NEStix: Programming (C++/SDL)

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Falco Girgis
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Post by Falco Girgis »

Tvspelsfreak wrote:C++ Vectors != Dreamcast compatible

At least unless GyroVorbis feels like installing a complete cygwin + newest KOS development version and do everything through a DOS console and text editor. :mrgreen:
HJML!JLK!JLKJ!LK !HLJ!HLJK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

WHAT THE ______!!!!!!!!!!!!!!!!!

No way in hell I'm doing all of that!!!!!!

Nooooo! Sorry, no vectors on t3h DC version then.
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Post by JS Lemming »

What is with you guys with vectors, they are sooo much trouble. Just let me and GyroV handle the linked lists class and functions.
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Post by MarauderIIC »

JS Lemming wrote:What is with you guys with vectors, they are sooo much trouble.
Only on DC apparently :) Other'n that they're all super-easy to use.

What about templates, tvspel? A general linked-list system would be good.
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Post by JS Lemming »

If they are so easy to use, then why was it that I couldn't compile GV blood engine using them? Our own linked lists would be just as easy as your vectors.
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Post by Tvspelsfreak »

Templates works fine.
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Post by MarauderIIC »

JS Lemming wrote:If they are so easy to use, then why was it that I couldn't compile GV blood engine using them? Our own linked lists would be just as easy as your vectors.
I did, though, within like 10 minutes.
PEBKAC, I guess. =)
Last edited by MarauderIIC on Sat Dec 11, 2004 3:44 pm, edited 1 time in total.
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Post by JS Lemming »

MarauderIIC wrote:
JS Lemming wrote:If they are so easy to use, then why was it that I couldn't compile GV blood engine using them? Our own linked lists would be just as easy as your vectors.
I did, though, within like 10 minutes.
PEBKAC, I guess. =)
With Dev-Cpp?

BTW, I don't know what PEBKAC stands for, enlighten.
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Falco Girgis
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Post by Falco Girgis »

MarauderIIC wrote:
JS Lemming wrote:If they are so easy to use, then why was it that I couldn't compile GV blood engine using them? Our own linked lists would be just as easy as your vectors.
I did, though, within like 10 minutes.
PEBKAC, I guess. =)
I get the feeling he's owning you. Notice it compiles in VisualC++ and not Dev-C++?

Hrmm... Wonder what that says about the compilers. XD

Hey, did you guys hear, JSL is coming out of the closet w00t!
MarauderIIC wrote: What about templates, tvspel? A general linked-list system would be good.
Tvspelsfreak wrote:Templates works fine.
Okay, if you think these templates are going to make a nice general linked list system for us, I'd better bust out the C++ book and learn about them.

BTW, what exactly is a template? What's it good for?
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Post by JS Lemming »

Hey, did you guys hear, JSL is coming out of the closet w00t!
Someone might interpret that the wrong way. :mrgreen: He means I'm moving my compoot out of the closet.... literaly.

No more dungeon like atmosphere for me.
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Post by JS Lemming »

I get the feeling he's owning you. Notice it compiles in VisualC++ and not Dev-C++?

Hrmm... Wonder what that says about the compilers. XD
That only proves VisualC++'s inferiority. A good compiler wouldn't call something standard when it obviously is not. Notice how all Dev-C++ code compiles perfectly on VC++ but not vice versa. Now that's saying something.
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Post by MarauderIIC »

I agree. However, it may have been a simple case of the Dev-C++ distro not coming with the libraries or include files. They're part of the Standard Template Library, vectors.

I was just having some fun with you, though: PEBKAC - definition. :)
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Post by Falco Girgis »

Vectors are STL. Dev-C++ not being able to compile that only shows inferiority.

Back to the subject of PEBKAC...
:rofl:
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Post by JS Lemming »

GyroVorbis wrote:Vectors are STL. Dev-C++ not being able to compile that only shows inferiority.

Back to the subject of PEBKAC...
:rofl:
Nope, Dev-C++ has complete STL. Its VC++'s fault for not keeping their version standard. Remember the quote from my book on that subject?

Heh, this is kinda funny: http://www.catb.org/~esr/jargon/html/L/luser.html
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Post by Falco Girgis »

I've been thinking about NEStix. I think that we should definately use accessor methods to manipulate class member data. First off, it's useful (I'll show you later). That is without mentioning that using accessor methods is just plain good programming.

With a project this big, I think we should use them instead of directly manipulating the variables.

They're useful because they affectively eliminate bugs. You might accidently screw up a member variable. Accessor methods and private class variables nearly eliminates that.

If you want more on that, I'm sure MarauderIIC could explain the benefits 10 times better than I can, because he's a good programming whore. He uses a nice style and proper conventions as well.
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