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C/C++ Programming Help Thread

This is a discussion on C/C++ Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; i really need to concentrate me a bit more , i forgottet to add it in the makefile , anyway ...

  
  1. #4681
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    i really need to concentrate me a bit more , i forgottet to add it in the makefile , anyway thn;-)



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    Zitat Zitat von Maxi_Jac'
    Check your other files' headers.

    ++ B.
    The initial is getting rather too bromidic. You should instead make a graphic[al] one :Punk:!

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    i've got some question's about filesizes :

    how do i check how much space there is left in flash0?
    how do i check if a directory is empty?
    and how do check the size of the folder(and the files in it)?

  4. #4684
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    Original post by PSP Junkie

    Okay, I was thinking that we should have a discussion on IRC with as many people that want to listen on a specific topic. The goal is for everyone who visits to learn something new and therefore, be on their way to becoming a better programming.


    I have yet to decide what we want the the subject to be, so I am taking suggestions. We could do something like general C questions or PSP specific topics. I want this to start up in about an hour. So...


    5:00PM - US Eastern Time [Me]
    10:00PM - GMT

    etc....

    I will be there as well as Insert_Witty_Name. If you would like to participate just join "psp-seminar" on irc.freenode.net.

    If you have never used an IRC client before, here are a few suggestions.

    Windows: mIRC
    Macs: Colloquy
    Linux: irrsi



    If you are a developer and are interested in helping us run this, just PM me.

    Well, start some suggestions!

    p.s. We hope to try to do this at least twice a week.


    ----------------------------------------------------

    this is a great opportunity to ansswer almost any topics regarding PSP's.. but i think that LUA and flashers arent allowed there.. but just hang around there and you ll learn something, :)

  5. #4685
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    >no need for other flasher
    >build path example in sdk (kernel/fileio)
    >build path too , the paths you get do you need to use in this fucntion
    Code:
    int lSize;
    int fsize(const char *fn)
    {
      FILE * pFile;
      
      pFile = fopen (fn , "rb");
      if (pFile==NULL) { return 0; }
      fseek (pFile , 0 , SEEK_END);
      lSize = ftell (pFile);
      rewind (pFile);
      fclose(pFile);
      return lSize;
    }

  6. #4686
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    Zitat Zitat von hallo007
    >no need for other flasher
    >build path example in sdk (kernel/fileio)
    >build path too , the paths you get do you need to use in this fucntion
    Code:
    int lSize;
    int fsize(const char *fn)
    {
      FILE * pFile;
      
      pFile = fopen (fn , "rb");
      if (pFile==NULL) { return 0; }
      fseek (pFile , 0 , SEEK_END);
      lSize = ftell (pFile);
      rewind (pFile);
      fclose(pFile);
      return lSize;
    }
    What is the point of making 'lSize' global?

  7. #4687
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    nothing
    but I use it like this lSize = fsize(...);
    thats why I made it global;-)

  8. #4688
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    Code:
    int fsize(const char *fn)
    {
      int lSize;
      FILE * pFile;
      
      pFile = fopen (fn , "rb");
      if (pFile==NULL) { return 0; }
      fseek (pFile , 0 , SEEK_END);
      lSize = ftell (pFile);
      rewind (pFile);
      fclose(pFile);
      return lSize;
    }
    No more global, plus reusable, plus buttsecks.

  9. #4689
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    jw what is the max size a file can be using c++ that can be opened (on psp or off) because one of my tests i keep getting an stackdump file and after further testing i find it happens when i attempt to open up a file that is 1.7mb
    -= Double Post =-
    nvm i think i found the prob
    Geändert von slicer4ever (05-26-2007 um 04:18 PM Uhr) Grund: Automerged Doublepost
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  10. #4690
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    Depends on the OS. On Linux, with most filesystems, it's 4GB. I dunno about Windows or PSP.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

  11. #4691
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    I think he was trying to store the contents on the stack and blew the stack.

  12. #4692
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    Code:
    //DEFINES
    #define blitImage  blitAlphaImageToScreen
    #define printg printTextScreen
    #define printf pspDebugScreenPrintf
    using namespace std;
    string fileList[222];
    void getFileList(string path)
    {
    	SceUID bufferFile;
    	char nextPath[256];
    	int z = 0;
    
    	bufferFile = sceIoDopen(path.c_str());
    	if(bufferFile > 0)
    	{                  
    		SceIoDirent dir;
            memset(&dir, 0, sizeof(SceIoDirent)); 
    		while(sceIoDread(bufferFile, &dir) > 0)
    		{                    
                        strcpy((char *)fileList[z].c_str() , dir.d_name); 
                        z++;
                        if(z > 222 ) break;
    		}
    		sceIoDclose(bufferFile);
    	}
    }
    
    int main(SceSize args, void *argp)
    {
        string desktopFiles[12][24];          //Storage for floople lloopst loopn desktop dlooprectory
        int z = 0;
        int x = 5;
        int y = 25;
        char imageBuffer[20];
        char *fileListBuffer;
        Image *getImageToBuffer[12][24];
        initGraphics();
        pspDebugScreenInit();
        pspDebugScreenClear();
        LoadStartModule("data/screenshot.prx");
        //loopmages load
        /*for(int loop = 0; loop < sizeof(desktopImages); loop++)
        {
                 snprintf(imageBuffer ,sizeof(imageBuffer) - 1,  "%i.PNG" ,loop);
                 desktopImages[loop] = loadImage(imageBuffer);
                 }*/
        desktopBack = loadImage("data/desktop/wallpaper.PNG");
        /*if(desktopBack < 0) printf("failed to load image\n");
        else  printf("Image loaded\n");*/
        blitImage(0 , 0 , desktopBack);
        
    
        
        getFileList("ms0:/");    
        //printf("file paths stored\n");
    
        
        
        for(int loop = 0; loop < 222; loop++ )
        {
                  printg(x , y , fileList[loop].c_str() , white);
                  x += 20;
                  if(x > 460)
                  {
                       y += 20;
                       x = 0;
                      } 
                      }  
        /*x = 5;
        y = 5;
        for(int loop = 0; loop < 12; loop++ )
             for(int looptwee = 0; looptwee < 24; looptwee++ )
             {
                     getImageToBuffer[loop][looptwee] = getImage(desktopFiles[loop][looptwee].c_str());                         
                     blitImage(x , y ,  getImageToBuffer[loop][looptwee]);
                     x += 20;
                     y += 20;
                     }*/
                  
        flipScreen();
        
        sceKernelSleepThread();
        return 0;
    }
    result:



    the results need to be:
    PSP VIDEO PICTURE

    and now it says something strange like
    ||MC , i cant really read it , anyone nows the problem?

  13. #4693
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    I be guessing this. *ick*
    Code:
    strcpy((char *)fileList[z].c_str() , dir.d_name);
    Should be:
    Code:
    fileList[z] = dir.d_name;

  14. #4694
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    oh , thnx ;-)

  15. #4695
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    c_str() reference:
    http://www.cppreference.com/cppstring/c_str.html

    Note that since the returned pointer is of type const, the character data that c_str() returns cannot be modified. Furthermore, you do not need to call free() or delete on this pointer.

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    even better(Y)

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    Zitat Zitat von yaustar
    That's all you have to say? What about his ugly use of #defines?

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    Point.
    Code:
    #define blitImage  blitAlphaImageToScreen
    #define printg printTextScreen
    #define printf pspDebugScreenPrintf
    Why? Just...why? Type them out fully like everyone else. No one is going to know what the heck printg and blitImage do unless you give them the defines. The whole point of the original function names is because they are descriptive and self documenting. Your defines are not. Don't even get me start on the printf define.

    Macros are just plain evil, evil, evil, evil. Not to mention buggy as hell.

    PSPJunkie: How is that?

  19. #4699
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    Much better. :)

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    *has just returned from converting all of the #define constants to consts*
    <.<
    >.>
    Okay, so those aren't the kind of #defines you were talking about, but I have a good reason for aliasing pspDebugScreenPrintf to printf. This program compiles on both Windows and PSP. When I call the function on the PSP, I want it to display to the screen, and when I call the function on Windows, I'd like it to display to the screen, but I've not yet written code for that, so it just prints to STDOUT like you'd expect it to.
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  21. #4701
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    Considering the standard Hello World code:
    Code:
    // Hello World - A simple "Hello World" Application.
    
    #include <pspkernel.h>
    #include <pspdebug.h>
    
    PSP_MODULE_INFO("Hello World", 0, 1, 1);
    
    // Exit callback
    int ExitCallback(int Arg1, int Arg2, void *Common)
    {
        sceKernelExitGame();
        return 0;
    }
    
    // Callback thread
    int CallbackThread(SceSize Args, void *Argp)
    {
        int CallbackId;
    
        CallbackId = sceKernelCreateCallback("Exit Callback", ExitCallback, NULL);
        sceKernelRegisterExitCallback(CallbackId);
    
        sceKernelSleepThreadCB();
    
        return 0;
    }
    
    // Sets up the callback thread and returns its thread id
    int SetupCallbacks(void)
    {
        int ThreadId = 0;
    
        ThreadId = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
        if (ThreadId >= 0)
        {
            sceKernelStartThread(ThreadId, 0, 0);
        }
    
        return ThreadId;
    }
    
    int main(int argc, char ** argv)
    {
        pspDebugScreenInit();
        SetupCallbacks();
    
         while(1)
        {
            pspDebugScreenPrintf ("Hello World");
            sceDisplayWaitVblankStart();
        }
    
        sceKernelSleepThread();
    
        return 0;
    }
    How would you remove all the header includes, callback functions, the vblank state and sleep threads when you compile for Windows?

    You would have to either physically remove them or #ifdef them out.

    Considering printf on all platforms would print to the console (or TTY on consoles), a programmer should never change the expected functionality of standard libraries.

    'Using' printf to print to the screen is not expected behaviour. It will always print to the TTY on a console platform.

  22. #4702
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    Yes, I'm aware of that. I'm waiting on my partner to make a graphical font so that I can make graphical menu. I'll remove all of the printfs then.

    And also, it's an SDL app.
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  23. #4703
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    Zitat Zitat von Archaemic
    Yes, I'm aware of that. I'm waiting on my partner to make a graphical font so that I can make graphical menu. I'll remove all of the printfs then.

    And also, it's an SDL app.
    Wait, I am confused. If it is an SDL app which is already cross platform, then why would you need printf? Why not use SDL_ttf until you get a bitmap font?

  24. #4704
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    I'm trying to keep dependencies to a minimum.
    Also, I'm using printf so that I can refer to the output that would generally be on the screen.
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  25. #4705
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    Zitat Zitat von Archaemic
    I'm trying to keep dependencies to a minimum.
    Also, I'm using printf so that I can refer to the output that would generally be on the screen.
    As soon as you get the bitmap then get rid of SDL_ttf. If you are going to have WIP builds, you might as well have it relatively as close as you can to the final builds. The dependencies only really matter in the final release build.

    Just create an abstraction layer to print text on the screen which the game uses, that way you only have to change one function in one section of code after you rip out SDL_ttf in favour of bitmap fonts.
    -= Double Post =-
    I just thought of something nasty about:
    Code:
    #define printf pspDebugScreenPrintf
    #defines don't obey scope, so this will replace anything that is printf to pspDebugScreenPrintf including standard library headers.*ouch*.
    Geändert von yaustar (05-27-2007 um 12:38 PM Uhr) Grund: Automerged Doublepost

  26. #4706
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    yaustar, the no.1 #define hater... :)

    anyways, anyone here have kernel memory dumper? i have to get on something :)

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    thats why you #define it after #include'ing it *omg*
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  28. #4708
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    What libraries use printf o_O?
    Other than maybe ostream.
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  29. #4709
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    Hey Hallo007, my suggestion would be this
    [CODE]//DEFINES
    #define blitImage blitAlphaImageToScreen
    #define printg printTextScreen
    #define printf pspDebugScreenPrintf
    using namespace std;
    char fileList[222][200]; //********change from string to char[], 200 is the max filename length
    void getFileList(string path)
    {
    SceUID bufferFile;
    char nextPath[256];
    int z = 0;

    bufferFile = sceIoDopen(path.c_str());
    if(bufferFile > 0)
    {
    SceIoDirent dir;
    memset(&dir, 0, sizeof(SceIoDirent));
    while(sceIoDread(bufferFi le, &dir) > 0)
    {
    strcpy(fileList[z], dir.d_name); //******changed to fit
    z++;
    if(z > 222 ) break;
    }
    sceIoDclose(bufferFile);
    }
    }

    int main(SceSize args, void *argp)
    {
    string desktopFiles[12][24]; //Storage for floople lloopst loopn desktop dlooprectory
    int z = 0;
    int x = 5;
    int y = 25;
    char imageBuffer[20];
    char *fileListBuffer;
    Image *getImageToBuffer[12][24];
    initGraphics();
    pspDebugScreenInit();
    pspDebugScreenClear();
    LoadStartModule("data/screenshot.prx");
    //loopmages load
    /*for(int loop = 0; loop < sizeof(desktopImages); loop++)
    {
    snprintf(imageBuffer ,sizeof(imageBuffer) - 1, "%i.PNG" ,loop);
    desktopImages[loop] = loadImage(imageBuffer);
    }*/
    desktopBack = loadImage("data/desktop/wallpaper.PNG");
    /*if(desktopBack < 0) printf("failed to load image\n");
    else printf("Image loaded\n");*/
    blitImage(0 , 0 , desktopBack);



    getFileList("ms0:/");
    //printf("file paths stored\n");



    for(int loop%
    Geändert von pspballer07 (05-27-2007 um 06:39 PM Uhr)
    Current releases:
    Icon Action Replacer v1.5- latest release
    Current projects:
    PSP C++ IDE - Currently v1.6
    RPG Paradise - Latest version at my website

  30. #4710
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    Standard

    Zitat Zitat von Archaemic
    What libraries use printf o_O?
    Other than maybe ostream.
    stdio

    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
    Coder formerly known as Insomniac197

    tshirtz: what is irshell ??
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