c programming for games module ii

C++ Programming for Games Module II phần 1 pps

C++ Programming for Games Module II phần 1 pps

... about std::vector is that we can specify the type of vector to create with the angle bracket syntax: vector intVec; vector floatVec; vector boolVec; vector stringVec; Thus we can create vectors of ... means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without prior written permission from e-Institute Inc., except for the inclusion ... .300 18.4.6 Collision and Response .304 18.5 CLOSING REMARKS 308 v Module II Overview Module II is the second course in the C+ + Programming for Game Developers

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C++ Programming for Games Module II phần 2 pot

C++ Programming for Games Module II phần 2 pot

... we can catch the exception at, say, the top level function call, and any exception thrown in the inner function calls will eventually percolate up to the top function call which can catch the ... addition to a chain of catches, we can “catch any exception” by specifying an ellipses argument: try{ SomeFunction(); } catch( ){ // Generic error handling code } We can state two ... rather the stack will unwind until it finds a catch block that handles the exception. This is convenient because, as functions can call other functions, which call other functions, and so on,

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C++ Programming for Games Module II phần 3 potx

C++ Programming for Games Module II phần 3 potx

... algorithms can do for you Be sure to check the documentation contained at: http://www.sgi.com/tech/stl/table_of_contents.html or at the MSDN library (http://msdn.microsoft.com/) 89 13. 7 .3 Predicates ... for_ each, count, reverse, and sort algorithms for an array 94 Chapter 14 Introduction to Windows Programming 95 Introduction With the core C+ + language behind us, we now begin the second ... shows a graphical representation of a stack: 75 Figure 13.7: In a stack, data items are “stacked,” conceptually, on top of each other. As far as vocabulary is concerned, placing items

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C++ Programming for Games Module II phần 4 pptx

C++ Programming for Games Module II phần 4 pptx

... wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = ::LoadIcon(0, IDI_APPLICATION); wc.hCursor = ::LoadCursor(0, IDC_ARROW); wc.hbrBackground ... window procedure is a callback function. A callback function is a function that we do not directly call ourselves. Rather, the Win32 API will call this function automatically. In particular, ... arrow cursor, for example, you would write: LoadCursor(0, IDC_ARROW); // returns an HCURSOR Some other intrinsic cursors are: • IDC_CROSS – Crosshair cursor • IDC_WAIT – Hourglass cursor

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C++ Programming for Games Module II phần 5 doc

C++ Programming for Games Module II phần 5 doc

... wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = ghAppInst; wc.hIcon = ::LoadIcon(0, IDI_APPLICATION); wc.hCursor = ::LoadCursor(0, IDC_ARROW); wc.hbrBackground = ... wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = ghAppInst; wc.hIcon = ::LoadIcon(0, IDI_APPLICATION); wc.hCursor = ::LoadCursor(0, IDC_ARROW); wc.hbrBackground = ... code back to operating system. return (int)msg.wParam; } [...]... constant color values at the global scope: const const const const const COLORREF COLORREF COLORREF COLORREF COLORREF BLACK WHITE

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C++ Programming for Games Module II phần 6 ppt

C++ Programming for Games Module II phần 6 ppt

... WNDCLASS instance. WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = ghAppInst; wc.hIcon = ::LoadIcon(0, ... gCurrPenColSel = ID_PENCOLOR_BLACK; gLogPen.lopnColor = BLACK; return 0; case ID_PENCOLOR_WHITE: CheckMenuItem(ghMenu, ID_PENCOLOR_WHITE, MF_CHECKED); CheckMenuItem(ghMenu, gCurrPenColSel, ... ID_PENCOLOR_BLACK, MF_CHECKED); CheckMenuItem(ghMenu, ID_BRUSHCOLOR_BLACK, MF_CHECKED); CheckMenuItem(ghMenu, ID_PENSTYLE_SOLID, MF_CHECKED); CheckMenuItem(ghMenu, ID_BRUSHSTYLE_SOLID, MF_CHECKED);

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C++ Programming for Games Module II phần 7 pps

C++ Programming for Games Module II phần 7 pps

... (i.e., “counts”) measured by the performance counter to seconds The frequency is obtained with the function QueryPerformanceFrequency: // Get the performance timer frequency int64 cntsPerSec = 0; ... select. return true; case WM_COMMAND: switch(LOWORD(wParam)) { // Was *any* radio button selected? case IDC_RADIO_FIGHTER: case IDC_RADIO_CLERIC: case IDC_RADIO_THIEF: case ... notification code, which explains specifically how the user interacted with the combo box. If the notification code is CBN_SELENDOK then the user selected an item from the combo box: case WM_COMMAND:

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C++ Programming for Games Module II phần 8 pps

C++ Programming for Games Module II phần 8 pps

... gGunPen;... HDC bbDC = gBackBuffer->getDC(); // Clear the entire backbuffer black This gives // up a black background HBRUSH oldBrush = (HBRUSH)SelectObject(bbDC, GetStockObject(BLACK_BRUSH)); Rectangle(bbDC, ... gBackBuffer->getDC(); // Clear the entire backbuffer black. This gives // up a black background. HBRUSH oldBrush = (HBRUSH)SelectObject(bbDC, GetStockObject(BLACK_BRUSH)); Rectangle(bbDC, 0, ... another function, which can give us a handle to a device context associated with a window’s client area; the function is called GetDC: // Get a DC associated with the window's client area.

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C++ Programming for Games Module II phần 9 pot

C++ Programming for Games Module II phần 9 pot

... #include <windows.h> #include "Circle.h" #include "Vec2.h" class Sprite { public: Sprite(HINSTANCE hAppInst, int imageID, int maskID, const Circle& bc, const ... maskID, const Circle& bc, const Vec2& p0, const Vec2& v0); The constructor takes several parameters. The first is a handle to the application instance, which is needed for the ... mBoundingCircle = bc; mPosition = p0; mVelocity = v0; } 2. ~Sprite(); The destructor is responsible for deleting any resources we allocated in the constructor. The only resources we allocated

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C++ Programming for Games Module II phần 10 pps

C++ Programming for Games Module II phần 10 pps

... objects’ areas with a circle. Thus, we shall create a Circle class as follows: #ifndef CIRCLE_H #define CIRCLE_H #include "Vec2.h" class Circle { public: Circle(); Circle(float ... #include "Circle.h" class Rect { public: Rect(); Rect(const Vec2& a, const Vec2& b); Rect(float x0, float y0, float x1, float y1); void forceInside(Circle& A); ... Circle(float R, const Vec2& center); bool hits(Circle& A, Vec2& normal); float r; // radius Vec2 c; // center point }; #endif // CIRCLE_H The only method this class contains

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Tài liệu Real-Time Digital Signal Processing - Appendix C: Introduction of C Programming for DSP Applications ppt

Tài liệu Real-Time Digital Signal Processing - Appendix C: Introduction of C Programming for DSP Applications ppt

... interpret include files, and check conditional compilation. Preprocessor directives give instructions to the compiler that are per- formed before the program is compiled. Each preprocessor directive ... formatted I/O functions also recognize %d for decimal integers, %x for hexadecimals, %c for characters, and %s for character strings The function... value in binary format using 4 bytes, ... Appendix C Introduction of C Programming for DSP Applications C has become the language of choice for many DSP software developments not only because of its powerful commands and data structures

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C Programming for Embedded Systems ppt

C Programming for Embedded Systems ppt

... expectancy of the architecture should be considered Using a C compiler for generating device programming reduces the cost of changing controllers when the preferred choice... the choice ... fan, switched by the controller and... components of a successful development project C is the language of choice for programming larger microcontrollers (MCU), those based on 32-bit cores ... You can... generated assembly code needs to be available for inspection Product choices should favour emulators that can perform source-level debugging, matching the currently-executing machine

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C programming for microcontrollers AVR

C programming for microcontrollers AVR

... you will, check out the forums on www.AVRFreaks.net, especially the gcc forum, since WinAVR uses gcc to compile the C software Try searching the forums before asking questions since someone ... Digital Conversion 210 Projects 216 DAC and ADC - Function Generator / Digital Oscilloscope 227 Chapter 10: C Structures 241 Structure Basics 241 Structures and Functions 243 Structure Arrays ... computers do Once you learn C, you can move easily between microcontroller families, write software much faster, and create code... the CISC computer had built in For instance, instead of calling

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C Programming for the Absolute Beginner phần 1 ppt

C Programming for the Absolute Beginner phần 1 ppt

... the next character is the character n Together, the backslash (\) and n characters make up an escape sequence Escape Sequences Escape sequences are specially sequenced characters used to format ... type the following: gcc hello .c If your program compiles successfully, gcc will create a new executable file called a.exe CA UT ION If you are unsuccessful in running your compiled program, verify ... the correction or corrections be placed? The next block of code and its output in Figure 1.12 corrects the format issues with appropriately placed escape sequences #include main() { printf("Chapter

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C++ programming for game module II

C++ programming for game module II

... thrown exception immediately; rather the stack will unwind until it finds a catch block that handles the exception. This is convenient because, as functions can call other functions, which call ... order to catch an exception we must use a try-catch block. In particular, we wrap the code that can potentially throw an exception in the try block, and we write the exception handling code in ... the catch block. Note that the catch block takes an object. This object is the exception we are looking to catch and handle. It is definitely possible, and quite common, that a function...

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C++ Programming for Games Module I pot

C++ Programming for Games Module I pot

... extra performance for such things as sophisticated special effects, realistic physics, and complex artificial intelligence. Chapter Objectives • Create, compile, link and execute C+ + programs. ... Extended ASCII Character Set. Observe from the ASCII table, that characters are actually represented with , thus a char type is really an interpreted as a character. ASCII Character Set. See ... C+ + .NET, consult your particular C+ + development tool’s documentation for information on how to create, compile, link and execute a C+ + program. 1.1.1 Creating the Project After you launch...

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C++ Programming for Games Module I phần 1 potx

C++ Programming for Games Module I phần 1 potx

... complex artificial intelligence. Chapter Objectives • Create, compile, link and execute C+ + programs. • Find out how C+ + code is transformed into machine code. • Learn some of the basic C+ + ... Extended ASCII Character Set. Observe from the ASCII table, that characters are actually represented with , thus a char type is really an interpreted as a character. ASCII Character Set. See ... the compiler co ore complex projects will contain more than and generates an object file (.OBJ) for ach one. An object file is said to contain object code. le. It is the executable file which...

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C++ Programming for Games Module I phần 3 pdf

C++ Programming for Games Module I phần 3 pdf

... we omit characters from [0, 32] since they are special command characters. (Hint: Recall that characters are represented by the char and unsigned char types, so simply loop through each : ... several cases. This can be implemented like so: case 0: // Fall through to case 1 case 1: // Fall through to case 2 case 2: // Execute same code for 0, 1, and 2. case 5: // Execut 2 The ... select a character class number 1)Fighter 2)Wizard 3)Cleric 4)Thief : 2 Character properties: Class name = Wizard Hitpoints = 4 Magicpoints = 10 Weapon = Magic Staff Press any key to continue ...

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C++ Programming for Games Module I phần 4 ppt

C++ Programming for Games Module I phần 4 ppt

... this placeholder variab particular function call is c For example, in program 3.5, we write Cube(input ecific value which is input into the function; t sp the Cube para will contain copies ... ToLowerCase, which inputs a single char e form of that character. For example, if the letter ‘A’ is input, the eady in lower case form, then the function should return that lowercase form (e.g., ... would be necessary to make the change or c e ogram, going through each source cod l rror. compute the area and return the result. For the sake of discussion, let us assume such a unction exists...

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C++ Programming for Games Module I phần 5 potx

C++ Programming for Games Module I phần 5 potx

... we can have constants for non-pointer variables and constant references, we can have (i) float* const constFloatPtr; (ii) float const* constFloat0; (iii) const float* constFloat1; Form ... inc pointer for each loop cycle is incremented, which again effectively that in both cases the pointer must be dereferenced to get the actual valu ou t. st we In a have always used the bracket ... (a pointer), the actual riable which is being pointed at can be accessed and modifed; this process is called dereferencing. Thus, like references, the same variable can be accessed via several...

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