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The Big Programming Thread - Page 601

Forum Index > General Forum
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Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
r3dox
Profile Blog Joined May 2003
Germany261 Posts
March 05 2015 18:55 GMT
#12001
On March 06 2015 03:20 heartlxp wrote:
hi guys, anyone else have problem with frontend caching?

we make changes to html/js, but we have to clear cache in our browsers to see them. this happens generally for modals and dropdown menus. we use Angularjs/nginx if that's relevant at all.

when developing it's trivial to refresh, but we can't force all users to clear cache every time we update...any ideas?


you should probably configure your nginx webserver to send appropriate Cache http headers for your files.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 05 2015 22:15 GMT
#12002
does anybody know how I can get the pointer to the struct?



void PrintAllComponents(Entity entity){
auto comp= entity.GetComponent(1);
cout << comp->HP << endl;
}

class Component
{
public:
int GetComponentID();
Entity* GetParent();
void SetParent(Entity* entity);
void SetComponentID(int ComponentID);

int ComponentID;
Entity* m_Parent;
};

struct Health : public Component
{
Health(int HP, int max);
int HP;
int max;
};

Health::Health(int maxhp , int hp){
HP=hp;
max=maxhp;
SetComponentID(1);
}

void Entity::AddComponent(Component* cmp){
m_components[cmp->GetComponentID()] = cmp;
cmp->SetParent(this);
}

struct Entity
{
Component* GetComponent(int id);
virtual void AddComponent(Component* Component);
std::map<int,Component *>m_components;
};


int main(){

Entity one;

Health test(50,30);
one.AddComponent(&test);
PrintAllComponents();
}

The harder it becomes, the more you should focus on the basics.
Acrofales
Profile Joined August 2010
Spain18193 Posts
March 05 2015 22:31 GMT
#12003
On March 06 2015 07:15 sabas123 wrote:
does anybody know how I can get the pointer to the struct?



void PrintAllComponents(Entity entity){
auto comp= entity.GetComponent(1);
cout << comp->HP << endl;
}

class Component
{
public:
int GetComponentID();
Entity* GetParent();
void SetParent(Entity* entity);
void SetComponentID(int ComponentID);

int ComponentID;
Entity* m_Parent;
};

struct Health : public Component
{
Health(int HP, int max);
int HP;
int max;
};

Health::Health(int maxhp , int hp){
HP=hp;
max=maxhp;
SetComponentID(1);
}

void Entity::AddComponent(Component* cmp){
m_components[cmp->GetComponentID()] = cmp;
cmp->SetParent(this);
}

struct Entity
{
Component* GetComponent(int id);
virtual void AddComponent(Component* Component);
std::map<int,Component *>m_components;
};


int main(){

Entity one;

Health test(50,30);
one.AddComponent(&test);
PrintAllComponents();
}



Why not just initialize it as Entity* one = new Entity();

?

Rollin
Profile Joined March 2011
Australia1552 Posts
March 05 2015 22:47 GMT
#12004
Because this isn't the 90's? You [almost always] shouldn't have raw new/deletes floating around outside of constructors/destructors, especially once exceptions start coming into play. A more modern approach for a heap object would be:

std::unique_ptr<Entity>(new Entity()) entity;
// if you need a raw pointer, either assign it, or use entity.get() directly
auto rawPtr = entity.get();
Throw off those chains of reason, and your prison disappears. | Check your posting frequency timeline: http://www.teamliquid.net/mytlnet/post_activity_img.php
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-05 23:52:10
March 05 2015 23:48 GMT
#12005
In any case there's a lot of other things wrong with the code sample that I'm not sure what the question is asking... seems pretty straightforward since they've already used the &test but yeah
There is no one like you in the universe.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
March 06 2015 00:00 GMT
#12006
On March 06 2015 03:20 heartlxp wrote:
hi guys, anyone else have problem with frontend caching?

we make changes to html/js, but we have to clear cache in our browsers to see them. this happens generally for modals and dropdown menus. we use Angularjs/nginx if that's relevant at all.

when developing it's trivial to refresh, but we can't force all users to clear cache every time we update...any ideas?


Afaik people do cache busting by having some random number as part of query parameter. You have you webserver turn request for asset.css?cachebust=12345 to serve back asset.css.
RIP GOMTV. RIP PROLEAGUE.
Cyx.
Profile Joined November 2010
Canada806 Posts
Last Edited: 2015-03-06 01:00:18
March 06 2015 00:59 GMT
#12007
On March 06 2015 07:47 Rollin wrote:
Because this isn't the 90's? You [almost always] shouldn't have raw new/deletes floating around outside of constructors/destructors, especially once exceptions start coming into play. A more modern approach for a heap object would be:

std::unique_ptr<Entity>(new Entity()) entity;
// if you need a raw pointer, either assign it, or use entity.get() directly
auto rawPtr = entity.get();

Why not just
Entity *p = &one
?
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-06 02:36:06
March 06 2015 01:18 GMT
#12008
std::shared_ptr<Entity> entity(new Entity());

is where it's at

or even
std::shared_ptr<Entity> entity = std::make_shared<Entity>()


For school assignments and stuff unless the project is pretty big I prefer just raw pointering. At some point I'll switch over to smart pointers if the project gets large large and I'm doing thread dangerous stuff, but normal pointers and references are less verbose and easier to use - I don't have to search up documentation on whether I want shared_ptr, unique_ptr, weak_ptr, swap(), reset(), get(), use_count() or other stuff. Yes I know just use shared_ptr everywhere but at that point it's almost the same as use raw pointers - I very rarely get burned from allocations and forgetting about deleting memory from the way I code and if I do it's usually because I've been overly zealous with deleting and I'm deleting a pointer twice.
There is no one like you in the universe.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2015-03-06 01:37:27
March 06 2015 01:25 GMT
#12009
edit: nevermind solved it
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 06 2015 07:19 GMT
#12010
On March 06 2015 08:48 Blisse wrote:
In any case there's a lot of other things wrong with the code sample that I'm not sure what the question is asking... seems pretty straightforward since they've already used the &test but yeah

well im trying to acces the variable of struct hp, that I linked to an entity. I can get the adress of hp but somehow not the variable members
The harder it becomes, the more you should focus on the basics.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-06 07:40:53
March 06 2015 07:33 GMT
#12011
On March 06 2015 16:19 sabas123 wrote:
Show nested quote +
On March 06 2015 08:48 Blisse wrote:
In any case there's a lot of other things wrong with the code sample that I'm not sure what the question is asking... seems pretty straightforward since they've already used the &test but yeah

well im trying to acces the variable of struct hp, that I linked to an entity. I can get the adress of hp but somehow not the variable members


Sorry I can't debug the code unless I ask, does your code compile? I'm really hoping what you posted is just random snippets of some other system...

you didn't pass the entity one to printallcomponents, entity::addcomponent is defined before you declared the entity struct, things, i can't look at that code and suggest a solution when there's just so much wrong/inconsistent already, a lot of potentially broken pathways... if you link the entire source i could be more specific...

Just looking at your code, I'd assume because you're mixing passing by value with passing pointers you're not setting things properly, just throw couts everywhere or step through gdb and you'll find somethings not set and saved properly
There is no one like you in the universe.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 06 2015 09:06 GMT
#12012
ok I found the problem, kinda

I am passing a Component * so I can't access the derived members variablesT_T
The harder it becomes, the more you should focus on the basics.
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2015-03-06 10:12:01
March 06 2015 10:08 GMT
#12013
that makes sense :p

really surprised the compiler let that compile though
There is no one like you in the universe.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 06 2015 11:32 GMT
#12014
On March 06 2015 19:08 Blisse wrote:
that makes sense :p

really surprised the compiler let that compile though

now just have to find a way to typecast everything:/
The harder it becomes, the more you should focus on the basics.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 06 2015 12:08 GMT
#12015
On March 06 2015 20:32 sabas123 wrote:
Show nested quote +
On March 06 2015 19:08 Blisse wrote:
that makes sense :p

really surprised the compiler let that compile though

now just have to find a way to typecast everything:/

Instead of casting, try finding a better design.
If you have a good reason to disagree with the above, please tell me. Thank you.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
March 06 2015 12:54 GMT
#12016
On March 06 2015 21:08 spinesheath wrote:
Show nested quote +
On March 06 2015 20:32 sabas123 wrote:
On March 06 2015 19:08 Blisse wrote:
that makes sense :p

really surprised the compiler let that compile though

now just have to find a way to typecast everything:/

Instead of casting, try finding a better design.

the whole design is ok in my opinion, just this part is annoying as fuck.
The harder it becomes, the more you should focus on the basics.
Rollin
Profile Joined March 2011
Australia1552 Posts
Last Edited: 2015-03-06 13:01:29
March 06 2015 13:00 GMT
#12017
On March 06 2015 10:18 Blisse wrote:
+ Show Spoiler +

std::shared_ptr<Entity> entity(new Entity());

is where it's at

or even
std::shared_ptr<Entity> entity = std::make_shared<Entity>()


For school assignments and stuff unless the project is pretty big I prefer just raw pointering. At some point I'll switch over to smart pointers if the project gets large large and I'm doing thread dangerous stuff, but normal pointers and references are less verbose and easier to use - I don't have to search up documentation on whether I want shared_ptr, unique_ptr, weak_ptr, swap(), reset(), get(), use_count() or other stuff. Yes I know just use shared_ptr everywhere but at that point it's almost the same as use raw pointers - I very rarely get burned from allocations and forgetting about deleting memory from the way I code and if I do it's usually because I've been overly zealous with deleting and I'm deleting a pointer twice.


Shared pointer just has a threadsafe reference count attached. For projects that aren't under performance constraints, as you say, using shared pointer indiscriminately isn't an issue in the slightest. All unique pointer does is free resources when it goes out of scope (rather than when all references to it go out of scope in shared_ptr), although the lack of make_unique in c++11 obfuscates the initialisation syntax somewhat. However for the single ownership model (most of the time code can be made to fit this), unique_ptr is the wrapper of choice.
Throw off those chains of reason, and your prison disappears. | Check your posting frequency timeline: http://www.teamliquid.net/mytlnet/post_activity_img.php
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2015-03-06 20:04:44
March 06 2015 20:02 GMT
#12018
nevermind again lol

figure out the answers to my own questions as i post them. sorry everyone
Cyx.
Profile Joined November 2010
Canada806 Posts
March 06 2015 20:30 GMT
#12019
On March 07 2015 05:02 travis wrote:
nevermind again lol

figure out the answers to my own questions as i post them. sorry everyone

haha it's all part of the Rubber Ducky process don't worry
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2015-03-07 01:26:32
March 07 2015 01:20 GMT
#12020
On March 06 2015 21:54 sabas123 wrote:
Show nested quote +
On March 06 2015 21:08 spinesheath wrote:
On March 06 2015 20:32 sabas123 wrote:
On March 06 2015 19:08 Blisse wrote:
that makes sense :p

really surprised the compiler let that compile though

now just have to find a way to typecast everything:/

Instead of casting, try finding a better design.

the whole design is ok in my opinion, just this part is annoying as fuck.


Nope, it's not. The whole idea of using derived classes when a base class is expected is that you respect interface. An interface is like a contract. Derived classes can have different behaviour but interface shouldn't be violated. On a funny note, this applies to your case.

[image loading]

Anyway, if it's the HP field that you want to access, then make it a protected field in the base class. If this isn't what you want, you should indeed reconsider design.

On March 06 2015 07:31 Acrofales wrote:


Why not just initialize it as Entity* one = new Entity();

?



As far as I know, C++ prefers stack objects as much as possible. Don't be mistaken with languages like Java and C# where 'new' is a no-brainer.
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