while on the subject of linked lists, why is it that all of the tutorials
(and my C++ book) never delete any of the memory they have created?!
Is it just bad programming or can you leave it for windows to clean up?
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL
Miguel: I'm short on time, but in a nutshell my opinion is
That's exactly what I meant; I seem to have a skill at not being clear
sometimes. As far as being arrogant, I'm more of a modest and humble
person.
Back to the discussion...
You can easily create a particle system using dynamic
*Normally*, Windows _should_ clean up the memory you've allocated...
But I think it's not very safe to trust Windows lol
So, always use delete.
- Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
- email : [EMAIL PROTECTED]ICQ : 71548738
- Original Message -
Why don't you simply set the button position according to the mouse position
? Something like :
// pseudo-code :)
GetMousePos(x, y);
SetBoutonPos(x, y);
Perhaps there's an evidence I didn't think about, but I think it'd be a good
solution for your problem... There may be a little jump of the
At least we came to some sort of consensus.
To Botman:
I just did not appreciate Scott's, I am too smart, I know I am right, I
don't have the time for this... attitude. Then again, I haven't really
talked to very many people this week either... :P
I think everybody has a bad day every once
In my OpenGL system I just have one linked list for all of my particle
entities. To render I simply go through the entire list. To add a particle
I simply dynamically allocate one add it to the end. For removing a
particle, I deallocate it and update the links of the one before and after
it.
I have considered it. Two problems: One is, I'm not quite sure how to
get the IP of the client from the server, or vice versa for that matter.
Secondly, I don't know UNIX sockets that well, and I'd have to port it
over for the Linux dedicated server. But it's something I've considered.
The
I fully agree with you. In my particle system which involves the use of
STL's linked-list templates, I pre-allocate a big amount of particles when
the client.dll is loaded. When a particle is allocated I just pick
an unused particle from the pre-allocated array and append it to the
linked-list.
Only thing that makes it still slower than I want it, is the iteration that
occurs most of the time to find a free particle in the array. Just think of
_not_ doing it this way:
for (int i=0;iMAX_PARTICLES;i++)
{
if ( !m_pMyArray[i]-bInUse )
return m_pMyArray[i];
}
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