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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; yep what i wanted thanks...

  
  1. #5311
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    yep what i wanted thanks


    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

  2. #5312
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    For reference, in C++ it be:
    Code:
    void function( int & aInt )
    {
    	aInt = 6;
    }
    
    // use
    int blah = 4;
    function(blah);

  3. #5313
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    Zitat Zitat von yaustar
    For reference, in C++ it be:
    Code:
    void function( int & aInt )
    {
        aInt = 6;
    }
    
    // use
    int blah = 4;
    function(blah);
    I have seen some use int& as well as int &aInt --- which one does it refer to?

  4. #5314
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    Zitat Zitat von myschoo
    yeah thats what i thought:

    Code:
    int bat = scePowerGetBatteryLifePercent();
    but im getting error:
    The error means you tried to initialize the variable in an impossible way, ie you had the variable global (outside of a function scope). You cannot call functions outside of a function scope.
    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. #5315
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    Zitat Zitat von Mr305
    I have seen some use int& as well as int &aInt --- which one does it refer to?
    Doesn't matter, they are both the same:
    Code:
    int& aInt
    // is the same as 
    int &aInt
    // and
    int & aInt

  6. #5316
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    ok i solved it like this:
    in the begginning i have:

    int bat;

    and later in main:

    bat = scePowerGetBatteryLfePerc ent();

  7. #5317
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    Code:
    void sayHellow0rld(const char varname[])
    Is it harmful or potentially flawed?

    Becz ever since I changed it to char varname[100], everything is very very stable...

  8. #5318
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    Zitat Zitat von Mr305
    Code:
    void sayHellow0rld(const char varname[])
    Is it harmful or potentially flawed?

    Becz ever since I changed it to char varname[100], everything is very very stable...
    Can be very harmful. Buffer overruns is going to be the biggest problem.

  9. #5319
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    Zitat Zitat von yaustar
    Can be very harmful. Buffer overruns is going to be the biggest problem.
    The first one or the one I fixed [it isn't going to be >100 for sure] ?

    Suppose, for the first one:

    If first a char array of length 3 is passed ... Then char array of length 6 passed.. Would allocation be done?

  10. #5320
    MiG
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    Zitat Zitat von Mr305
    Code:
    void sayHellow0rld(const char varname[])
    Is it harmful or potentially flawed?

    Becz ever since I changed it to char varname[100], everything is very very stable...
    not really flawed. In C++, if you pass a 1D array to a funcion, you don't have to tell it the size of the array you are passing.

    As yaustar mentioned, it can cause overflows if you start trying an array that is bigger than 100 chars. Check if you are trying to change something in the array, as delcaring the array as const means that you only get read access to the array, whereas with char varname[100] you obviously get access, so maybe your trying to change something somewhere.

  11. #5321
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    how do i use printTextScreen() to print out a variable?
    I want to display a score from a variable to a specific area on the screen.

  12. #5322
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    I HIGHLY recommend www.cprogramming.com
    --
    use sprintf.

  13. #5323
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    sprintf? ok...

    yes, i do use that website, but i'm not sure whats different for psp. there is a lot that is changed.

    Yeah, i figured out sprintf now.
    Geändert von Nicko01 (07-03-2007 um 10:31 AM Uhr)

  14. #5324
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    i'm writing a prx using dsxlib, its a nice looking vsh extender. I'm trying to bring all the functions of other prxs screenshot, homebrew launching, brightness, cpu speed etc into one package.

    my problem is this, i've just noticed the music, video and web browser freeze up when its launched. Would lowering the thread priority have an effect on these freezes. Does anybody know why this is happening

    Please guys could someone help me out.

    post or just send me a pm

  15. #5325
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    Zitat Zitat von brethren
    i'm writing a prx using dsxlib, its a nice looking vsh extender. I'm trying to bring all the functions of other prxs screenshot, homebrew launching, brightness, cpu speed etc into one package.

    my problem is this, i've just noticed the music, video and web browser freeze up when its launched. Would lowering the thread priority have an effect on these freezes. Does anybody know why this is happening

    Please guys could someone help me out.

    post or just send me a pm
    -> Keep Arrays/any sizes as small as possible.
    -> Put up a small delay at the end of the loop
    -> 1 Thread's enough.
    That's I cud think of...

  16. #5326
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    Zitat Zitat von Mr305
    I HIGHLY recommend www.cprogramming.com
    --
    use sprintf.

    sorry, im still a n00b at this.

  17. #5327
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    Zitat Zitat von Nicko01
    sorry, im still a n00b at this.
    google psp sdk documentation. also www.psp-programming.com - great resource

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    Are there draw commands in C/C++? I want to draw a line from one coordinate to another on my psp, but I have no idea how to do it without using ascii.

    In particular, I'm looking for line drawing in particular colors, if there is a fill command, and draw polygon command.

    And how do I use the trig commands like arctan?

  19. #5329
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    i know psp-programming.com....

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    i'm using pspjunkies dsxlib to make a prx, i've solved the last problem i had (further up the page) but i need a bit more help. Sometimes the menu i display in the vsh flickers (usually when a umd is being read or i underclock) is there anyway to stop this flickering.

  21. #5331
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    Zitat Zitat von zwnage
    Are there draw commands in C/C++? I want to draw a line from one coordinate to another on my psp, but I have no idea how to do it without using ascii.

    In particular, I'm looking for line drawing in particular colors, if there is a fill command, and draw polygon command.

    And how do I use the trig commands like arctan?
    lesson4 graphics.c.
    math.h

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    Zitat Zitat von Mr305
    lesson4 graphics.c.
    math.h
    lesson 4? The simple image processing tutorial? But that refers to displaying a picture, I did not see any instance of line drawing commands in the tutorial.

    EDIT: Ooops, my bad. I just looked though graphics.c and found it.

    Now how about a draw polygon command? fill command?

  23. #5333
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    Zitat Zitat von zwnage
    lesson 4? The simple image processing tutorial? But that refers to displaying a picture, I did not see any instance of line drawing commands in the tutorial.

    EDIT: Ooops, my bad. I just looked though graphics.c and found it.

    Now how about a draw polygon command? fill command?
    i dont remmbr, its there too

  24. #5334
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    Thanks for the help :) .

    Now is there a way to fill the polygon with a color?

  25. #5335
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    You need to understand how slow and basic graphics library is. But, you could make a draw polygon command

    Code:
    typedef struct Point {
        int x,y;
    } Point;
    
    inline void drawPolygon(int x, int y, const Point *points, const Color color, const bool closed) {
        for(int i=0; i<sizeof(points); i++) {
                drawLine(x + points[i].x, y + points[i].y,
                         x + ((closed && i==sizeof(points)-1) ? points[0].x : points[i+1].x),
                         y + ((closed && i==sizeof(points)-1) ? points[0].y : points[i+1].y),
                         color);
    }
    
    // usage:
    Point square[4] = { {-5,5}, {5,5}, {5,-5}. {-5,-5} }
    
    drawPolygon(237,133,square,RGB(255,255,255), true);
    That should draw a white, closed square with an area of 25 in the center of the screen, not filled
    I believe drawLine is the function name, and those are it's parameters?

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

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


  26. #5336
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    Code:
    typedef struct
    {
    	float x, y, z;
    } DSX2DVERTEX;
    
    void dsxDrawLine(float x1, float y1, float x2, float y2, Color color)
    {
    	DSX2DVERTEX* src = (DSX2DVERTEX*) sceGuGetMemory(sizeof(DSX2DVERTEX) * 2);
    	
    	src[0].x = x1;
    	src[0].y = y1;
    	src[0].z = 0.0f;
    	
    	src[1].x = x2;
    	src[1].y = y2;
    	src[1].z = 0.0f;
    	
    	sceGuColor(color);
    	sceGuDisable(GU_TEXTURE_2D);
    	sceGuShadeModel(GU_FLAT);
    	sceGuDrawArray(GU_LINES, GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, src);
    	sceGuShadeModel(GU_SMOOTH);
    	sceGuEnable(GU_TEXTURE_2D);
    }
    
    void dsxDrawRectangleFilled(float x, float y, float w, float h, Color color)
    {
    
    	DSX2DVERTEX* src = (DSX2DVERTEX*) sceGuGetMemory(sizeof(DSX2DVERTEX) * 2);
    
    	src[0].x = x;
    	src[0].y = y;
    	src[0].z = 0.0f;
    
    	src[1].x = x + w;
    	src[1].y = y + h;
    	src[1].z = 0.0f;
    
    	sceGuColor(color);
    	sceGuDisable(GU_TEXTURE_2D);
    	sceGuShadeModel(GU_FLAT);
    	sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2, 0, src);
    	sceGuShadeModel(GU_SMOOTH);
    	sceGuEnable(GU_TEXTURE_2D);
    }
    
    void dsxDrawRectangleOutlined(float x, float y, float w, float h, Color color)
    {
    	DSX2DVERTEX* src = (DSX2DVERTEX*) sceGuGetMemory(sizeof(DSX2DVERTEX) * 3);
    	DSX2DVERTEX* src2 = (DSX2DVERTEX*) sceGuGetMemory(sizeof(DSX2DVERTEX) * 3);
    	
    	src[0].x = x;
    	src[0].y = y;
    	src[0].z = 0.0f;
    	
    	src[1].x = x + w;
    	src[1].y = y;
    	src[1].z = 0.0f;
    	
    	src[2].x = x + w;
    	src[2].y = y + h;
    	src[2].z = 0.0f;
    	
    	src2[0].x = x;
    	src2[0].y = y;
    	src2[0].z = 0.0f;
    	
    	src2[1].x = x;
    	src2[1].y = y + h;
    	src2[1].z = 0.0f;
    	
    	src2[2].x = x + w + 1.0f;
    	src2[2].y = y + h;
    	src2[2].z = 0.0f;
    	
    	sceGuColor(color);
    	sceGuDisable(GU_TEXTURE_2D);
    	sceGuShadeModel(GU_FLAT);
    	sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF | GU_TRANSFORM_2D, 3, 0, src2);
    	sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF | GU_TRANSFORM_2D, 3, 0, src);
    	sceGuShadeModel(GU_SMOOTH);
    	sceGuEnable(GU_TEXTURE_2D);
    }
    
    void dsxDrawCircleFilled(float x, float y, float radius, u32 numSteps, Color color)
    {
    	if(radius <= 0) 
    	{
    		return;
    	}
    	if(numSteps < 1) 
    	{
    		numSteps = 1;
    	}
    	
    	numSteps = radius * 400;
    	
    	float stepSize = (2 * GU_PI) / (numSteps * 4);
    	
    	DSX2DVERTEX* vertices = (DSX2DVERTEX*) sceGuGetMemory((numSteps * 4 + 2) * sizeof(DSX2DVERTEX));
    
    	vertices[0].x = x;
    	vertices[0].y = y;
    	vertices[0].z = 0.0f;
    		
    	int step;
    	u32 numSteps2 = numSteps * 2, numSteps3 = numSteps * 3;
    	float angle = 0;
    	
    	for(step = 1; step < numSteps + 1; step++)
    	{
    			float s = sinf(angle) * radius;
    			float c = cosf(angle) * radius;
    			angle += stepSize;
    			
    			vertices[step].x = x + s;
    			vertices[step].y = y + c;
    			vertices[step].z = 0.0f;
    
    			vertices[step + numSteps].x = x + c;
    			vertices[step + numSteps].y = y - s;
    			vertices[step + numSteps].z = 0.0f;
    
    			vertices[step + numSteps2].x = x - s;
    			vertices[step + numSteps2].y = y - c;
    			vertices[step + numSteps2].z = 0.0f;
    			
    			vertices[step + numSteps3].x = x - c;
    			vertices[step + numSteps3].y = y + s;
    			vertices[step + numSteps3].z = 0.0f;
    	}
    	
    	vertices[numSteps * 4 + 1].x = vertices[1].x;
    	vertices[numSteps * 4 + 1].y = vertices[1].y;
    	vertices[numSteps * 4 + 1].z = 0.0f;
    		
    	sceGuColor(color);
    	sceGuDisable(GU_TEXTURE_2D);
    	sceGuShadeModel(GU_FLAT);
    	sceGuDrawArray(GU_TRIANGLE_FAN, GU_VERTEX_32BITF | GU_TRANSFORM_2D, numSteps * 4 + 2, 0, vertices);
    	sceGuShadeModel(GU_SMOOTH);
    	sceGuEnable(GU_TEXTURE_2D);
    }
    
    
    void dsxDrawCircleOutlined(float x, float y, float radius, u32 numSteps, Color color)
    {
    	if (radius <= 0) 
    	{
    		return;
    	}
    	if (numSteps < 1) 
    	{
    		numSteps = 1;
    	}
    	
    	if(numSteps == 0)
    	{
    		//use preset value
    		numSteps = radius * 400;
    	}
    	
    	float stepSize = (2 * GU_PI) / (numSteps * 4);
    	
    	DSX2DVERTEX* vertices = (DSX2DVERTEX*) sceGuGetMemory((numSteps * 4 + 1) * sizeof(DSX2DVERTEX));
     
    	int step;
    	u32 numSteps2 = numSteps * 2, numSteps3 = numSteps * 3;
    	float angle = 0;
    	
    	for(step = 0; step < numSteps; step++)
    	{
    		float s = sinf(angle) * radius;
    		float c = cosf(angle) * radius;
    		angle += stepSize;
    		
    		vertices[step].x = x + s;
    		vertices[step].y = y + c;
    		vertices[step].z = 0.0f;
    
    		vertices[step + numSteps].x = x + c;
    		vertices[step + numSteps].y = y - s;
    		vertices[step + numSteps].z = 0.0f;
    
    		vertices[step + numSteps2].x = x - s;
    		vertices[step + numSteps2].y = y - c;
    		vertices[step + numSteps2].z = 0.0f;
    
     		vertices[step + numSteps3].x = x - c;
    		vertices[step + numSteps3].y = y + s;
    		vertices[step + numSteps3].z = 0.0f;
    	}
    	
    	vertices[numSteps * 4].x = vertices[0].x;
    	vertices[numSteps * 4].y = vertices[0].y;
    	vertices[numSteps * 4].z = 0.0f;
    	
    	sceGuColor(color);
    	sceGuDisable(GU_TEXTURE_2D);
    	sceGuShadeModel(GU_FLAT);
    	sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF | GU_TRANSFORM_2D, numSteps * 4 + 1, 0, vertices);
    	sceGuShadeModel(GU_SMOOTH);
    	sceGuEnable(GU_TEXTURE_2D);
    }
    Geändert von PSPJunkie_ (07-04-2007 um 09:58 AM Uhr)

  27. #5337
    words are stones in my <3
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    May I ask you why there is a large, ~25 line gap between the last } and the bottom of the code block? Forum bug I hope (or do you add a bunch of returns once you finish a source file (eww))

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

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


  28. #5338
    Developer
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    I don't see a gap.

    Perhaps it's your browser? (I'm on Firefox).

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

    tshirtz: what is irshell ??
    Atarian_: it's where people who work for the IRS go when they die

  29. #5339
    I'm back!
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    I've been doing all my testing in iRShell for various reasons (one being I can't get PSPlink to work), and after completing my first quest, I decided to try it properly on the PSP...

    Where on iRShell buttons are accepted, when run alone, I can only get buttons in the main thread to be recognised, and not from any other threads... this is obviously proving a problem...

    I've had to NULL the buffer after pritty much every button press due to it going mental when you press a button (it does that thing many times before it stops)...

    Any help would be greatly welcome as its the only thing stopping me finishing off the rest of my quests :Argh:

    Thanks
    -Aura

    Excuse me while I shoot myself... solved the problem


    I don't see a gap.

    Perhaps it's your browser? (I'm on Firefox).
    Just for the record...I'm seeing a massive gap... and I'm on Opera...
    Geändert von Auraomega (07-04-2007 um 07:41 AM Uhr)
    Last.fm | Deviant Art | First working OS picture

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

  30. #5340
    QJ Gamer Blue
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    Hi guys!
    Just a lil' question : To get the color of a pixel, I use GetPixelScreen(int x, int y), but can I use this function or an other to get the color of a pixel of a picture that is NOT blitted on screen?


 

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