A short post about using const in C++. Click To Read More...
Archive for the ‘C++’ Category
C++ STL: Safely Removing Items From A Container
Friday, November 30th, 2007A short article about removing items from a standard C++ container. Click To Read More...
Bridging The Gap Cleanly: Setting Up LuaBridge
Friday, November 16th, 2007Inspired by Rob, I decided I’d take a crack at embedding Lua scripting in a couple C++ projects that I’m working on. Rob has gone the ultimate route of using SWIG, but when I was starting to do some research, I stumbled upon Luabridge, a library that attempts to do all the interface binding using C++ templates. This sounds like more fun to me - even if I can’t later use it for Scheme scripts or whatever in the future. Click To Read More...
Getting To Know C++ Next: Filesystem
Thursday, July 12th, 2007The next version of C++ is going to include some nice, shiny new libraries in its standard namespace. These libraries will really beef up the things that C++ developers want to be able to do in a cross-platform fashion. It’s not clear to me what will happen to the libraries in TR2. I hope things like accessing the bloody file system will make its way into the next version of C++. Here’s a quicky look at how one might do that using Boost.Filesystem. Click To Read More...
Feed Sweep
Friday, June 29th, 2007To supplement all the iPhone buzz, I thought I’d throw up a few totally unrelated links/stories I found in my feed aggregator to make you a well-rounded geek. Click To Read More...
The Next C++
Tuesday, January 3rd, 2006Via Slashdot. Bjarne Stroustroup, the “designer and original implementor” of the C++ programming language, gives a look forward at the features most likely to be included in the next version of C++, titled C++0x (possibly one of the worst symbol ever for a programming language version). Click To Read More...
SDL in Games: Old School
Wednesday, August 24th, 2005Read Part One if you haven’t. So with a little SDL graphics knowledge under my belt, I decided that I would set out to actually implement the old BGI library using SDL. That is, I wanted to use the same game code for Ten Nights but instead of linking to obsolete Borland libraries that would no longer work in Windows-based system, I wanted to link to my own library that would look the same (from the game’s perspective), yet work in Windows via SDL. Click To Read More...