• What are you working on? v67 - March 2017
    3,527 replies, posted
[thumb]http://carp.tk/$/vSEAS0.png[/thumb] [thumb]http://carp.tk/$/CQvhRL.png[/thumb] Single inheritance, multiple inheritance, methods, variables, run time type information Run time safety checks are possible in case RTTI information is generated for a class instance. Including type names, inheritance hierarchy, virtual inheritance, virtual method count, static methods....
Does casting work correctly too? In terms of virtual inheritance.
[QUOTE=WTF Nuke;52750824]Does casting work correctly too? In terms of virtual inheritance.[/QUOTE] It's a complicated subject, each method has one implementation (own vtable offset and index in vtable) and therefore correctly invokes the proper C++ method (class layout calculated exactly once), but follows the rules of C# casting between interfaces. If there are no this pointer fixups between base interface casts, you could pass any of them back to the native side and it would work as expected. Implementing custom dynamic_cast would not be hard as it's just adding a fixup offset to the main instance pointer and doing some runtime checks to make sure it's a legal operation. If there _are_ this pointer fixups my thing just shits itself, as i just now discovered :blaze: I originally wanted to implement own dynamic_cast<> class which abuses implicit cast operators to convert between interfaces (interface<->interface and even interface<->intptr), but casting generic types to interfaces for some reason isn't allowed in C#. Converting a native pointer to one of the base interfaces isn't valid, has to be converted to the correct interface and then cast to one of the bases.
[code]0 Error(s)[/code]
[QUOTE=cartman300;52750941]It's a complicated subject[/QUOTE] Isn't all of this compiler dependent as well?
[QUOTE=Rohans;52752706]Isn't all of this compiler dependent as well?[/QUOTE] I am talking about the MSVC++ compiler mainly currently, there are some minor implementation differences between GCC and MSVC (yet there is possible to create MSVC compatible binaries with GCC).
[QUOTE=reevezy67;52752450][code]0 Error(s)[/code][/QUOTE] How many warnings though?
[QUOTE=Naelstrom;52753495]How many warnings though?[/QUOTE] : <buffer overflow>
Real warnings get transformed to errors and the rest get ignored.
Read about the Buddhabrot recently and thought it looked so damn cool, so I wrote a basic renderer for it. It's quite grainy since I'm using few sampling points, but the patterns are definitely showing. What is shows are basically the escape trajectories for points that doesn't belong to the Mandelbrot set. This contain the path of points taking 500 or less iterations to escape the Mandelbrot. [t]https://i.imgur.com/EDvX1dq.png[/t] Here the escape is set to just 18 iterations. [t]https://i.imgur.com/TKYkNhW.png[/t] You can false color it by combining three renders with different escape values. [t]https://i.imgur.com/WrrQorh.png[/t] [IMG]https://i.imgur.com/A3LoZs2.png[/IMG]
I was watching a twitch IRL stream yesterday of someone walking around in Japan. At one point two of the people on stream were speaking Japanese when a viewer jokingly asked where the captions where. I figured it would actually be pretty neat to have on-the-fly translated captions, so I started making this system: [vid]https://s1.webmshare.com/m8QOX.webm[/vid]
[URL]https://gitlab.com/femsf/c-plus-equality[/URL] Sorry if I'm late with this, but it's comedy gold
[QUOTE=ToxiQ;52762015][URL]https://gitlab.com/femsf/c-plus-equality[/URL] Sorry if I'm late with this, but it's comedy gold[/QUOTE] Very late. This got kicked off GitHub years ago because they used the way that site matches commits to profiles to impersonate a female user/programming beginner.
I gave up on Linux. I really need Visual Studio to work on Xamarin stuff. Visual Studio Code is good but it's not close to Visual Studio, especially with Resharper.
idk I feel like you just need a dose of Resharper. once you get a hang of it, Resharper becomes a part of you. Visual Studio is kind of slow.
Or an IntelliJ IDE. I worked in Android Studio for a while and got accustomed to all the shortcuts. It's good that resharper has them too. I'm doing a C++ assignment at uni that I can't compile on my own computer because of some really specific dependencies. I've hit Crl + D probably a hundred times now and every time I've been disappointed to see nothing happen. Despite my avatar, Visual Studio is ok once you have it running. Installing it is a nightmare, though it's improved slightly in 2017.
[QUOTE=reevezy67;52764951]I gave up on Linux. I really need Visual Studio to work on Xamarin stuff. Visual Studio Code is good but it's not close to Visual Studio, especially with Resharper.[/QUOTE] VS Code gets pretty significant improvements on a monthly basis. Probably isn't close now but they're making great progress
Yeah, I was talking about Xamarin as well though. VS Code can't create all the project templates either.
They say Resharper is like heroin. Once you try it you can't live without it.
Optimized the renderer so now it's considerably faster. Also changed the way I'm sampling random points so now the pixel distribution it's much more uniform. Previously it showed a bunch of grid structures because I accidentally reused the same random value, but mirrored on the x or y axis. [t]https://i.imgur.com/uaABza0.png[/t][t]https://i.imgur.com/vUVp28x.jpg[/t] full size: [URL]https://i.imgur.com/uaABza0.png[/URL] [URL]https://i.imgur.com/vUVp28x.jpg[/URL] [IMG]https://i.imgur.com/5c9ChV6.png[/IMG] cropped from [url]https://i.imgur.com/LCd4Q9u.jpg[/url]
Holy shit those are beautiful. They look like nebulas.
[QUOTE=reevezy67;52764951]I gave up on Linux. I really need Visual Studio to work on Xamarin stuff. Visual Studio Code is good but it's not close to Visual Studio, especially with Resharper.[/QUOTE] VS Code works really well for code editing and code viewing, especially since its so lightweight compared to VS. I do find myself missing some of the extra tools and abilities VS offers when working on Ubuntu at home or at work, though. at least VS2017 was a significant improvement in many ways
[QUOTE=Swebonny;52766180] [IMG]https://i.imgur.com/5c9ChV6.png[/IMG] [/QUOTE] [thumb]https://i.imgur.com/0TB4lED.jpg[/thumb] Elmo has ascended beyond his mortal form.
Poor guy, had a little too much wasabi...
This makes Monogame much nicer to use. I remember writing my own collision, GUI and animations. No more. [URL]https://craftworkgames.github.io/MonoGame.Extended/[/URL] [editline]11th October 2017[/editline] Not to mention it has a map loader for Tiled(map editor) and particles.
I am amazed MonoGame is still alive. Cool though, I had cool experience with XNA.
You still have to write a lot yourself, so it's not as fast for prototyping as a more popular game engine. I feel like it makes everything more manageable though, you can keep everything organized your own way and it's still not that bad, especially with this new extension. A few days of setup for the cost of a more customized solution sounds good to me. XNA is how I got in to programming, it's pretty cool seeing it all updated, modern with mobile support and all sorts of goodies.
[QUOTE=reevezy67;52764951]I gave up on Linux. I really need Visual Studio to work on Xamarin stuff. Visual Studio Code is good but it's not close to Visual Studio, especially with Resharper.[/QUOTE] Have you tried [URL="https://www.jetbrains.com/rider/"]Rider?[/URL] Most of my friends are making the switch and all our programmers in Krillbite have done the same. Visual Studio is a blob. VSCode is a good alternative but JetBrains is not going to make Resharper for it now that they've made their own IDE. [QUOTE=reevezy67;52769490]You still have to write a lot yourself, so it's not as fast for prototyping as a more popular game engine. I feel like it makes everything more manageable though, you can keep everything organized your own way and it's still not that bad, especially with this new extension. A few days of setup for the cost of a more customized solution sounds good to me. XNA is how I got in to programming, it's pretty cool seeing it all updated, modern with mobile support and all sorts of goodies.[/QUOTE] MonoGame is great for writing a lot of code and getting down to the tiny parts in making prototypes. If you're into that kind of stuff. I rarely see MonoGame mentioned in the industry though. Game Maker is more used for prototyping. Unity is mostly used when it comes to C# and larger projects.
[QUOTE=reevezy67;52769490]You still have to write a lot yourself, so it's not as fast for prototyping as a more popular game engine. I feel like it makes everything more manageable though, you can keep everything organized your own way and it's still not that bad, especially with this new extension. A few days of setup for the cost of a more customized solution sounds good to me. XNA is how I got in to programming, it's pretty cool seeing it all updated, modern with mobile support and all sorts of goodies.[/QUOTE] Yeah I know, I wrote 2D box (non-rotating) physics myself for one of my XNA games. Was quite a ride. The manage part is correct, you can manage the way you like it (I had all my references in one huge script, which was nice)
Somewhat related. The AI fighting each other in a game I've been spending too much time on. Built with monogame. Still haven't added any pants or a second type of shirt. [img]https://i.imgur.com/tYTykz4.gif[/img]
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