I''m speechless. Is there any difference between the two code snippets below? They are both supposed to do the same thing: search a string vector (ie. neighbours) for a match (ie. destination). Code Snippet One works fine, while Code Snippet Two crashes. My bug hunt in Code Snippet Two so far tells me the problem lies in the while loop. Visual Studio 6.0 is used in this case.
Ok, for POD the compiler should optimize it (I know, this has been a sudjet for thousands of threads on this forum), but I''m not sure about operator overloading.
As a side note, be aware that your first line is copying what could potentially be great deal of data. A good way to fix that issue is to make sure that getNeighbours() is defined something like:
That way you'll be copying very very little data, since you're only using references, and saving a lot of processor time (if that matters here).
That certainly fixed the problem, people. The const. reference and pre-increment ideas are also useful. Thank you all! :D
Hi all member on this forum, I have asking and hope you will help me now... Using VC++6, i create a dialog and a control(picture is example) on this dialog. i'd like to know how to calculate the position of mouse when mouse move around on the control, and if mouse at the top and left of the control then position of mouse i get are (0,0). And sure the position of mouse is not affect to position that the dialog appear on desktop. If you know anything(functions in MFC/logic) to solve this please share with me.... Thanks for your help!!!
And yes, (0, 0) is the top-left corner of the control, however, you have to be careful of absolute coordinates and client coordinates of a window. Absolute coordinates use the window's border and caption (basically the entire window as it appears on the desktop) when calculating mouse position, while client coordinates are only positions within the window's paint area (border & caption excluded).
I have a texture on quad with specific sizes. I need to get accurate pixel coordinates on mouse click and draw new texture with cross in this place. I heard it can be implement with additional shader like this:
So as far as I know coordinates of mouse should be in back buffer after that. I tried to read data from back buffer with glReadPixels but got pixels values instead of needed coordinates.
That is possible but you have to pay attention to the format of the framebuffer. The default framebuffer is typically a BGRA8 format.
Actually I don't know where better to write values. Is it the best way to implement it? And how do the values from shader put to RenderBuffer.
The alternative way is to do it yourself. Look for barycentric coordinates and you'll get a few web pages about it.
Fileplanet opened the Red Alert 3 beta for every Fileplanet user today, ie. non-subscribers can get their hands on the beta too! Follow the link below to sign up, but do it quick, keys might already be our of stock!
Zero Hour Unleashed is an enhancement modification to Zero Hour, containing many new units, other features will include realistic changes to the Damage System regarding weapons and their affect on the health of units, and improvements to FX efffects.
The September Media Update gives us 2 units to play with. The Eisenhower and the Vulture, I'll give a description of both.
The US Marine Corps is all about peace through superior firepower, taking out the bad guys before they can take out the Marines, and throughout their history they have proven that they are well capable of that. In the 21st Century, this is no different. Deploying the only real heavy tank in the entire arsenal of the US Military where other sides use advanced medium tanks like the Paladin at best, the Marines can apply "superior firepower" like never before. The M6 Eisenhower is a powerful assault tank that serves as the core of Marine field operations. While the Westmoreland is a highly versatile vehicle perfectly suited for urban warfare, the Eisenhower has no match amongst American tanks when it comes to sheer weight of fire. Its dual cannons are among the most powerful guns the US has - and that's counting artillery and naval weapons as well. It also comes with a powerful machine gun turret cupola, allowing the Eisenhower to engage and defeat small numbers of infantry easily. And when faced with larger numbers of enemy troops, it can use its side-mounted grenade launchers to fire a thick volley of fragmentation grenades, showering the target area with shrapnel, killing any infantry unfortunate enough to be out in the open. The Eisenhower is, of course, heavily armoured, but slower than most other American vehicles.
Realising that air superiority may be a war-winning feature after all, and that ground-based AA is not exactly the best way to achieve this, the GLA grudgingly decided to build up an airforce of its own. In a short while, however, this reluctance turned to outright joy and praise for their wise decision, since their aircraft allowed them to strike far beyond their earlier range of operations, and allowed them to easily destroy infidel ground forces from the skies. One of the most celebrated aircraft in the GLA hangars is the Vulture heavy fighter-bomber; it is the prime example of why the GLA central command is so overjoyed with their new asset. While of course slower than modern jet fighters, the Vulture makes up for this with increased armour protection and a powerful weapons load. Its primary weapons are its eight heavy unguided rockets which it uses to destroy hostile ground targets easily, while its quadruple 30mm autocannons make short work both of infantry and light vehicles as well as any jets that happen to stray too close. Finally, it has a dual machine gun turret that, while it packs less punch than the 30mils, is still capable of laying the smack on enemy jet jockies by engaging them from no matter what angle. More information: