C :: Laser Project Tile Engine Doesn't Work

Aug 27, 2013

I should reduce the number of bitmaps I used in my code. I translated my particle engine into code that could be compiled as plain standard C

Currently, the code has a segmentation fault somewhere that I can't figure out. How it should function is that it takes orders from a queue for new lasers to store the instances in a linked list. It then takes that data and updates its coordinates, one node at a time. The first node should also be the first node to complete its life, so it gets removed, and the list is set to the next node in memory. If there are no more nodes left, a if-statement should catch it and either break the current loop, or wait for more items to be requested. If there are nodes left, the process will continue to remove the first node in the list until there are none left. Obviously this is not quite how it works. When I tested in once in SDL, the laser would update every 5 frames, but wasn't shown constantly, and would crash after the node was to be disposed of. When I initialize with the SDL parachute, it would exit before I event saw the screen. Also, the code I translated to standard C will display that the laser has been updated to the screen, but it never says that it has moved up. It crashes after about 4 printf() statments execute. My debugger has been giving me mixed SIGTRAPS, and "nothing is wrong" output. Here is the code in standard C:

Code:

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define MAX_LASER_QUEUE 10
}

[code]....

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C :: Calendar Doesn't Work

Sep 24, 2013

I just dont see what the issue is here. I have stared at this thing forever. Im trying to make a calendar from scratch so I can be prepared for my second test on Friday.

Code:
#include<stdio.h>
#include<stdlib.h>
int main(void)
{
int i, n, s;

[Code]....

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C++ :: Do While Statement Doesn't Work

Nov 21, 2013

#include <iostream>
#include <string>
using namespace std ;
int main() {
string bored ;
do {
cout << " program" <<endl ;

[Code] .....

I made this as a simple do/while program, and if i run it, the second do/while statement will keep on going forever, without the [cin >> bored;] line working?

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C++ :: New Project Doesn't Cout Any Values?

Apr 11, 2014

I'm trying to build a new project and i installed some new libraries in it but when i try to compile any code it doesn't give me any value just press any key to continue, i didn't make any files but one and even if i tried to do this simple task it doesn't cout any result:

#include<iostream>
using namespace std;
int main() {
cout <<("ha");
system("pause");
return 0;
}

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C++ :: QuickSort Code Doesn't Work

Jun 9, 2014

I've implemented it a bit differently: I create 2 temporary arrays, one for the numbers lower from the pivot , an done for numbers greater then the pivot. in the end of each iteration the 2 arrays are copied to the original array:

Code: #include <iostream>
void QuickSort (int* A , int start, int end){
if (end-start<3){
return;
}
int mid=(start+end)/2;
int pivot=A[mid];
int lA[end-start] , rA[end-start], rCounter=0,lCounter=0;
int curr=0,i=start;

[code]....

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C++ :: Application Release Doesn't Work On Other PC

Dec 9, 2013

I am trying to release my C++ app to run on desktops that dont have VS installed and have created an install shield app to install on the desired computer. my issue is even after packaging it, it still requires certain DLL's...I read online that I had to copy 'msvcr120.dll' and a few others to syswow64 and sys32 folders but now when I try run my app it just crashes before starting.

I think it sucks that Microsoft no longer packages required DLL's like it used to in 2010.

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C/C++ :: Code For Bin File Doesn't Work

May 14, 2014

Ive been having a hard time creating bin file. Whenever I append data, the data wont show in browse function. And this program works good without the bin file code.

#include <stdio.h>
#include <conio.h>
#include <stdlib.h>

[Code]....

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C++ :: Text For Score And Difficulty Doesn't Seem To Work

Sep 28, 2013

my text for the score and difficulty doesn't seem to work. They are both appearing twice and not updating. The score text worked fine until I inserted the difficulty text and I can't seem to find the problem. URL.....

#include "stdafx.h"
#include <iostream>
#include <sstream>
#include <SFML/Graphics.hpp>
int main()
{
sf::ContextSettings settings;
//settings.antialiasingLevel = 8;

[code]....

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C/C++ :: String Copy Into Struct Doesn't Work

Nov 1, 2012

i'm right now using C, IO is done via ncurses, but that won't affect the following problem, i think. The relevant code is:

#define SIDEBARWIDTH 27
//...
typedef struct {

[Code]...

surprisingly this works, now the new 3rd outputline is correct again. So it seems that the printcommand has some troubles with accessing the struct here. Not sure if that might be ncurses fault. Still feels odd.

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C++ :: Increase Char Code Doesn't Work

Jun 11, 2014

Code:

#include <iostream>
using namespace std;
int main () {
char character = 'a';

[Code] .....

the point of this code is to increase character by 1 (so from a to b in this case).

The line highligted in red is the line that the system is rejecting at the moment (but there may be other issues). why it is invalid?

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C++ :: Fstream Doesn't Work In Combination With Linked Lists

Jan 1, 2014

Im about to program a RPG and, of course, the player has got an inventory. The items in this inventory are stored in a linked list and have IDs in form of strings.

player.cpp: (just the most relevant)

#include <list>
#include <string>
using namespace std;

[Code] ....

Of course, when the player saves the game, the inventory has to be saved too.

game.cpp(just the m. R.)
#include <fstream>
using namespace std;
class CGame{

[Code] .....

Now, in my code I write the linked list into the file savegames.sav

void CGame::save(CPlayer* player){
m_out.open("savegames.sav", ios::out);
m_out.write((char* ) &player->m_inventory, sizeof(player->m_inventory));
m_out.close();
}

In another function i load the list:

void CGame::load(CPlayer* player){
m_in.open("savegames.sav", ios::in);
m_in.read((char* ) player->m_inventory, sizeof(player->m_inventory));
m_in.read();
}

And when i access the loaded linked list with the .empty() function or so, Windows says the following:

<Mygame.exe> funktioniert nicht mehr (in English: doesnt run anymore).

I tried so much to fix that but i dint reach my aim.

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C++ :: Matrix Class - Template Constructor Doesn't Work So Well

Feb 5, 2013

I realized a Matrix class to practice and I have a problem I can not solve! Here my problematic code:

Mtrx.h:

Code:
template <class T>
Mtrx::Mtrx(dim m, dim n, const bool random_constructed = false, const T min = static_cast<T>(0), const T max = static_cast<T> (10))
Mtrx.C

[Code] ...

And here the relative main section:

Code:
Mtrx rand1 ( 5, 5, bool);// ok
cout<<rand1<<endl;

Mtrx rand2 ( 7, 3, bool, -5, 20);// ok
cout<<rand2<<endl;

Mtrx rand3 ( 7, 7, bool, 0., 15.);// compilation error: undefined reference to
// "Mtrx::Mtrx<double>(unsigned long, unsigned, bool, double, double)"
// collect2: error: ld returned 1 exit status

I compiled in a Linux OS with g++ -std=c++11

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C++ :: Function To Count Digits Of Entered Number Doesn't Work

Feb 19, 2013

I wrote a program with function my own function which count the digits of entered number. The problem is whatever i type it shows 0 digits.Why is that?

Code:
#include <iostream>
using namespace std;
int cikCipari (int skaitlis, int cipars);
int main()

[Code] .....

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C++ :: Program That Asks User For Numbers And Adds Odd Ones Doesn't Work

Nov 12, 2014

Title is self-explanatory.

Code:
#include <iostream>
using namespace std;
int main ( ) {
float number;
float sum;
float divi;
while(number != -1) {

[Code] .....

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Visual C++ :: Fill Color In Shapes Using FLTK Doesn't Work For Circles

Aug 28, 2014

I installed FLTK 1.3.X from [URL] on my visual studio 2012 compiler and use PPP book for C++ programming [URL]. My problem is about filling a Shape in.

Code:
#include <Simple_window.h>
using namespace Graph_lib;
int main() {
Simple_window win(Point(100,100), 1000, 600, "Binary_tree");
Graph_lib::Circle c(Point(200,200),50);
c.set_color(Color::red);

[code]....

When I run the program, All three Shapes are drawn on window but only the Rectangle is filled in! Why? set_color works for the three and apparently the set_fill_color is defined for all Shapes and it too should work but why it doesn't for Circle and Ellipse?

This [URL] is the .CPP and .h files ( )

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C++ :: How To Get Standalone Copy Of Regex Part Of Boost Library To Work In Project

Feb 18, 2012

So, I have spent the last week looking googling and researching how to get a standalone copy of the regex part of the boost library to work in a project. This project will be compiled on other machines and I CANNOT have the user install it.

Is there any way to do this?

So far, I have built the regex part: I have both .so files and .a files built. The thing that I'm unsure of is that these were built with gcc and I am using/will be using g++.

I have also finally got the bcp tool to work, and extracted the regex part and all of its dependencies.

I can't get it to compile any way I try to work it. I need this to be in a folder "regex/" folder in my directory.

I have used too many commands to paste them all, but the last I tried was this:

g++ -g -pedantic -Wall -o doit test.C -Iregex/boost/ -Wl,-Lregex/libs/regex/build/gcc/ -static -lboost_regex-gcc-1_47

I have also tried many variations of the above command. Such as using -lboost_regex and lots of other things. Is my whole problem because I'm using an .so built by GCC?

The output of the above command was

/usr/lib/gcc/i686-linux-gnu/4.6.1/libstdc++.a(eh_alloc.o): In function `__cxa_allocate_exception':
(.text.__cxa_allocate_exception+0xb4): undefined reference to `pthread_mutex_lock'
/usr/lib/gcc/i686-linux-gnu/4.6.1/libstdc++.a(eh_alloc.o): In function `__cxa_allocate_exception':
(.text.__cxa_allocate_exception+0x111): undefined reference to `pthread_mutex_unlock'
/usr/lib/gcc/i686-linux-gnu/4.6.1/libstdc++.a(eh_alloc.o): In function `__cxa_free_exception':

[Code]...

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C++ :: Drag And Drop 3D Engine

Nov 16, 2013

How to create a 3D Drag and Drop Game Engine?

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C++ :: Simplest 3D Physics Engine

Jan 18, 2013

What is the simplest 3D physics engine that you have used, that works well?

All I need to be able to represent is a spherical ground (planet), one or more tetrahedrons, with 1 or 0 cylinders coming out of each face, which might connect to other tetrahedrons. The tetrahedrons and cylinders have weight and can rotate around their connection point in 1 direction.

Basically, they are simple digital robots that need to walk around, so I don't need something with the complexity of Havok or Newton.

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C# :: Opening A Second Form Project Within A Project

Jan 22, 2014

I have a project which does a specific thing, like an open file dialog.

I would like to open it in a different project on a click of a button.

Also, It has a different namespace.

I'm guessing that it would involve a "using" statement to add the namespace And I will have to add reference to an *.exe or *.dll -> I'll have to look up how to make a *.dll, I know where the *.exe file is.

I have searched for a different things on Google, but I don't think that I am looking for the correct phrase (which is always frustrating...)

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C++ :: Game Engine - Finding A Constructor

Mar 18, 2013

I'm making a small game engine and have a project in Code::Blocks for it, and a project to test it out. The thing is that my test program won't find a constructor from the engine. Here's my code:

Game Engine, Screen.hpp

#ifndef SCREEN_HPP_INCLUDED
#define SCREEN_HPP_INCLUDED
#include "SDL.h"
namespace myeng {
class Screen final //This class doesn't need to be derived from

[Code] ....

I have my engine project correctly linking to the SDL dlls and the test project linking to the engine dll and the SDL dlls. The errors are:

objDebugmain.o||In function `SDL_main':|
C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|12|undefined reference to `myeng::Screen::Screen(int, int)'|
C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|16|undefined reference to `myeng::Screen::~Screen()'|
||=== Build finished: 2 errors, 0 warnings ===|

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C++ :: Create 3D Game Engine With OpenGL?

Jul 19, 2013

What i'm trying to do is create a 3d game engine with opengl and i want to be multi platform. I'm trying to use code-blocks for this reason but i'm having trouble setting up opengl for code-blocks

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C# :: Program Design - Database Search Engine

Apr 12, 2014

I am building a semi-complicated program and the focus of it will be on the search engine. The current plan is for it to search an online database after keywords and receive a list of responses organized by relevance.

I want to minimize the stress on the server by handling as much of the process on the client side as possible so I wonder how best to split up the tasks.

So far my idea is to have the client send the search term to the server who then compare it with its registry. Collecting the 30 or so most relevant hits it sends it back along with additional information from each entry. Requesting additional hits will be decided by sending a simple int value telling which page its filling up.

Simple example:

"Search word" gets processed by the client to account for spelling errors, context etc (based on what I can implement by myself). An Int value gets added (0 for page 1, 1 for page 2 etc...). The request gets sent to the server who can immediately run the search without processing the search word since that was handled in the client. It locates hits and order them by relevance then send out the information batch decided by the Int.

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C++ :: Game Engine - Linking Error On MinGW

Aug 6, 2013

I want to write a game engine with MinGW and Code::blocks ide

[URL] ....

This is my project's source code

[URL] .....

This is the build log.

I can't code it here, because it's two large to add the characters!

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C++ :: Game Engine - Instancing A Class Via Constructor

Apr 23, 2013

I'm making a little "game engine" for a Rogue-Like game series I'll develop beside a friend. This "game engine" was programmed originally in ms-dos batch 6 years ago by me, and was evolving since. It have a VB6 version, a VB .net version, and a Python version... lately a C++ version following the same method of the first stable release of ms-dos batch (isn't weird?). As you can see, is a mere hobby.

Well, I have 1 headers for my C++ version of the engine, in that *.h file I have 2 classes (for now). The first class, and maybe the most important one, contains the code of the map handling (drawing, verification, creation, modification etc.) and the second one is the Object class, which code the "actors" or "npc" basic functions as movement, coloring, instancing etc...

The second class depends of the first class to function, because the first class is the responsible of displaying all inside the map.

The problem is that the class Object needs an instance of the class Map where the Object will be, but... that's the problem, the code seems right, but when is about to run it crash reporting a "No matching function for call to 'Map::Map()'" in the line 91 of AGE.h (that's the Object class constructor)... and its all.

So, this is the code of the main header that contains these classes:

#include <iostream>
#include <stdlib.h>
#include <conio.h>
#define Up 0
#define Down 1
#define Left 2

[Code] ....

A simple code that uses "AGE.h" for test purposes...

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C++ :: 2D Tile Map Saver / Loader

Nov 13, 2014

I am creating a 2d tile map game currently and I am trying to find a moderate way of saving and loading it through a text file and fstream.h. I am doing the saving by integers as well. What is difficult for me to understand is how integers save and load. Per line perhaps? I am just not sure about this.

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C++ :: Tile Replacement And Collisions In SDL

Mar 26, 2014

how to replace tiles within a map. My map data is in a .map file and I'm wondering how I can manipulate it to change the tiles.For example, If i kill an enemy, I would want his sprite to go away. I need to know how to do this. I also need to know how to have collisions work. At the moment I have a system where it checks if the tile in a certain direction (based on whatever arrow-key I press) is a certain tile by using its variable name TILE_TILENAME. I'm likely not doing this right, as collisions do not work, but the game still runs fine.

Here is some of my code;

//The tile
class Tile
{
private:
//The attributes of the tile

[Code]....

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