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19h
comment Encrypted content in games
@mucaho: That requires knowing "each possible solution" beforehand.
22h
comment Encrypted content in games
@Christer: "Also since that fact that encryption is used is transparent to 99.9% of the users, that isn't a valid argument for it being a horrible idea." If it makes an easter egg take up more time in development that could go to genuinely useful features, then yes, it's a horrible idea. You have spent more time on formulating your question and responses to answers than this feature deserves. In that time, you could have been writing your actual game. If it's transparent to 99.9% of users... then why should it matter to them if it's encrypted? Why spend time for 0.1% of people?
1d
comment Encrypted content in games
@Christer: Your example only betrays the irrelevance of your overall question. The contents of "a secret altar outside of any quest" is, by definition, irrelevant for any game that is fundamentally about completing quests. And if your game isn't about completing quests, why do you have quests in it? Either way, the overall fact remains: you are spending a very great deal of time on something of no actual relevance to your game or your players. You should focus your very limited time and energy on things that matter.
1d
comment Better to have 2 methods with clear meaning, or just 1 dual use method?
@Deduplicator: allocation vs. reallocation is... OK. It's not great to put them in the same function, but it's not nearly as bad as putting deallocation in the same one. It's also an easy distinction to make.
1d
comment Better to have 2 methods with clear meaning, or just 1 dual use method?
I've seen such an API. The Lua 5.1+ allocator uses it. You provide one function, and based on the parameters it passes, you decide whether it is trying to allocate new memory, deallocate memory, or reallocate memory from old memory. It is painful to write such functions. I would much rather that Lua had just given you two functions, one for allocation and one for deallocation.
1d
revised Encrypted content in games
added 1246 characters in body
1d
answered Encrypted content in games
Feb
6
comment XML Stuctured C
"If not please mention a place where I should submit this idea." Submit it to what end? To get the rest of the world to translate their perfectly readable C code into your... version? Why? For what purpose? Besides making code substantially longer to read, what good does this accomplish? Not only that, your XML format itself is, to put it charitably, not good.
Jan
27
comment Why are reference-counting smart pointers so popular?
"they are mixed with other data." It's not so much that they're "mixed" with other data. It's easy to use the C++ type system to see what's a pointer and what is not. The problem is that pointers frequently become other data. Hiding a pointer in an integer is an unfortunately common tool for many C-style APIs.
Jan
27
comment Why are reference-counting smart pointers so popular?
Um, it's a question tagged c++ which talks about C++ features. Clearly, any general statements are talking about within C++ code, not the entirety of programming. So however "objectively" garbage collection may be in use outside of the C++ world, that is ultimately irrelevant to the question at hand.
Jan
24
awarded  Good Answer
Jan
23
reviewed Approve When is it appropriate to make a separate function when there will only ever be a single call to said function?
Jan
23
awarded  Nice Answer
Jan
23
revised When is it appropriate to make a separate function when there will only ever be a single call to said function?
added 5 characters in body
Jan
23
comment When is it appropriate to make a separate function when there will only ever be a single call to said function?
@user61852: I think the problem he's getting at is that you don't explain why you should do that. You give guidance, but no reasoning.
Jan
23
answered When is it appropriate to make a separate function when there will only ever be a single call to said function?
Jan
10
comment What are the advantages of GLSL's compilation model?
"The trick here is that the array cannot be accessed using directly an uniform variable." That is a driver bug, not a "misunderstanding of the GLSL specification". No version of GLSL has ever declared that array indexing via a uniform is illegal, that you have to use an explicit temporary stack variable between them.
Jan
10
revised Is `catch(…) { throw; }` a bad practice?
added 209 characters in body
Jan
7
comment OpenGL, multithreading, and throwing destructors
@greyfade: Nonsense. If you're talking about multiple contexts that aren't shared, then its still up to the writer of the application to know which objects belong to which context. No safety is ever perfect; the question is merely what is "reasonable". It all depends on how you structure your code. You can build your application such that the objects that are owned by one context are hidden from the objects owned by another. Such that it's functionally impossible for them to be deleted while the wrong context is current.
Jan
7
comment OpenGL, multithreading, and throwing destructors
" Will it leave the process in a known state? Chances are low." I think chances are lower than that. You'd be in a destructor. I cannot honestly think of a place more likely to leave things in an unknown state when killing a thread. After all, other places don't offer the possibility of killing a thread while the stack is being unwound due to an exception.