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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; hello...

  
  1. #5131
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    hello


    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

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    bye
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
    Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
    Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.

  3. #5133
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    ok
    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

  4. #5134
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    no, not ok. Have patience or try to find out yourself.
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
    Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
    Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.

  5. #5135
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    i have been working on the problem for the past few hours and still haven't returned anything that can help me
    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

  6. #5136
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    Then you have to be patient. Full stop.
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
    Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
    Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.

  7. #5137
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    how would i get lua to print " or , to the screen...when i try printing those to screen i get an error?
    http://img489.imageshack.us/img489/5841/99862310tg8.jpg
    Zitat Zitat von qwerty6523
    tobias what do you mean by a hump and run
    plz explain what that is
    Zitat Zitat von jaymes
    hump and run.. =] thats called a one night stand

  8. #5138
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    wrong thread
    1. Failed....again...
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  9. #5139
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    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")

    ...at what speed must I live.. to be able to see you again?...

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    thanks!! sorry i could have sworn i clicked on the lua help thread
    http://img489.imageshack.us/img489/5841/99862310tg8.jpg
    Zitat Zitat von qwerty6523
    tobias what do you mean by a hump and run
    plz explain what that is
    Zitat Zitat von jaymes
    hump and run.. =] thats called a one night stand

  11. #5141
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    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
    Geändert von slicer4ever (06-24-2007 um 09:00 PM Uhr) Grund: Automerged Doublepost
    1. Failed....again...
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  12. #5142
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    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 =-
    Zitat Zitat von slicer4ever
    jw what are the advantages of using a bool over an int with 0 and 1 as true and false
    bool is like light switch and only use this kind if u only need whether somethings true or false.
    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
    Geändert von pspballer07 (06-24-2007 um 09:43 PM Uhr) Grund: Automerged Doublepost
    Current releases:
    Icon Action Replacer v1.5- latest release
    Current projects:
    PSP C++ IDE - Currently v1.6
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  13. #5143
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    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)

    ...at what speed must I live.. to be able to see you again?...

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  14. #5144
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    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
    1. Failed....again...
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  15. #5145
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    Zitat Zitat von slicer4ever
    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
    with a bool:

    Code:
    if (playing) 
    {
       //Game Loop
    }
    can't really do that with an int, it'll always return true ;)

  16. #5146
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    wrong ,

    int true;
    ..
    IF(true)
    ...
    if(!true)



    is the same as
    if(true == 1)

    if(true == 0)

  17. #5147
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    Hence why he used the qualifier 'really'

    ...at what speed must I live.. to be able to see you again?...

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  18. #5148
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    he did
    but he said

    "it'll always return true"

    and why are always giving stupid answers , there is no need for

  19. #5149
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    Zitat Zitat von hallo007
    wrong ,

    int true;
    ..
    IF(true)
    ...
    if(!true)



    is the same as
    if(true == 1)

    if(true == 0)
    Not quite, the expression for true checks if the integer is not equal to 0.
    Code:
    if( -1 ) // true
    if( 3487324344 ) // true
    if( -34593243 ) // true
    if( 0 ) // false
    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.

  20. #5150
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    i use macro's for true/false value's

  21. #5151
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    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:

    Code:
    #include <string.h>
    #include <stdio.h>
    #include <malloc.h>
    #include <stdlib.h>
    #define MAX_VERTICES (5000)
    
    typedef struct {
         unsigned int color;
    	float x, y, z;
    } Vertex;
    
    typedef struct {
         int current_frame;
         int max_frame;
    	int numTriangles;
    	int object_play;
    	float vertexs[MAX_VERTICES][7];
    	Vertex *triangle;
    } object;
    
    object loadxfile(char file_name[100]);
    void trace(char text[500]);
    
    object test;
    object testing;
    int main(int argc,char** argv){
         FILE *ofile;
         ofile = fopen("tracee.txt","w");
         fclose(ofile);
         test.triangle = (Vertex*) malloc( 500*3*sizeof(Vertex) );
         testing.triangle = (Vertex*) malloc( 500*3*sizeof(Vertex));
    
         testing = loadxfile("test0.x");
    
         for(int i=0;i<testing.numTriangles*3;i++){
              printf("x %d: %f\n",i,testing.triangle[i].x);
              printf("y %d: %f\n",i,testing.triangle[i].y);
              printf("z %d: %f\n\n",i,testing.triangle[i].z);
         }
    
         return 0;
    }
    
    void trace(char text[500]){
         FILE *ofile;
         ofile = fopen("tracee.txt","a+");
         fputs(text,ofile);
         fputs("\n",ofile);
         fclose(ofile);
    }
    
    
    object loadxfile(char file_name[100]){
         FILE *pfile;
         long lsize;
         char *buffer;
         char trace_string[30];
         size_t result;
         pfile = fopen(file_name,"r");
         if(pfile == NULL){
              trace("error in reading file");
              exit(1);
         }
         fseek(pfile,0,SEEK_END);
         lsize = ftell(pfile);
         rewind(pfile);
         buffer = (char*) malloc (sizeof(char)*lsize);
         if(buffer==NULL){
              trace("error in storing file");
              exit(2);
         }
         result = fread(buffer,1,lsize,pfile);
         if(result != lsize){
              trace("error in copying file into buffer");
              exit(3);
         }
         trace("closing file");
         fclose(pfile);
    
         char string[0];
         int current_letter;
         char last_word[200];
         char adding_word[200];
         char numbers[0];
         int numbers_being_read=0;
         int decimals_being_read=0;
         int number_of_brackets=0;
         int frame_bracket=0;
         int current_mesh_point=0;
         float number=0.0f;
         int current_decimal=1;
         float number_going_in=0.0f;
         int current_mesh=1;
         int number_of_vertexs[20];
         int number_of_polygons[20];
         int number_is_negative=0;
         int current_vertex=0;
         int current_polygon=0;
         int total_polygons=0;
         int xyz=1;
         float vertexs[20][500][3];
         int polygons[20][500][3];
         int semi_colons_in_row=0;
         int full=0;
         int next=0;
         for(current_letter=0;current_letter<strlen(buffer);current_letter++){
              sprintf(string,"%c",buffer[current_letter]);
              trace(string);
              if(strcmp(string," ")==0 || strcmp(string,"	")==0){
                   sprintf(last_word,"%s",adding_word);
                   sprintf(adding_word," ");
              }else
              if(strcmp(string,"{")==0){
                   number_of_brackets++;
              }else
              if(strcmp(string,"}")==0){
                   number_of_brackets--;
              }else
              if(!(strcmp(string,"_")==0 || strcmp(string,".")==0 || strcmp(string,"-")==0 || strcmp(string,";")==0 || strcmp(string,",")==0 || strcmp(string,"0")==0 || strcmp(string,"1")==0 || strcmp(string,"2")==0 || strcmp(string,"3")==0 || strcmp(string,"4")==0 || strcmp(string,"5")==0 || strcmp(string,"6")==0 || strcmp(string,"7")==0 || strcmp(string,"8")==0 || strcmp(string,"9")==0)){
                   sprintf(adding_word,"%s%s",adding_word,string);
              }else
              if(strcmp(string,"_")!=0 && numbers_being_read==1){
                   sprintf(numbers,"%c",string[0]);
                   if(strcmp(numbers,"0")==0){
                        number_going_in=0;
                   }
                   if(strcmp(numbers,"1")==0){
                        number_going_in=1;
                   }
                   if(strcmp(numbers,"2")==0){
                        number_going_in=2;
                   }
                   if(strcmp(numbers,"3")==0){
                        number_going_in=3;
                   }
                   if(strcmp(numbers,"4")==0){
                        number_going_in=4;
                   }
                   if(strcmp(numbers,"5")==0){
                        number_going_in=5;
                   }
                   if(strcmp(numbers,"6")==0){
                        number_going_in=6;
                   }
                   if(strcmp(numbers,"7")==0){
                        number_going_in=7;
                   }
                   if(strcmp(numbers,"8")==0){
                        number_going_in=8;
                   }
                   if(strcmp(numbers,"9")==0){
                        number_going_in=9;
                   }
                   if(strcmp(numbers,".")==0){
                        decimals_being_read=1;
                        number_going_in=0.0f;
                   }
                   if(strcmp(numbers,"-")==0){
                        number_is_negative=1;
                   }
                   if(strcmp(numbers,",")==0){
                        current_decimal=1;
                        decimals_being_read=0;
                        if(current_mesh_point==5){
                             if(semi_colons_in_row==2){
                                  polygons[current_mesh][current_polygon][xyz]=(int)number;
                                  xyz++;
                                  if(xyz>3){
                                       xyz=1;
                                       current_polygon++;
                                  }
                             }
                        }
                        number=0.0f;
                        number_going_in=0.0f;
                   }
                   if(strcmp(numbers,";")==0){
                        current_decimal=1;
                        decimals_being_read=0;
                        semi_colons_in_row++;
                        if(number_is_negative==1){
                             number=number*-1;
                        }
                        number_is_negative=0;
    
                        if(current_mesh_point==5){
                             if(semi_colons_in_row==3){
                                  polygons[current_mesh][current_polygon][xyz]=(int)number;
                                  xyz++;
                                  if(xyz>3){
                                       xyz=1;
                                       current_polygon++;
                                  }
                             }
                             if(semi_colons_in_row==4){
                                  current_mesh_point=0;
                                  current_polygon=0;
                                  xyz=1;
                                  numbers_being_read=0;
                                  trace("finished reading mesh");
                                  current_mesh++;
                             }
                        }
                        if(current_mesh_point==4){
                             number_of_polygons[current_mesh]=(int)number;
                             current_mesh_point=5;
                        }
                        if(current_mesh_point==3){
                             if(semi_colons_in_row==1){
                                  vertexs[current_mesh][current_vertex][xyz]=number;
                                  xyz++;
                                  if(xyz>3){
                                       xyz=1;
                                       current_vertex++;
                                  }
                             }
                             if(semi_colons_in_row==2){
                                  current_mesh_point=4;
                                  current_vertex=0;
                                  xyz=1;
                             }
                        }
                        if(current_mesh_point==2){
                             number_of_vertexs[current_mesh]=(int)number;
                             current_mesh_point=3;
                        }
                        number=0.0f;
                        number_going_in=0.0f;
                   }
                   if(!(strcmp(numbers,";")==0)){
                        if(current_mesh_point!=5){
                             semi_colons_in_row=0;
                        }
                        if(current_mesh_point==5){
                             if(semi_colons_in_row==3){
                                  semi_colons_in_row=1;
                             }
                        }
                   }
                   if(decimals_being_read==0){
                        number=number*10+number_going_in;
                   }else{
                        number+=(number_going_in/current_decimal);
                        current_decimal=current_decimal*10;
                   }
              }
              if(strcmp(last_word," Mesh")==0 && current_mesh_point==0){
                   trace("mesh found");
                   frame_bracket=number_of_brackets+1;
                   current_mesh_point=1;
              }
              if(current_mesh_point==1 && number_of_brackets==frame_bracket){
                   current_mesh_point=2;
                   numbers_being_read=1;
                   trace("reading mesh now");
              }
         }
    
         trace("freeing buffer");
         free(buffer);
    
         trace("getting total number of vertices");
         for(int i=1;i<current_mesh;i++){
              total_polygons+=number_of_polygons[i];
         }
    
         test.numTriangles = total_polygons;
         for(int i=1;i<current_mesh;i++){
              for(int b=0;b<number_of_polygons[i]*3;b++){
                   test.vertexs[full][1] = vertexs[i][polygons[i][b][1]][1];
                   test.vertexs[full][2] = vertexs[i][polygons[i][b][2]][2];
                   test.vertexs[full][3] = vertexs[i][polygons[i][b][3]][3];
                   full++;
              }
         }
         full=0;
         for(int i=1;i<current_mesh;i++){
              for(int b=0;b<number_of_polygons[i]*3;b++){
                   test.triangle[full].x = test.vertexs[full][1];
                   test.triangle[full].y = test.vertexs[full][2];
                   test.triangle[full].z = test.vertexs[full][3];
                   full++;
              }
         }
         trace("adding in last of the returning info");
         test.object_play=0;
         test.current_frame=1;
         test.max_frame=1;
         trace("returning info");
         return test;
    }


    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
    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

  22. #5152
    QJ Gamer Silver
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    @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 =-
    Zitat Zitat von hallo007
    i use macro's for true/false value's
    Don't use #defines, use enums lists and then the enum type instead of ints.
    Geändert von yaustar (06-25-2007 um 02:29 AM Uhr) Grund: Automerged Doublepost

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    well i guess i'll check it in the afternoon as it's 6:30 am where i live so night ever1
    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

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    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.
    ...Just Returned To The Scene...

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    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
    Last.fm | Deviant Art | First working OS picture

    Zitat Zitat von nickxab Beitrag anzeigen
    I will beat myself. :p

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    Zitat Zitat von JaSo PsP
    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.
    Why is that?

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    Zitat Zitat von Junkie
    Why is that?
    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.
    ...Just Returned To The Scene...

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    Zitat Zitat von hallo007
    i use macro's for true/false value's
    Code:
    #define FALSE 0
    #define TRUE !FALSE
    -= Double Post =-
    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.
    I did MD2 using the GU. Also, making a GU powered .x loader would have no relevance to DirectX.

    By the way, the MD2 loader can be found here.
    Geändert von PSPJunkie_ (06-25-2007 um 11:18 AM Uhr) Grund: Automerged Doublepost

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    @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
    Also, making a GU powered .x loader would have no relevance to DirectX.
    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

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    i am new to c++ i need a good compiler can anyone help me? i havent even been able to make "hello world" yet


 

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