Tag Archives: C++

Today I Learned: Never Rely On Memory – Let The Code Do It For You [If You Can]

So this is something I’ve seen two large camps pitted against each other for. Programmers should always be responsible for the code they write and should always be actively trying to write responsible code in itself. I think everyone can get behind that without much quarrel. But! One camp tends to argue that the programmer should ensure there is ~absolutely~ no way for things to blow up while the other camp argues that the programmer should place ‘checks’ in the code in the possibility that it does.

Hopefully the issue is clear.

Should a programmer place checks in their code to not only protect users in the future, but also themselves? “Why wouldn’t you?” your reaction may be. Well, you might have a complex piece of code that would take a lot of resources to constantly check will work properly. The goal is to make sure your code is exception-safe as much as possible, but there is always someone out there who will holler out “at what cost?!” If something is expected to work one way, that should be the ~only~ way it will ever work they argue!

It boils down to a kind of elite purist paradigm vs a human-error safe paradigm. Both have merit!

I made a pretty timely and amateur mistake today because I was running the purist paradigm. I’ll talk about how I should have placed checks to save myself and evidently my boss about 2 hours of time. But at the same time the issue could’ve been easily avoided and no check at all would’ve been needed if I didn’t rely on my faulty memory.

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Book Review: CryENGINE Game Programming with C++, C#, and Lua

CryENGINE is the popular and insanely powerful game engine used in games such as Crysis, Ryse, and originated with Far Cry 1. Developed by Crytek,  it supports the latest and greatest visual renderers such as DX11. CryENGINE 4 is coming soon as well as Linux support. A modified version of the CryENGINE spawned the Dunia Engine, which is used by Ubisoft Montreal for Fary Cry 2 and 3.

I wanted to try my hand at playing around with the famous engine and thus I am reviewing  CryENGINE GameProgramming with C++, C#, and Lua by Filip Lundgren and Ruan Pearce-Authers, published by Packt Publishing. Read on to see how it went.

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CryENGINE GamePrograming with C++, C#, and Lua Review Incoming

Hey everyone,

Soon I will have a review up for CryENGINE GameProgramming with C++, C#, and Lua by Filip Lundgren and Ruan Pearce-Authers, published by Packt Publishing.

It will be reviewed in the same style as the Unity Multiplayer Games review, and maybe I’ll make this a regular thing to review books I’m given or happen to pick up! Expect the review up this weekend or so.

Sample Chapters

Today I Learned: WPF Templates

Ugh XAML. Functional its really nice, and with Windows Presentation Foundation, it makes for some really awesome GUIs. You can do all kinds of cool data binding and automatically display information. A few projects about a year or so back using WPF XAML and C# is what reinvigorated my love for programming, which admittedly was looking down for awhile. But damn is it messy. Quick example: You can make an excel grid automatically display the data members in your class. If you had a class of Customers, with all kinds of Customer info, you can bind the grid to a list/array or collection of Customer and have it automatically display this info. So awesome! But, what if you wanted a specific kind of grid with specific properties? Continue reading

Today I Learned: Const All The Things

Welcome to a new column I plan on making semi-day (possibly weekly?), providing I get the chance to.

Today I Learned: Const.

Const all the things. Const the variables, const the function, const the members in the function,  const even if you want to modify the data later until you get to the point you need to modify data and work backwards because plans tend to change.

CONST