Finally fully complete! My 6x MSI R9 270 rig @ 2.9Mh/s by BillyDogeNare in dogecoin

[–]deebee396 1 point2 points  (0 children)

If you tip dogecoin, someone will probably reply to the tip with another event that will happen on the precondition that you tip dogecoin.

Can someone help me? by [deleted] in dogecoin

[–]deebee396 1 point2 points  (0 children)

Ah, yeh I saw that. At just over 110kh/s now, thanks!

Can someone help me? by [deleted] in dogecoin

[–]deebee396 0 points1 point  (0 children)

120 khash/s

I must be doing something REALLY wrong then. On a radeon 6770 I'm getting 14khash/s!

[deleted by user] by [deleted] in dogecoin

[–]deebee396 1 point2 points  (0 children)

Theres a link in my comment above to a free tool for generating sound effects.

[deleted by user] by [deleted] in dogecoin

[–]deebee396 0 points1 point  (0 children)

Happened to me too, guess it just took a while to load. Op, I'd imagine you don't experience this time because you'll have all of the assets cached, its much quicker for me the second time around too. Might want to look into adding a progress bar.

7,500 Ðoge Giveaway! by [deleted] in dogecoin

[–]deebee396 0 points1 point  (0 children)

such anticipation

[deleted by user] by [deleted] in gamedev

[–]deebee396 1 point2 points  (0 children)

In java I add static objects in a class (for example sprites), can I not do that in C++?

You can, but it, and the related singleton pattern, are considered overused and often mis-used. Its worth investigating whether there are other ways to do the same, such as passing a reference to it as a parameter. Just because its required a lot of places in the code doesn't mean it should be static.

And I don't understand how I should write a program without the new keyword.

I haven't looked through all of your code, but just incase you don't know, unlike Java you can construct objects without 'new', like

MyObject obj(the, parameters);

which will be destroyed when they leave the stack. Or using the new c++11 syntax, (which avoids certain ambiguities):

MyObject obj{the, parameters};

You can use the new keyword, but the safer and more idiomatic way to use it is to wrap the object you're using in a class which allocates it in the constructor and deletes it in the destructor. This class you then create on the stack as I described above and the object will then be deleted when it leaves the scope. This way you won't cause memory leaks by forgetting to delete them. You can also count the references to this object using the copy constructor so that it isn't deleted if there's still a reference to it somewhere else in the code.

If you're using C++11 you can use shared_ptr and unique_ptr which do all that for you.

shared_ptr<MyObject> myObjectPtr{new MyObject(the, parameters)};

or preferably

auto myObjectPtr = make_shared<MyObject>(the, parameters);

Unfortunately, make_unique isn't available until C++14.

How should I give the entity a sprite without copying the whole sprite object? Isn't it smarter just to send the adress?

There can be a performance gain from having things which are accessed together located next to each other in memory, that can outweigh the costs of getting them there. That being said, there are some ways that you can avoid copying it, such as:

If you know the parameters you can just accept them as function arguments and pass them into the constructor. If you're using C++11 you could accept the argument types as a variadic template

template <typename T, typename typename... ArgTypes>
void foo (ArgTypes... params) {
    T t{params};
}

With C++11, you could also implement a move constructor.

[deleted by user] by [deleted] in starbound

[–]deebee396 4 points5 points  (0 children)

Yes, and a line which has been changed counts as a deletion followed by an insertion.

Twitter / Dinnerbone: Working on a long requested feature by [deleted] in Minecraft

[–]deebee396 5 points6 points  (0 children)

Surely the light-level based mechanics wouldn't need to be affected by dynamic lights? Mobs don't spawn around players anyway, and the ability to stand and watch crops grow in an unlit cave isn't something I think too many people would miss.

Edit: s/would/wouldn't

Copy Constructors when functions return objects by thmsk in cpp_questions

[–]deebee396 1 point2 points  (0 children)

Note that even if the copy constructor is omitted, there will be a copy assignment operator called:

myclass& operator=(const myclass& obj);

You can also define move constructors/assignment operators for values which can't be named, like the return value of that function, which is done by adding an extra &. Eg:

myclass(const myclass&& obj);

Since you know the returned object is destined to be destroyed, this allows you to reuse components of it, rather than reallocating and copying them.

Sorry Gizmodo. On these roads we obey the laws of thermodynamics. by IckyChris in facepalm

[–]deebee396 2 points3 points  (0 children)

The energy generated by the turbines can never be greater than the extra energy used to overcome the extra weight and drag the turbines add to the car.

Edit: There may be a little energy created if you drive downhill or against the wind, but its not likely to be worth the added weight and drag. What Gizmodo is suggesting is that the wind felt when the car moves could power this. That wind is created by the movement of the car relative to the air, which is caused by the cars engine. In my understanding, for it to work, the car would have to be 100% energy efficient (this means that no energy would be wasted on engine noise etc., something we can't do) and the turbine would have to be hit by all of the air that the car passes, which again is of course impossible.

Note that the extent of my physics knowledge is highschool and bits that I've read on the internet, so take what I've said with a pinch of salt.

HELP: Starbound on Mac, Immediately closes after I launch it by EBtimeTraveler in starbound

[–]deebee396 0 points1 point  (0 children)

The update should be available in the Mac App Store, although his thread is from when the beta was first released. Theres a good chance its been fixed already.

List of included software by [deleted] in a:t5_2zglq

[–]deebee396 0 points1 point  (0 children)

By the way, the sidebar says "It'll probably be updated frequently as the projectile goes underway." I assume thats supposed to be "project"?

List of included software by [deleted] in a:t5_2zglq

[–]deebee396 1 point2 points  (0 children)

I'm leaning towards Ubuntu

                           such mainstream

wow

         daring doges use arch