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hello
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ok
no, not ok. Have patience or try to find out yourself.
i have been working on the problem for the past few hours and still haven't returned anything that can help me
Then you have to be patient. Full stop.
how would i get lua to print " or , to the screen...when i try printing those to screen i get an error?
wrong thread
Because those are reserved characters (" to end/start a string, ' to end/start a character)
I believe it's the same as in C, but I'm not %100 sure, just give it a try, if not then try the second example
Code:-- 1st example
screen:print(0,0,"\"I was here\", I said")
-- 2nd example
screen:print(0,0,'"' .. "I was here" .. '"' .. ", I said")
thanks!! sorry i could have sworn i clicked on the lua help thread
it's ok
-= Double Post =-
jw what are the advantages of using a bool over an int with 0 and 1 as true and false
I need some help....when I go to display a half transparent image, it works but....when it draws the next frame, the 2 half alpha transparent images(1 from previous frame and another from current frame) are blended. I don't know why because I clear the screen too. (NOTE: I'm usin graphics.h)
Help?
-= Double Post =-
bool is like light switch and only use this kind if u only need whether somethings true or false.Zitat:
Zitat von slicer4ever
if u have to use a specific number then use int.
if ur unsure then use int because int can do everything a bool can do
With booleans you have type-safety. (ex, you can't set a boolean to 2 or 22, else the compiler gives you an error about it, where as an integer it doesnt)
ok so mostly just a safety cjeck thanks adjutant
@pspballer i think u misunderstood i knew what a bool was i was jw what it had over just plainly using an int
and for your question i can't be 100% sure what is wrong without some type of code it is possible you r accidentally re-drawing both which is the only conclusion i can draw from for now
with a bool:Zitat:
Zitat von slicer4ever
can't really do that with an int, it'll always return true ;)Code:if (playing)
{
//Game Loop
}
wrong ,
int true;
..
IF(true)
...
if(!true)
is the same as
if(true == 1)
if(true == 0)
Hence why he used the qualifier 'really' :dry:
he did
but he said
"it'll always return true"
and why are always giving stupid answers , there is no need for
Not quite, the expression for true checks if the integer is not equal to 0.Zitat:
Zitat von hallo007
The whole point of a bool is to clarify to the programmers working on the code that it can only be two values, true or false. Working with ints for on/off expressions is ambiguous to a programmer looking at it for the first time.Code:if( -1 ) // true
if( 3487324344 ) // true
if( -34593243 ) // true
if( 0 ) // false
i use macro's for true/false value's
anyways i was just wondering if their were any advantages other than a safety precaution when assigning the variable also i've spent the last few hours on completly re-writing my xfileloader but it still randomly breaks near the beginning heres what i've made which works perfectly on the pc:
Spoiler for code:
any1 see a reason as to why please post i just don't understand why it works on the computer yet refuses to work on the psp and i don't think i'm running out of memory but it is a posibility
@slice4ever: Two wild guesses:
1) You are over running/under running some arrays which is crashing the PSP. The fact that it works on the PC is irrelevant in this case, you need to debug on the PC with asserts and bounds checking.
2) You are overflowing the stack memory judging by the size of the arrays for the polygons and vertices that you are creating.
-= Double Post =-
Don't use #defines, use enums lists and then the enum type instead of ints.Zitat:
Zitat von hallo007
well i guess i'll check it in the afternoon as it's 6:30 am where i live so night ever1
Are you making a program to load .x files? Thats cool if you could incorporate it into the PSP GU then i would be more interested in using PSP GU. :tup:
I'm having problems multi-threading and using the controls... whenever I try to move my charactor in any direction, it moves a random amount of spaces before it stops...I've also tried allowing the charactor to only after the button has been pressed and released, but that makes no difference. This only happens when multi-threading, I've launched that single thread on its own and everything works fine, so I was wondering if anyone could give me any sort of advice.
So far I've tried giving the problem thread a higher priority, but nothing, and I've tried changing the cycle rate (and whatever the other rate was) for the controls, but none of those has made any difference.
I've done very little multi-thread work, and I've not really used a lot of the commands in the pspctrl.h file, so I'm probably quite oblivious to an answer thats staring me in the face, but I've tried everything that comes to mind.
Well anyway, thanks for any help in advance.
-Aura
Why is that?Zitat:
Zitat von JaSo PsP
The PSP GU tutorials ive been using dont tell me how to load meshes, plus i know how to make/work with .x files because ive been leraning DirectX.Zitat:
Zitat von Junkie
Zitat:
Zitat von hallo007
-= Double Post =-Code:#define FALSE 0
#define TRUE !FALSE
I did MD2 using the GU. Also, making a GU powered .x loader would have no relevance to DirectX.Zitat:
Zitat von JaSo PsP
By the way, the MD2 loader can be found here.
@jaso yes i plan to make a library with many functions that the gu doesn't provide include loading .x files coloring different meshs of the object and playing animation, which i have the rest down it just requires me getting this load x file to fully work
edit: also it's not using directx i'm writing it from scratch so like junkie said:
Zitat:
Zitat von junkie
i am new to c++ i need a good compiler can anyone help me? i havent even been able to make "hello world" yet