• What are you working on? V3
    2,001 replies, posted
[code] 10^(0.1^100) [/code] 6: Unknown operator 'E'!
[QUOTE=Mattz333;17367847][code] 10^(0.1^100) [/code] 6: Unknown operator 'E'![/QUOTE] To the power of 69 is the [i]official[/i] maximum in maths itself, I believe. Fuck knows how I know that, but I'm 100% certain anything over the power of 69 is simply infinite, or too big, or something like that. Basically, no.
[QUOTE=Spoco;17367578][IMG]http://www.cubeupload.com/files/d5400cuberoot.png[/IMG] Negative cube roots.[/QUOTE] Fixed, PHP doesn't support it by default. [QUOTE=PoliticalM;17368656]To the power of 69 is the [i]official[/i] maximum in maths itself, I believe. Fuck knows how I know that, but I'm 100% certain anything over the power of 69 is simply infinite, or too big, or something like that. Basically, no.[/QUOTE] Nah, I just need to make it support the scientific number format.
Stripped down version of Objects.h: [code] #ifndef INC_OBJ #define INC_OBJ class Player; class Asteroid; class Lander; class Item; class EssentialInfo { Asteroid *asteroid; Lander *Lander; Item *Item; public: EssentialInfo(Asteroid *asteroid); EssentialInfo(Lander *lander); EssentialInfo(Item *item); }; class Item { public: }; class Lander { public: }; class Asteroid { public: }; #endif [/code] Out of nowhere, after I changed EssentialInfo to a class, I get these errors: snipped for unspecified reasons These errors would make sense if I hadn't made forward declarations or "#ifndef INC_OBJ", but I did. [editline]08:41AM[/editline] Oops, I see now, I capitalized the pointers names.
[QUOTE=PoliticalM;17368656]To the power of 69 is the [i]official[/i] maximum in maths itself, I believe. Fuck knows how I know that, but I'm 100% certain anything over the power of 69 is simply infinite, or too big, or something like that. Basically, no.[/QUOTE] What
[QUOTE=PoliticalM;17368656]To the power of 69 is the [i]official[/i] maximum in maths itself, I believe. Fuck knows how I know that, but I'm 100% certain anything over the power of 69 is simply infinite, or too big, or something like that. Basically, no.[/QUOTE] That would make 128 bit unsigned integers impossible you dumbass. FYI 2^80 is 1208925819614629174706176
[QUOTE=PoliticalM;17368656]To the power of 69 is the [i]official[/i] maximum in maths itself, I believe. Fuck knows how I know that, but I'm 100% certain anything over the power of 69 is simply infinite, or too big, or something like that. Basically, no.[/QUOTE] Do you determine the limitations of maths through the limitations of your calculator?
The actual limit depends on the code you're using, the device you use it on and available memory. Aside from that, everything's computable.
Hey is it possible to give full access to a variable in one object to another object? Normally, my asteroid object would contain a variable for it's position and angle, but since other objects are also going to be used along side asteroids, I made a class (EssentialInfo) that contains everything a larger system would need to simulate it, which would make it so all I'd have to do is store these different object's EssentialInfo and I wouldn't have to handle each object type separately. However, the problem is that I want asteroid to be able to access it's position without getters and setters. I don't want to just make the variables public though, because then they could be changed by anything that got a pointer to the EssentialInfo. So, is it possible for a variable to be public to one object and not another?
Use the friend keyword. edit: Actually I'm not sure if I'm getting you... could you try to explain with some code? Because you don't make that much sense.
@maths people above, it's just what I was taught during A-Level, I never said I believed it ;) @Calculator person, silly comment, they go up to 1^99.
[QUOTE=jA_cOp;17370215]Use the friend keyword. edit: Actually I'm not sure if I'm getting you... could you try to explain with some code? Because you don't make that much sense.[/QUOTE] Cool
[QUOTE=PoliticalM;17370280]@maths people above, it's just what I was taught during A-Level, I never said I believed it ;) @Calculator person, silly comment, they go up to 1^99.[/QUOTE] [quote=wiki]On many handheld scientific and graphing calculators, the highest factorial that can be computed within memory limitations is 69! or 1.711224524*1098[/quote] [url]http://en.wikipedia.org/wiki/69_%28number%29[/url] Maybe you were thinking of that...
[img]http://imgkk.com/i/TRk9oY.png[/img] Admin panel coming along well.
[QUOTE=Jallen;17370339][url]http://en.wikipedia.org/wiki/69_%28number%29[/url] Maybe you were thinking of that...[/QUOTE] lol I remember finding that out myself. So went up from 10! then 20! etc. until it gave an error and then just worked my way back. I always came out on 69! Primary school math lessons were so boring
[QUOTE=ryandaniels;17370326]Cool[/QUOTE] "friend" only works with functions and classes. If you want it with individual objects (?), I'd just make the members of EssentialInfo "protected", then you'd derive from it. But as I said, I'm not quite sure what you're trying to do. Hope it helped anyway.
[QUOTE=compwhizii;17370380][img]http://imgkk.com/i/TRk9oY.png[/img] Admin panel coming along well.[/QUOTE] Nice design.
[QUOTE=arienh4;17370538]Nice design.[/QUOTE] Just an FYI but when I view this site in firefox 3.0, resolution 1280x800(I think) the white line under moderators is misaligned. On the list of moderators it crosses through beatzdawg. I can get a screenie if you need it.
Please do.
[QUOTE=jA_cOp;17370493]"friend" only works with functions and classes. If you want it with individual objects (?), I'd just make the members of EssentialInfo "protected", then you'd derive from it. But as I said, I'm not quite sure what you're trying to do. Hope it helped anyway.[/QUOTE] No it's actually perfect, EssentialInfo is common information that I carved out of various objects into a single object, so it makes perfect sense for the original objects to retain complete control over their EssentialInfo. I'll look into protection too though
I'm done with the Camera ... I've decided not to use the same scrolling of the original Zelda since a Computer is much more powerful than a gameboy and don't need a few seconds to load the map. I've made an hybrid kind of camera, each map can either have a centered static camera or a scrolling camera that is following the Y or the X axis of Link. Now I need to sync the animated tiles because they only works on the map that Link is currently on and when the camera is scrolling I can see the animated tiles of the other maps. EDIT: Already fixed. [img]http://img19.imageshack.us/img19/7007/88268932.png[/img]
Working on a simple Gui system, got the windows working as well as movement. The only problem I have with movement is that it doesn't account for the position of the mouse in the title bar, so that means the entire window's x1 and y1 will snap to the mouse position. Bleh.
[QUOTE=compwhizii;17370706]Please do.[/QUOTE] [media]http://filesmelt.com/downloader/compwhizzihereyougo.png[/media] Big-ish pic.
That's odd. [editline]03:34PM[/editline] IE doesn't even do that.
[QUOTE=Sloped;17371599]Working on a simple Gui system, got the windows working as well as movement. The only problem I have with movement is that it doesn't account for the position of the mouse in the title bar, so that means the entire window's x1 and y1 will snap to the mouse position. Bleh.[/QUOTE] That's very easy to fix by recording the local X and Y coordinate when it's 'picked up'.
[img]http://imgkk.com/i/9kPYRa.png[/img] [editline]04:20PM[/editline] I was thinking of requiring you to type the word delete in a textbox before you deleted them, but that was a bit OTT.
Finished Weapon System with animations and collisions (uses an invisible mask that follows the weapon). Started work on Particles. (yes a frost bolt came out of a dagger :v:) [media]http://i35.tinypic.com/eg7n79.png[/media]
[QUOTE=efeX;17373656]Finished Weapon System with animations and collisions (uses an invisible mask that follows the weapon). Started work on Particles. (yes a frost bolt came out of a dagger :v:) [media]http://i35.tinypic.com/eg7n79.png[/media][/QUOTE] What library?
Sfml, Raknet(soon)
I love SFML.
Sorry, you need to Log In to post a reply to this thread.