a question regarding the "class MyClass : private boost::noncopyable" modifier. Does that only allow you to create a single instance of the class?

Requirements for life: Food-Water-Video Games!
IanM
Retired Moderator
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Location: In my moon base
Posted: 28th Sep 2007 20:21
This is the kind of spam I can deal with - Thank you for those corrections

Quote: "On my project I was using a master ID machine but after reading this it looks like having an object maker for each object type is ideal, avoids large switch, or if-than-else blocks and has the ability to govern those ID numbers specific to the rules of the object (such as limited number of cameras and lights)."

That's spot on. The decision as to which ID to retrieve from is made at compile time, while the switch/if method means that the decision is made at run time using cycles that can be better used elsewhere.

Quote: "Does that only allow you to create a single instance of the class?"


The noncopyable modifier does exactly what it says - You can create as many instances of the class as you want, but you can't copy them.

The reason I use it is due to C++'s tendency to create a 'bit-copy' copy constructor/assignment operator if you don't code them yourself, making it far too easy to copy an object that wasn't designed to be copied. The ID objects and 3D Objects are both prime examples and I'm sure you've seen my reasoning in the document.

To be honest, I thought that I'd explained that quite well - If I didn't, let me know and I'll try and fix it.

Again, thanks for reading

Utility plugins collection and
http://www.matrix1.demon.co.uk for older plug-ins and example code
IanM
Retired Moderator
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 14th Oct 2007 20:35
Not forgotten - just a little delayed

Utility plugins collection and
http://www.matrix1.demon.co.uk for older plug-ins and example code

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