[QUOTE=nos217;22047620]Hypothesize all you want.[/QUOTE]
Alright, you're using an IDE. You don't need to include the -l there, the program will prepend the flag for you.
Oh wow that worked. It's weird because SFML say to put that there in the documentation. Thanks very much.
[editline]09:12PM[/editline]
Yeah I would love to learn to program without an IDE but it seems very difficult.
Why?
It's not that difficult actually, but there's not much of a point.
You might want to learn a little bit about make-files, but that doesn't exclude the usage of an IDE.
Perhaps, I can build sources but that's all I really know.
[QUOTE=nullsquared;22047647]Cool. Minus the part where my grapher doesn't actually *solve* implicit equations :v:[/QUOTE]
You mentioned a few pages ago that you were looking for some new ideas for your grapher. I'm not sure how far you want to take this project, but here's a few ideas.
Complex plane (normal and extended (AKA Riemann spheres)), 3D orthogonal coordinate systems (cylindrical, conical, the like), Plucker coordinates, Support for sigma notation inputs, fractals with a limited stepping, stuff like that.
Oh, and if you decide to include any of those, there are sub features that would be nice as well. :)
[QUOTE=AesoSpadez;22048103]3D orthogonal coordinate systems (cylindrical, conical, the like)[/QUOTE]
Does that mean he would be able to draw a 2D graph on a 3D cylinder or did I get it wrong?
Oh great, now I'm getting "undefined reference to `sf::VideoMode::VideoMode(unsigned int, unsigned int, unsigned int)'"
[QUOTE=Ortzinator;22046429]But it's not using the string's Equals method, it's using the object == operator.
[editline]03:05PM[/editline]
That's why I declared them as objects instead of strings.[/QUOTE]
Ahh sorry, good point.
[QUOTE=nos217;22048220]Oh great, now I'm getting "undefined reference to `sf::VideoMode::VideoMode(unsigned int, unsigned int, unsigned int)'"[/QUOTE]
Not sure if it matters, but try changing the order of the link libraries.
Didn't make a difference unfortunately.
As a side note: In the SFML tutorials, they are putting input handling and a loads of other stuff in Main, is that not messy?
[QUOTE=nos217;22048552]Didn't make a difference unfortunately.
As a side note: In the SFML tutorials, they are putting input handling and a loads of other stuff in Main, is that not messy?[/QUOTE]
It's a tutorial, it's meant to be simple and concise. It would be harder for beginners if it was in a dozen files.
[QUOTE=nos217;22048220]Oh great, now I'm getting "undefined reference to `sf::VideoMode::VideoMode(unsigned int, unsigned int, unsigned int)'"[/QUOTE]
I could swear it was just sf::VideoMode(W, H, Depth) when I last used SFML :v:
But it's also leading beginners into believing that this is the best way to do it, is it not?
[editline]09:48PM[/editline]
[QUOTE=Chris220;22048774]I could swear it was just sf::VideoMode(W, H, Depth) when I last used SFML :v:[/QUOTE]
It is :v:.
No because the tutorials are for beginners of the api, not beginners of the language.
[QUOTE=Chris220;22048774]I could swear it was just sf::VideoMode(W, H, Depth) when I last used SFML :v:[/QUOTE]
I think it's because sf::VideoMode::VideoMode(unsigned int, unsigned int, unsigned int) is a constructor for sf::VideoMode class. The constructor is always defined as className::className(), but you call it as className().
I'll leave it until after I've finished my exams, I'll finish reading Accelerated C++ and then I'll see if it works then. Waiting a long time seems to help sometimes. I just wish Accelerated C++ got to the OO stuff earlier.
[img]http://www.imgdumper.nl/uploads2/4bf45774389fe/4bf45774343b0-constantsandfuncs.png[/img]
I just added some basic functions and constants. However, it's all hardcoded right now. Tomorrow I'm going to make a class out of it with functions to add functions and constants, which will be very similar to how a lua_State works.
Overv; that's pretty neat. I look forward to seeing how it'll turn out!
[url]http://www-cs-students.stanford.edu/~amitp/gameprog.html[/url]
Quite helpful, thought others might benefit
[QUOTE=ryandaniels;22054274][url]http://www-cs-students.stanford.edu/~amitp/gameprog.html[/url]
Quite helpful, thought others might benefit[/QUOTE]
That's pretty useful.
[QUOTE=Hexxeh;22042542]Porting HLLib and HLExtract to Mac, because GCFScape doesn't exist for Mac, and it doesn't run via WINE or the like. One of the most painless ports I've done in a long time.[/QUOTE]
So I assume that GCFScape contains [url=http://www.mono-project.com/CPlusPlus]non-CLI code[/url]?
There's nothing wrong with him preferring the painless port - he wanted a command-line utility to shove into a backend anyway.
Is [url=http://82.171.96.250/dev/solver.php][b][u]this[/u][/b][/url] the way I should be going with equation solving?
I'd throw everything to the left, call it a function, calculate its derivative (should be pretty straightforward to automate) and use Newton's method.
f(x) = 0
x(0) = 1 or something
x(i+1) = x(i) - f(x(i))/f´(x(i))
You should get an accurate result with very few iterations. But I don't really know how to deal with functions that have multiple solutions. My experience with numeric solving is very limited.
[editline]06:35PM[/editline]
Also what's log^-1(-1000000000)?
[QUOTE=ThePuska;22063303]I'd throw everything to the left, call it a function, calculate its derivative (should be pretty straightforward to automate) [/QUOTE]
Hahahhahahahahahhahahahahahhahahhahahaha
[highlight](User was banned for this post ("Why reply" - birkett))[/highlight]
Also the Newton-Raphson method can sometimes head away from a solution in unlucky circumstances.
[QUOTE=ThePuska;22063549]What?[/QUOTE]
Sorry, but it's actually bloody difficult to do, and there are many cases where it can't be done at all.
For instance
(x^2)y = 2x(y^2) - 5
You cannot actually solve it for y, unless I've written the problem down wrong, and to find the derivative you need to use implicit differentiation, and the chain and product rules. It's not trivial.
I was only thinking about one-dimensional cases
You could try to approximate the derived function using the central or forward difference method.
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