• What are you working on? May 2012
    2,222 replies, posted
-snip- How did I confuse this with the SH.. [editline]ahh[/editline] [URL="http://puu.sh/vh4Q"]Oh well, meanwhile in FPP.[/URL]
[QUOTE=esalaka;35995321]You don't actually have to do that if you do some trickery such as forward declaring classes.[/QUOTE] You are forced to if you explicitly use the class, like inheriting from it.
[IMG]http://i46.tinypic.com/2h2mdc9.png[/IMG] VIKING BIKING
Now that I've written my own memory management, let's see what this baby can do. I wrote a linked list class a while back (with aspirations to maybe one day write a container class as fast as the STL). My linked list class is pretty darn fast! Except that it calls "new" every time you put something into it. So it was a lot slower than the STL vector. Made my linked list use my memory management system. [img]http://dl.dropbox.com/u/11093974/Junk/compare.png[/img] Adding 30,000,000 integers to them. Using vector's push_back and my own insertLast(). First value is for my original linked list class, second is the same linked list class using my own new/delete and third is the vector. If I change my linked list to allocate memory ahead of time like the vector does it should be faster. If that's the case I can walk into school next week feeling like a total badass and brag to all my friends that my container class is faster than a vector. I will get all the bitches. edit: A linked list does not come close to a vector in iterating speed though. Since a vector is linear in memory you can go through that shit quick. Time to write a "List" class for that purpose!
[QUOTE=polkm;35995776]You are forced to if you explicitly use the class, like inheriting from it.[/QUOTE] If I recall correctly, you're also forced to include STL headers if you use their types (string, vector, etc.). I don't think forward-declaring those works. And they're templates, so you're basically including an entire expanded template in every header where you use them, which is why C++ compile times tend to explode exponentially as your project grows.
[QUOTE=ShaunOfTheLive;35999720]If I recall correctly, you're also forced to include STL headers if you use their types (string, vector, etc.). I don't think forward-declaring those works. And they're templates, so you're basically including an entire expanded template in every header where you use them, which is why C++ compile times tend to explode exponentially as your project grows.[/QUOTE] I don't think compile times are a problem for me, and I use the STL's strings and data-types.
If anyone wants to see how easy the 2012 AP Computer Science free-response questions were... [url]http://apcentral.collegeboard.com/apc/public/repository/ap_frq_computerscience_12.pdf[/url]
[QUOTE=Parad0x0217;36000880]If anyone wants to see how easy the 2012 AP Computer Science free-response questions were... [url]http://apcentral.collegeboard.com/apc/public/repository/ap_frq_computerscience_12.pdf[/url][/QUOTE] I always herd that AP Comp Sci was a joke, but [I]wow[/I].
You know what a [i]boolean is???[/i] Bam! Advanced placement.
Oh god grid world... I remember that abomination. What a horrible class. Oh well, credit is credit.
[QUOTE=sarge997;35991617]Hey what are your guys thoughts on Unity 3D?[/QUOTE] I'd like to ask the same about NeoAxis engine.
I set up a bamboo server earlier this week. Just finished getting everything set up..! [img]http://puu.sh/vnfX[/img]
[QUOTE=garry;36002604]I set up a bamboo server earlier this week. Just finished getting everything set up..! [img]http://puu.sh/vnfX[/img][/QUOTE] No Holly support on Linux? :(
[QUOTE=ShaunOfTheLive;35999720]If I recall correctly, you're also forced to include STL headers if you use their types (string, vector, etc.). I don't think forward-declaring those works. And they're templates, so you're basically including an entire expanded template in every header where you use them, which is why C++ compile times tend to explode exponentially as your project grows.[/QUOTE] Which is why VC uses precompiled headers.
[QUOTE=T3hGamerDK;36002723]No Holly support on Linux? :([/QUOTE] Holly - Linux is the first Holly entry... ?
[img]http://i.imgur.com/ivH6H.png[/img] I'm attempting to create my own form of CAPTCHA. Very work in progress, but the base concept is... sort of, kind of, with a bit of fantasy, there. Right now it's hardcoded to support 4 characters only but I will make it scalable to any characters and I will probably make it auto-evaluate the drawing space and select a font size based on that. Scalability is good, I think.
[QUOTE=Within;36003262][img]http://i.imgur.com/ivH6H.png[/img] I'm attempting to create my own form of CAPTCHA. Very work in progress, but the base concept is... sort of, kind of, with a bit of fantasy, there.[/QUOTE] Thanks for making the letters in different, regular colours, it makes writing a CAPTCHA breaker way easier :v:.
Changed the way my visualizer works so that instead of using lots of ugly maths to calculate the sound pressure, it takes the average of the low, medium, and high frequencies and gives me a value for them. Its pretty much the same way Beat Hazard does its detection, but its rubbish for slower, quieter music. I also made it draw a nice graph so I could make sure it worked properly. [img]http://i.imgur.com/DgoQv.png[/img] I don't know why I keep coming back to this, but its always on Friday night. :v:
[QUOTE=q3k;36003768]Thanks for making the letters in different, regular colours, it makes writing a CAPTCHA breaker way easier :v:.[/QUOTE] Don't worry, it will destroy your eyes soon enough. Well. Sooner or later I'll have it pick colors at random and there's the chance of picking eye-cancer-inducing colors, but there are surely some RGB ranges I can exclude to help this.
[QUOTE=Richy19;36002775]Holly - Linux is the first Holly entry... ?[/QUOTE] But it has a warning sign! It must be bad...
[QUOTE=Within;36004967]Don't worry, it will destroy your eyes soon enough. Well. Sooner or later I'll have it pick colors at random and there's the chance of picking eye-cancer-inducing colors, but there are surely some RGB ranges I can exclude to help this.[/QUOTE] Here is something to help you a bit in your quest for non eye burning colours, found this a while ago : [url]http://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/[/url]
[img]http://puu.sh/vpuP[/img] I'm making a platformer game in C++/SFML but for some people who I send it to it doesn't run well or they get bad fps. If anyone wants to try it out and tell me your fps, OS, and if you get any bugs I would appreciate it Download: [url]http://puu.sh/vptk[/url] Thanks
[QUOTE=boomer678;36005114][IMG]http://puu.sh/vpuP[/IMG] I'm making a platformer game in C++/SFML but for some people who I send it to it doesn't run well or they get bad fps. If anyone wants to try it out and tell me your fps, OS, and if you get any bugs I would appreciate it Download: [URL]http://puu.sh/vptk[/URL] Thanks[/QUOTE] Runs very smoothly with 333 FPS, Windows 7. One bug i found that if hold sprint and jump and go to a 2 tall space, you collide through the top blocks.
[QUOTE=boomer678;36005114][img]http://puu.sh/vpuP[/img] I'm making a platformer game in C++/SFML but for some people who I send it to it doesn't run well or they get bad fps. If anyone wants to try it out and tell me your fps, OS, and if you get any bugs I would appreciate it Download: [url]http://puu.sh/vptk[/url] Thanks[/QUOTE] Runs perfectly fine, ~333 FPS on Windows 7.
[QUOTE=boomer678;36005114][img]http://puu.sh/vpuP[/img] I'm making a platformer game in C++/SFML but for some people who I send it to it doesn't run well or they get bad fps. If anyone wants to try it out and tell me your fps, OS, and if you get any bugs I would appreciate it Download: [url]http://puu.sh/vptk[/url] Thanks[/QUOTE] there's half a second of input lag. 150 fps.
I'm still trying to figure out how to connect one of these [img]http://dlnmh9ip6v2uc.cloudfront.net/images/products/00255-01-L.jpg[/img] Into my Arduino. Ugh.
Kind of fits better in Electronics and Embedded.
[QUOTE=quincy18;36005087]Here is something to help you a bit in your quest for non eye burning colours, found this a while ago : [url]http://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/[/url][/QUOTE] That is cool. Thanks!
[QUOTE=boomer678;36005114][img]http://puu.sh/vpuP[/img] I'm making a platformer game in C++/SFML but for some people who I send it to it doesn't run well or they get bad fps. If anyone wants to try it out and tell me your fps, OS, and if you get any bugs I would appreciate it Download: [url]http://puu.sh/vptk[/url] Thanks[/QUOTE] Getting an FPS of 59-61 here on Windows 7 x64. I have a GTX 570.
I started to make a [url=https://github.com/pixellegacy/DF-Patch]diff tool in C++[/url] for the sole purpose of easily applying patches for dwarf fortress. Surprisingly there's very few libraries out there for diffing in C++! I started working on it yesterday, and just recently got it cross-compiling on linux/windows. All it can really do at the moment is generate a [url=http://www.gnu.org/software/diffutils/manual/html_node/Example-Unified.html#Example-Unified]unified patch format[/url] file taking two directories as input. It's pretty fun to develop for though! [img]http://i.imgur.com/kDcEj.png[/img] [img]http://i.imgur.com/KuZGl.png[/img] which creates output similar to: [img]http://i.imgur.com/uCVgZ.png[/img] (The only thing I don't have at the moment is file modification timestamps in the headers) As far as I can tell there isn't a simple program out there that lets you specify two folders, and then have it generate a simple patch file for you. I normally used to just make a quick git repository and commit a few times, then generate a patch file from those changes, but that isn't really optimal.
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