[QUOTE=Mozartkugeln;38166679]Use two quotation marks to escape it. For example, "This is a ""string"" literal" should come out as:
[CODE]This is a "string" literal[/CODE][/QUOTE]
Oh wait, wasn't doing it right before, got it to work now
[php]Dim specialRegex As New Regex("[!%&'*,-./" + Regex.Escape("+*#()$") + ("""""]"))[/php]
Jesus that's ugly. Thanks though!
does anyone know where i can get a library or something similar that will allow me to interact with my g15 LCD using C++? (ie drawing text, shapes, etc on the lcd)
[QUOTE=G4MB!T;38193590]does anyone know where i can get a library or something similar that will allow me to interact with my g15 LCD using C++? (ie drawing text, shapes, etc on the lcd)[/QUOTE]
They keyboard comes with an SDK for C++. Apparently it is located in C:\Program Files\Logitech G15\SDK\.
oh thanks heaps :D
[QUOTE=Ehmmett;38189345]what would cause [B]#[/B]plr.collision.point to be 0 when plr.collision.point.down.x works as it should?
[editline]25th October 2012[/editline]
in lua. btw
[editline]25th October 2012[/editline]
does the array count not count any sub-array's?[/QUOTE]
Array count counts sequential numeric indices
[editline]26th October 2012[/editline]
Starting from 1, I believe
So I'm attempting to create this game idea: [url]http://www.squidi.net/three/entry.php?id=63[/url]
I want to use SFML+Box2D and write it in C++. Is that a good combo?
Anyone know how to register for Visual Studio Express 2012 without being part of a business? If it's legal of course.
Quick question:
Is there a way for a c/c++ header file ignore external macros/defines? Perhaps some #pragma directive?
In vs2010.
[QUOTE=ief014;38201601]Quick question:
Is there a way for a c/c++ header file ignore external macros/defines? Perhaps some #pragma directive?
In vs2010.[/QUOTE]
[code]#define FOO_ FOO
#undef FOO
// ...
#define FOO FOO_
[/code]
?
[QUOTE=MakeR;38193635]They keyboard comes with an SDK for C++. Apparently it is located in C:\Program Files\Logitech G15\SDK\.[/QUOTE]
Here's a .NET binding too:
[url]http://lglcdnet.codeplex.com/[/url]
Im trying to pack all my Lua code files into a .dll and have Lua load it when starting. I have the .dll ready, but Lua/LuaInterface fails to load it. I am doing "require "xna"" but it fails with "The specified procedure could not be found."
I'm wondering what the best way to capture the PrtScn key is. What I'm doing now is registering a hotkey ([URL]http://msdn.microsoft.com/en-us/library/ms646309.aspx[/URL]) with id VK_SNAPSHOT so when it comes to the message loop I can just listen for WM_HOTKEY and WM_KEYDOWN so it's like VK_SNAPSHOT is generating a VM_KEYDOWN message. Seems to work well, some keys are annoying little buggers.
[QUOTE=Lexic;38205443][code]#define FOO_ FOO
#undef FOO
// ...
#define FOO FOO_
[/code]
?[/QUOTE]
that would only be 'ignoring' one define. I don't really need this to be solved anymore though as I've worked around it. Thanks anyway.
-snip-
-snip-
Anyone who has knows more about FMOD than I do, can you tell me if it is possible to receive input from speakers. What I am trying to say is that the source of input for FMOD should be the system/background sound, whatever is being sent out to the speakers at that moment.
[QUOTE=Fetret;38219164]Anyone who has knows more about FMOD than I do, can you tell me if it is possible to receive input from speakers. What I am trying to say is that the source of input for FMOD should be the system/background sound, whatever is being sent out to the speakers at that moment.[/QUOTE]
I was wondering a way to do this as well, in order to implement echo cancellation when using a microphone and speakers
[QUOTE=ThePuska;38219340]I was wondering a way to do this as well, in order to implement echo cancellation when using a microphone and speakers[/QUOTE]
Yeah it really bugs me, because I haven't been able to find anything on how to achieve this (or if it is possible) online. Seems like it should be somehow possible, but not really covered in documentation.
Anyone know how to get GCC 4.8.0 working with Windows and Code::Blocks?
[QUOTE=elevate;38225288]Anyone know how to get GCC 4.8.0 working with Windows and Code::Blocks?[/QUOTE]
You'll probably have to compile it yourself using [URL="https://github.com/niXman/mingw-builds"]mingw-builds[/URL]
I'm trying to figure out how to set up my android/opengl/java game's threads.
Android UI, OpenGL, and game logic.
To avoid needless copy/pasting:
[url]http://stackoverflow.com/questions/13113340/3-android-threads-how-to-structure/[/url]
If you know anything about game structure, opengl, or threads on android it would be great if you could take a look.
Bleh, I can build GCC 4.8.0, but MinGW\include doesn't have the same shit in it as when use use mingw-get-inst.
Someone help me now before I scream into a pillow or something.
Does anyone have that site where you entered either C or C++ code and it generated the assembly for it?
[QUOTE=Swebonny;38236100]Does anyone have that site where you entered either C or C++ code and it generated the assembly for it?[/QUOTE]
I found two:
[url]http://gcc.godbolt.org/[/url]
[url]http://llvm.org/demo/index.cgi[/url]
[QUOTE=Neo Kabuto;38236140]I found two:
[url]http://gcc.godbolt.org/[/url]
[url]http://llvm.org/demo/index.cgi[/url][/QUOTE]
Awesome thanks!
Got another question:
I create a char pointer by doing
char * cp;
and then create an integer with the value 222222;
int val = 222222;
Now when I assign the address &val to cp, I obviously get a warning.
However when I de-reference cp, I get "14".
I used one of those online binary converters and it turns out 222222 converts to 14(dec), so that's why the de-referenced cp gives me 14. The thing I'm wondering is how the hell 222222 turns into 00001110(bin)/0e(hex)/14(dec). If anyone have a resource where you can read about such things I'd be forever grateful.
222222 is 0x0003640e, which in little endian (the way it's stored in memory) is 0x0e640300, since cp points to the first octet of val, *cp is 0x0e (14).
Awesome, thanks man!
Anyone know of any articles or readings on developing a game framework and organizing a structured layout? I want to dive into a game I'm going to make, but I don't want to make the mistake of doing one part of the game at a time, and then having to restructure the whole thing as I go along.
I'm really having a 'writer's block' for some reason. How can I make a value that's not constricted to time, but still increases? I just want it so that the value doesn't increase even when the key isn't pressed (e.g. in this program, the time increases even though the up or down arrow isn't pressed, so if you take a break, it flashes to a new point.)
[cpp] D3DXMATRIX matWorld;
if(KEY_DOWN(VK_UP))
{
x += timeGetTime()/1000.0f;
D3DXMatrixRotationY(&matWorld, x);
d3ddev->SetTransform(D3DTS_WORLD, &matWorld);
}
if(KEY_DOWN(VK_DOWN))
{
x -= timeGetTime()/1000.0f;
D3DXMatrixRotationY(&matWorld, x);
d3ddev->SetTransform(D3DTS_WORLD, &matWorld);
}[/cpp]
I know why it's doing it, it's because time is increasing while the key isn't being pressed, so that causes the model to flash to a new rotation. This really seems like a simple fix, but I'm just retarded. Someone help?
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