What are you working on? V4 (HTML ISN'T PROGRAMMING)
2,003 replies, posted
[QUOTE=SteveUK;18181715]free version looks like shit.[/QUOTE]
Just because it looks like shit doesn't mean it can't be [url=http://blurst.com/raptor-safari/]fun[/url] :buddy:
[QUOTE=voodooattack;18180295]I [i]really[/i] recommend upgrading to SFML2.[/QUOTE]
What's good about it and will it likely break my existing code?
[QUOTE=databee;18171556]I disagree. It's like saying using crayons is the same as painting[/QUOTE]
Then what is the analogy to painting?
There's not really any higher standard for creating websites than HTML/CSS/JS/images. Well, there's flash, but I wouldn't exactly consider that much better.
[QUOTE=DrTaxi;18183922]Then what is the analogy to painting?
There's not really any higher standard for creating websites than HTML/CSS/JS/images. Well, there's flash, but I wouldn't exactly consider that much better.[/QUOTE]
I program my websites in pure trinary.
Learning java. I managed to compile and run my first hello world program. :D
My work environment:
[img]http://img203.imageshack.us/img203/2183/21717104.jpg[/img]
Ultimate goal is to make a zombie outbreak roguelike.
Are you fucking shitting me? That tutorial was first written in 1996 and updated in 1999. FIND ANOTHER ONE.
[QUOTE=r4nk_;18184691]Are you fucking shitting me? That tutorial was first written in 1996 and updated in 1999. FIND ANOTHER ONE.[/QUOTE]
[url=http://java.sun.com/developer/onlineTraining/index.jsp]Agreed[/url].
Wow title change, awesome. Also I found out yesterday that 32bit windows 7 could only use 4gb of ram. Luckily arbico changed it for me when I rang them :D Isn't that nice?
So did you get Windows 7 x64-bit afterwards?
yes, I did say that in the above post. They changed it to 64bit for me.
Alright, well I saw that visual basic can interface with my Arduino, so I downloaded 2008 express and am going to try learning that after school. Planning to make some sort of buzzer type system.
[QUOTE=benjgvps;18184920]Alright, well I saw that visual basic can interface with my Arduino, so I downloaded 2008 express and am going to try learning that after school. Planning to make some sort of buzzer type system.[/QUOTE]
[url]http://grathio.com/2009/11/secret-knock-detecting-door-lock.html[/url]
[QUOTE=FractureX;18184655]Learning java. I managed to compile and run my first hello world program. :D
My work environment:
Ultimate goal is to make a zombie outbreak roguelike.[/QUOTE]
Use this tutorial, it's up to date
[url]http://java.sun.com/docs/books/tutorial/index.html[/url]
And use a IDE like NetBeans or Eclipse.
Somebody know how I can overload my class so I can use it in a conditional like this
[cpp]
Class myClass;
if (myClass)
{
...
[/cpp]
in C++ to check if it's valid?
Is it even possible?
[editline]09:26AM[/editline]
Oh never mind. I overloaded conversion to int.
Bool works too.
[QUOTE=r4nk_;18184691]Are you fucking shitting me? That tutorial was first written in 1996 and updated in 1999. FIND ANOTHER ONE.[/QUOTE]
Still works...
[editline]09:26AM[/editline]
[QUOTE=Robber;18185357]Use this tutorial, it's up to date
[url]http://java.sun.com/docs/books/tutorial/index.html[/url]
And use a IDE like NetBeans or Eclipse.[/QUOTE]
Thanks for the tutorial but I refuse to use an IDE.
Alright Jallen, I think I'm over the whole thing by now.. :tinfoil:
As for improvements, here are some snips from the SFML2 branch commit log:
[quote]* Updated API documentation for sf::Shader
* Updated the PostFx sample, renamed to Shader
* Change sf::PostFx to a more general purpose pixel shader class (sf::Shader)
* FS#131 - Add mouse position to the sf::Event::MouseWheelMoved event
* Various improvements on OpenGL contexts handling
* Fixed bad sf::String quality
* Added automatic batching to improve performances
* Made all Vector2 and Vector3 functions inline
..........[/quote]
As for compatibility, both branches are kept synchronized, so there are no source-breaking changes that I know of, as for behavior, the only trivial change that I'm aware of is that you have to explicitly activate the render window via window.SetActive() before you render anything to it (you only have to do this once).
Something that I almost forgot to mention is that, because of the new automatic batching feature (RenderQueue class), if you have classes that inherit from sf::Drawable (and aren't just forwarding the calls to other SFML classes), you'll have to tweak their internals to fit with the new system, and that's about it for sfml-graphics.
Sfml-audio/network have seen some changes, but I'm not that much into them, so I'm the last person to ask.
[QUOTE=Mattz333;18185343][url]http://grathio.com/2009/11/secret-knock-detecting-door-lock.html[/url][/QUOTE]
Haha, I just saw exactly the same thing on [url]http://www.hackaday.com[/url]
[QUOTE=FractureX;18185404]Still works...
[/QUOTE]
So does this, doesn't make it good:
[cpp]
///CREATED UZIN DEVC++
#define FORLUP for
#define private public
#define MAH_IF_STATEMENT if
#include <iostream>
using namespace std;
void main()
{
FORLUP( int i = 0; i < 500; i++ )
{
double* dp = new double[400];
}
int* arr = new int[4];
cout << arr[10];
char stringbabyyeah[5];
gets( stringbabyyeah);
system("PAUSE");
int* malloc(sizeof(int));
MAH_IF_STATEMENT( stringbabyyeah[0] );
{
int mynum = 014;
}
}[/cpp]
Damn that was fun, we should make a thread where we make shit code. For those of you playing at home, there are ~17 bad things there.
[QUOTE=FractureX;18185404]Thanks for the tutorial but I refuse to use an IDE.[/QUOTE]
Why? It makes programming [I]much[/I] easier. Especially for beginners, you can see which methods are available, see your errors as soon as they happen and you don't have to worry about classpaths and much more.
[QUOTE=voodooattack;18185461]Alright Jallen, I think I'm over the whole thing by now.. :tinfoil:
As for improvements, here are some snips from the SFML2 branch commit log:
As for compatibility, both branches are kept synchronized, so there are no source-breaking changes that I know of, as for behavior, the only trivial change that I'm aware of is that you have to explicitly activate the render window via window.SetActive() before you render anything to it (you only have to do this once).
Something that I almost forgot to mention is that, because of the new automatic batching feature (RenderQueue class), if you have classes that inherit from sf::Drawable (and aren't just forwarding the calls to other SFML classes), you'll have to tweak their internals to fit with the new system, and that's about it for sfml-graphics.
Sfml-audio/network have seen some changes, but I'm not that much into them, so I'm the last person to ask.[/QUOTE]
Hmm ok cool. I'm going to stick with 1.5 for my current project then move onto 2.0 when I finish it.
[QUOTE=Robber;18185884]Why? It makes programming [I]much[/I] easier. Especially for beginners, you can see which methods are available, see your errors as soon as they happen and you don't have to worry about classpaths and much more.[/QUOTE]
cuz all tha hard cor -._.-~*~HaCkErZ~*-._.- h8 tha IDEz
[QUOTE=FractureX;18185404]Thanks for the tutorial but I refuse to use an IDE.[/QUOTE]
Why? There is no reason not to use an IDE.
The only possible reason I can concieve is that you feel more 1337 haxx using no IDE, which is utter shit. If you don't use an IDE then your productivity will be stunted and you will produce much crappier code at a slower pace. If anything it makes you less 1337.
[editline]05:58PM[/editline]
[QUOTE=r4nk_;18185909]cuz all tha hard cor -._.-~*~HaCkErZ~*-._.- h8 tha IDEz[/QUOTE]
:ninja:
:argh:
[QUOTE=Jallen;18185931]Why? There is no reason not to use an IDE.
The only possible reason I can concieve is that you feel more 1337 haxx using no IDE, which is utter shit. If you don't use an IDE then your productivity will be stunted and you will produce much crappier code at a slower pace. If anything it makes you less 1337.
[editline]05:58PM[/editline]
:ninja:
:argh:[/QUOTE]
:ninja:
[QUOTE=r4nk_;18185966]:ninja:[/QUOTE]
:argh:
[QUOTE=Robber;18185884]Why? It makes programming [I]much[/I] easier. Especially for beginners, you can see which methods are available, see your errors as soon as they happen and you don't have to worry about classpaths and much more.[/QUOTE]
Because once it is an IDE project, that's all it will ever be except for maybe a final executable. If I have a C::B project file, It becomes massively difficult to distribute my code to something more sane like autotools. (as is the preferred method of distributing cross-platform source code) Anyone else want to contribute to your project? Let's hope you can get that hg plugin working and that they use the same environment that you do. It doesn't have some tool? (for example, a code profiler) You'll never learn to use one.
That's my beef with IDEs
[QUOTE=Cathbadh;18186358]Because once it is an IDE project, that's all it will ever be except for maybe a final executable. If I have a C::B project file, It becomes massively difficult to distribute my code to something more sane like autotools. (as is the preferred method of distributing cross-platform source code) Anyone else want to contribute to your project? Let's hope you can get that hg plugin working and that they use the same environment that you do. It doesn't have some tool? (for example, a code profiler) You'll never learn to use one.
That's my beef with IDEs[/QUOTE]
With Java-IDEs (at least Eclipse and NetBeans) you have a single src folder where all the .java files are, you just distribute that folder and it's IDE independent.
[QUOTE=benjgvps;18184920]Alright, well I saw that visual basic can interface with my Arduino, so I downloaded 2008 express and am going to try learning that after school. Planning to make some sort of buzzer type system.[/QUOTE]
If you can already write C(Ie program an Arduino), why not use C#? If not, why not learn C# anyway so you can move on to C.
[editline]06:33PM[/editline]
[QUOTE=Mattz333;18185343][url]http://grathio.com/2009/11/secret-knock-detecting-door-lock.html[/url][/QUOTE]
This is quite awesome.
[QUOTE=Cathbadh;18186358]Because once it is an IDE project, that's all it will ever be except for maybe a final executable. If I have a C::B project file, It becomes massively difficult to distribute my code to something more sane like autotools. (as is the preferred method of distributing cross-platform source code) Anyone else want to contribute to your project? Let's hope you can get that hg plugin working and that they use the same environment that you do. It doesn't have some tool? (for example, a code profiler) You'll never learn to use one.
That's my beef with IDEs[/QUOTE]
Riighhht, so then you don't get any experience in the most popular IDEs and when it comes time to get a job you are at a huge disadvantage. I know not all companies use IDEs for the reasons you have specified, but a lot do.
[QUOTE=Cathbadh;18186358]Because once it is an IDE project, that's all it will ever be except for maybe a final executable. If I have a C::B project file, It becomes massively difficult to distribute my code to something more sane like autotools. (as is the preferred method of distributing cross-platform source code) Anyone else want to contribute to your project? Let's hope you can get that hg plugin working and that they use the same environment that you do. It doesn't have some tool? (for example, a code profiler) You'll never learn to use one.
That's my beef with IDEs[/QUOTE]
except that most IDE's support running custom steps, so your prebuild step is to run automake, and ./configure, and your build step is replaced by running make.
You an still use the IDE.
However, some people prefer using the external tools/ no IDE, and would prefer a lightweight text editor. In fact vim can be made in a very fast lightweight IDE.
It comes down to personal choice.
[QUOTE=r4nk_;18186554]Riighhht, so then you don't get any experience in the most popular IDEs and when it comes time to get a job you are at a huge disadvantage. I know not all companies use IDEs for the reasons you have specified, but a lot do.[/QUOTE]
If the IDE is that hard to pickup, then either you are A) extremely retarded or B) the IDE sucks more shit than a toilet.
It's a fucking text editor with some nice buttons fer chrissakes.
[QUOTE=Sippeangelo;18185385]Somebody know how I can overload my class so I can use it in a conditional like this
[cpp]
Class myClass;
if (myClass)
{
...
[/cpp]
in C++ to check if it's valid?
Is it even possible?
[editline]09:26AM[/editline]
Oh never mind. I overloaded conversion to int.
Bool works too.[/QUOTE]
it works natively. If statements check if the value passed is not 0. The only time a object would be 0 is if it's null (#define NULL (void *)0 ), so, if the class is NULL, then the condition would be false, and the if statement would not be triggered.
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