Re: [Audyssey] To Philip on C++

2009-12-16 Thread Thomas Ward

Hi Milos,
That's hard to say. Everyone is different when it comes to learning 
programming. Some people simply don't get it at all, and others like me 
learned it fairly quickly. It isn't up to me or Philip to say if you can 
or can't learn a programming language easy enough.
As far as learning C++ there are plenty of places to learn it. There are 
commercial web sites that specialize in this thing like

http://safari.oreilly.com
which I highly recommend if you are a new programmer. It is the best 
commercial resource I know of if you want to teach yourself programming. 
However, there are also free tutorials out there to teach you the 
basics, but I can't say how good they are as I've fortunately never had 
to use them to learn from scratch.


HTH


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Re: [Audyssey] To Philip on C++

2009-12-16 Thread Philip Bennefall

Hi Thomas,

Yes, I always clean up after myself also as I find it more comfortable to 
know exactly when memory is freed and when it is not. I was just considering 
pros and cons of garbage collection there for a while. I've decided to stick 
with my current design, however, and not implement a garbage collector at 
all.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 16, 2009 5:15 PM
Subject: Re: [Audyssey] To Philip on C++



Hi Philip,
No, I don't generally make use of garbage collection. I took C++ in
college in the late 90's long before the .NET Framework came out so I
was taught first and foremost to clean up after myself manually.  Like a
lot of old school developers I feel depending on a garbage collector to
clean up after you is somewhat sloppy and lazy coding. However, that
isn't to say it doesn't have its advantages.
A lot of C++ developers, especially new programmers, have a problem with
memory leaks as they often forget to release pointers and objects when
they are no longer needed. A garbage collector is helpful in minimizing
those memory leaks by working in the background to make sure those
pointers and objects properly get released when they are no longer
necessary. In that sense a garbage colector comes in handy as it insures
you have a safety net to fallback on to make sure you don't have any
major memory leaks somewhere.

HTH

Philip Bennefall wrote:

Hi Thomas,

Quite so. Not only is memory availability skyrocketing, but
programming is becoming more and more abstract so that one soon won't
have to worry about these things very much at all. Still, though I
have not taken any programming classes myself but have learnt purely
from experience I enjoy picking up some of the theory as well as the
practical aspects as I find that having knowledge on both fronts has
been useful to me more than once.

And while we're on the subject of memory management, do you yourself
make use of garbage collection? I am considering adding it to my
engine but have not yet made up my mind, as everything is allocated
and freed manually at this point and it has worked rather well so far.

Kind regards,

Philip Bennefall



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Re: [Audyssey] To Philip on C++

2009-12-16 Thread Thomas Ward

Hi Philip,
No, I don't generally make use of garbage collection. I took C++ in 
college in the late 90's long before the .NET Framework came out so I 
was taught first and foremost to clean up after myself manually.  Like a 
lot of old school developers I feel depending on a garbage collector to 
clean up after you is somewhat sloppy and lazy coding. However, that 
isn't to say it doesn't have its advantages.
A lot of C++ developers, especially new programmers, have a problem with 
memory leaks as they often forget to release pointers and objects when 
they are no longer needed. A garbage collector is helpful in minimizing 
those memory leaks by working in the background to make sure those 
pointers and objects properly get released when they are no longer 
necessary. In that sense a garbage colector comes in handy as it insures 
you have a safety net to fallback on to make sure you don't have any 
major memory leaks somewhere.


HTH

Philip Bennefall wrote:

Hi Thomas,

Quite so. Not only is memory availability skyrocketing, but 
programming is becoming more and more abstract so that one soon won't 
have to worry about these things very much at all. Still, though I 
have not taken any programming classes myself but have learnt purely 
from experience I enjoy picking up some of the theory as well as the 
practical aspects as I find that having knowledge on both fronts has 
been useful to me more than once.


And while we're on the subject of memory management, do you yourself 
make use of garbage collection? I am considering adding it to my 
engine but have not yet made up my mind, as everything is allocated 
and freed manually at this point and it has worked rather well so far.


Kind regards,

Philip Bennefall



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Re: [Audyssey] To Philip on C++

2009-12-16 Thread Milos Przic

  Hello all,
  Now I have some questions about the programming stuff. For now I know 
only the inform 7 programming and it wasn't hard to learn, although the a 
good inform project needs very much time and energy to be completed. Then I 
tried Python and didn't understand a single thing from the documentation. 
Having that in mind, what are my possibilities to start learning c++ or C# 
or VB? Does it mean that I will not be able to understand any of those as 
Python is considered the easiest?

  Best regards,
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 16, 2009 6:23 AM
Subject: Re: [Audyssey] To Philip on C++



Hi Thomas,

Quite so. Not only is memory availability skyrocketing, but programming is 
becoming more and more abstract so that one soon won't have to worry about 
these things very much at all. Still, though I have not taken any 
programming classes myself but have learnt purely from experience I enjoy 
picking up some of the theory as well as the practical aspects as I find 
that having knowledge on both fronts has been useful to me more than once.


And while we're on the subject of memory management, do you yourself make 
use of garbage collection? I am considering adding it to my engine but 
have not yet made up my mind, as everything is allocated and freed 
manually at this point and it has worked rather well so far.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 16, 2009 5:08 AM
Subject: Re: [Audyssey] To Philip on C++



Hi Philip,
Thanks for that. It has been years since I took a class on C++ so I
don't actually remember all the specifics of how much memory each data
type uses, how much memory a pointer uses, etc. I just remember when and
where I should use them. Which is really all that is required. These
days knowing how many byts you are using really isn't that necessary
when we have lots of memory to play with. Still that doesn't mean we
should use a long integer when we could get by with a short integer, or
use a double variable when all we need is a floating point variable. 





Philip Bennefall wrote:

Hi Thomas,

Pointers do use a little bit of memory, the word size of the
particular platform to be more precise. So a pointer on a 32 bit
platform takes up 32 bits of memory (e.g. 4 bytes), in order to store
the memory address of the location which is being pointed to.

Kind regards,

Philip Bennefall



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Re: [Audyssey] To Philip on C++

2009-12-15 Thread Philip Bennefall

Hi Thomas,

Quite so. Not only is memory availability skyrocketing, but programming is 
becoming more and more abstract so that one soon won't have to worry about 
these things very much at all. Still, though I have not taken any 
programming classes myself but have learnt purely from experience I enjoy 
picking up some of the theory as well as the practical aspects as I find 
that having knowledge on both fronts has been useful to me more than once.


And while we're on the subject of memory management, do you yourself make 
use of garbage collection? I am considering adding it to my engine but have 
not yet made up my mind, as everything is allocated and freed manually at 
this point and it has worked rather well so far.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 16, 2009 5:08 AM
Subject: Re: [Audyssey] To Philip on C++



Hi Philip,
Thanks for that. It has been years since I took a class on C++ so I
don't actually remember all the specifics of how much memory each data
type uses, how much memory a pointer uses, etc. I just remember when and
where I should use them. Which is really all that is required. These
days knowing how many byts you are using really isn't that necessary
when we have lots of memory to play with. Still that doesn't mean we
should use a long integer when we could get by with a short integer, or
use a double variable when all we need is a floating point variable. 





Philip Bennefall wrote:

Hi Thomas,

Pointers do use a little bit of memory, the word size of the
particular platform to be more precise. So a pointer on a 32 bit
platform takes up 32 bits of memory (e.g. 4 bytes), in order to store
the memory address of the location which is being pointed to.

Kind regards,

Philip Bennefall



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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.427 / Virus Database: 270.14.109/2567 - Release Date: 12/15/09 
19:58:00



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Re: [Audyssey] To Philip on C++

2009-12-15 Thread Thomas Ward

Hi Philip,
Thanks for that. It has been years since I took a class on C++ so I 
don't actually remember all the specifics of how much memory each data 
type uses, how much memory a pointer uses, etc. I just remember when and 
where I should use them. Which is really all that is required. These 
days knowing how many byts you are using really isn't that necessary 
when we have lots of memory to play with. Still that doesn't mean we 
should use a long integer when we could get by with a short integer, or 
use a double variable when all we need is a floating point variable. 




Philip Bennefall wrote:

Hi Thomas,

Pointers do use a little bit of memory, the word size of the 
particular platform to be more precise. So a pointer on a 32 bit 
platform takes up 32 bits of memory (e.g. 4 bytes), in order to store 
the memory address of the location which is being pointed to.


Kind regards,

Philip Bennefall



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Re: [Audyssey] To Philip on C++

2009-12-15 Thread Philip Bennefall

Hi Thomas,

Pointers do use a little bit of memory, the word size of the particular 
platform to be more precise. So a pointer on a 32 bit platform takes up 32 
bits of memory (e.g. 4 bytes), in order to store the memory address of the 
location which is being pointed to.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 16, 2009 3:12 AM
Subject: Re: [Audyssey] To Philip on C++



Hi Damien,
I guess some times it is kind of a hard concept to get across once you
have been so use to the way Visual Basic does things. However, some
things are pretty obvious if you think about it. Like if you wanted to
know if you needed to use a short or long integer.
Take a game like Troopenum. In the game after 5 ships lands game over.
Well, you don't need a lot of memory to store the numbers 0 through 5 so
a short integer would be practical here, and you only use something like
2 byts to keep that variable in memory. Now, if you want to keep track
of scoring that can be in the hundred thousands you obviously need more
memory to store that big a number so a long integer would be used.
Instead of 2 byts you now have reserved 4 byts for that variable. That
much makes sense to you i'm sure.
Pointers are exactly what the name implies. it points to some specific
data already in memory. Kind of like a reference card that tells you on
what stack, shelf, and isle a book can be located in the public library.
Instead of books pointers keep track of certain data on file in your
computer's memory, and can reference it for you when you call that
pointer. As I recall unlike variables pointers don't actually use memory
themselves but references some data already in memory rather than
creating a block of memory and storing it there.

HTH

Damien C. Sadler wrote:

Hi Thomas,
Memory management is exactly the sort of thing I do find difficult.
Like I say. When and how pointers and memory works is a mystery to me,
even though people have attempted to explain it to me.
Regards,
Damien.



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Re: [Audyssey] To Philip on C++

2009-12-15 Thread Thomas Ward

Hi Damien,
I guess some times it is kind of a hard concept to get across once you 
have been so use to the way Visual Basic does things. However, some 
things are pretty obvious if you think about it. Like if you wanted to 
know if you needed to use a short or long integer.
Take a game like Troopenum. In the game after 5 ships lands game over. 
Well, you don't need a lot of memory to store the numbers 0 through 5 so 
a short integer would be practical here, and you only use something like 
2 byts to keep that variable in memory. Now, if you want to keep track 
of scoring that can be in the hundred thousands you obviously need more 
memory to store that big a number so a long integer would be used. 
Instead of 2 byts you now have reserved 4 byts for that variable. That 
much makes sense to you i'm sure.
Pointers are exactly what the name implies. it points to some specific 
data already in memory. Kind of like a reference card that tells you on 
what stack, shelf, and isle a book can be located in the public library. 
Instead of books pointers keep track of certain data on file in your 
computer's memory, and can reference it for you when you call that 
pointer. As I recall unlike variables pointers don't actually use memory 
themselves but references some data already in memory rather than 
creating a block of memory and storing it there.


HTH

Damien C. Sadler wrote:

Hi Thomas,
Memory management is exactly the sort of thing I do find difficult. 
Like I say. When and how pointers and memory works is a mystery to me, 
even though people have attempted to explain it to me.

Regards,
Damien.



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Re: [Audyssey] To Philip on C++

2009-12-15 Thread Damien C. Sadler

Hi Thomas,
Memory management is exactly the sort of thing I do find difficult. Like I 
say. When and how pointers and memory works is a mystery to me, even though 
people have attempted to explain it to me.

Regards,
Damien.




- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, December 16, 2009 12:03 AM
Subject: Re: [Audyssey] To Philip on C++



Hi Chastity,
Well, the primary difference with the .NET languages and a language like 
C++ in terms of memory management is that the .NET Framework has what we 
call a garbage collector. The garbage collector periodically destroyes 
unused objects etc to free up memory so it lets newer or lazy programmers 
get away with being a bit sloppy in terms of cleaning up after him or 
herself when programming. In C++ since it compiles directly to a native 
binary you don't have that safety net of a built in garbage collector to 
clean up after you. if you create a pointer or new object on the heap it 
is up to you to safely release it freeing up memory on your own. It isn't 
hard to do, but you have to take that extra step of releasing pointers and 
objects when they are  no longer  needed else you will have some major 
memory leaks.
As far as writing games in C++. That's no problem. Back in college when I 
was taking C++ I wrote all kinds of simple text based games like 
Blackjack, Hangman, Guess the Number, whatever for practice. So you can do 
that sort of thing for practice before you get into more complicated 
games.


HTH


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Re: [Audyssey] To Philip on C++

2009-12-15 Thread Thomas Ward

Hi Chastity,
Well, the primary difference with the .NET languages and a language like 
C++ in terms of memory management is that the .NET Framework has what we 
call a garbage collector. The garbage collector periodically destroyes 
unused objects etc to free up memory so it lets newer or lazy 
programmers get away with being a bit sloppy in terms of cleaning up 
after him or herself when programming. In C++ since it compiles directly 
to a native binary you don't have that safety net of a built in garbage 
collector to clean up after you. if you create a pointer or new object 
on the heap it is up to you to safely release it freeing up memory on 
your own. It isn't hard to do, but you have to take that extra step of 
releasing pointers and objects when they are  no longer  needed else you 
will have some major memory leaks.
As far as writing games in C++. That's no problem. Back in college when 
I was taking C++ I wrote all kinds of simple text based games like 
Blackjack, Hangman, Guess the Number, whatever for practice. So you can 
do that sort of thing for practice before you get into more complicated 
games.


HTH


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[Audyssey] To Philip on C++

2009-12-15 Thread Chastity MORSE
First, thanks for the links. I'm just wondering on the memory thing. I think 
I read somewhere that the programmer has to handle all the memory or 
something and code for that? Sorry, if I got that wrong. Also can I create a 
simple game with this first before trying more advanced things, just to get 
the hang of the code?
As for Sappy, it does work in some games and I like that feature for some 
simple games, but I would like to use sound effects and stuff for more 
advanced games, though I've checked on prices for music and sounds and its 
really expensive on a fixed income.
Thanks again and I'll definitely check out those links. 


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