Author Topic: I'm leaving  (Read 11774 times)

Toadhead

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« Reply #30 on: May 02, 2004, 12:14:27 am »
Isn\'t it hard to work with so much developers? I mean, I just started programming in C++, but how are you going to do that? I mean, I added something to the script, saved it but at the same moment another one added his part, with his additions. Than MY added things won\'t be on it!

What I want to say, how does that work, a team with more programmers?

SaintNuclear

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« Reply #31 on: May 02, 2004, 12:23:33 am »
Each person does a certain thing.
While you\'re working on that, another person is working on this, so you\'re not disturbing each other\'s work
September 23rd, 2004 19:52:38 UTC
<+Grakrim> I have a legal copy of Windows XP Pro.

October 19th, 2004 24:43:02 UTC
I have copies of [Windows] 3.1, 3.11, 95, and 98, too. Not to mention various versions of MS-DOS

Toadhead

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« Reply #32 on: May 02, 2004, 12:46:40 am »
ow...

and at the end 1 pogrammer will adds all small parts to one.

thanks for your explainment!

Altharion

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« Reply #33 on: May 02, 2004, 01:04:36 am »
they also go over the code for bug checking etc so that each code is not disturbing another.

Rothgar

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« Reply #34 on: May 02, 2004, 04:33:14 am »
Quote
Originally posted by tangerine
Quote
Originally posted by RussianVodka
Hey Venge... so far for my n00b programing, i only used \"//\" coments... what are \"/*\" coments suposed to do? Or are they  the same thing?


/* is comment of C language and can be used for multi-line comments

// is available in C++ only and can be used for single-line comments only


Just to not confuse the guy, /* */ is used for multi-line commenting. You must close the comment tag.
Eg.
//My comment
/*
My comment
Brief desription or whatever I want here
*/
There are a few issues I have found working with C++ where I want to quickly comment out a huge chunk of code for debugging, inside the chunk however is another multi-line comment, it doesn\'t work too well for me...

I started C++ through a book, really basic:
A guide to Programming C++
http://www.lvp.com

tygerwilde

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« Reply #35 on: May 02, 2004, 08:35:24 am »
heh, maybe I should check the for dummies series, that would surely be my level :p
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Levski

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« Reply #36 on: May 02, 2004, 08:49:04 am »
Quote
Originally posted by Altharion
i tried to learn C++ and well i fell asleep  :(


LOL!

Right now.... I have two books.  I\'ve had them for say a month and a half.  Still not done em.  Even if I  do finish them, I probably won\'t have enough knowledge and experience to help out the team.

But, just so I can get a thumbs up or a thumbs down on the book:

Would you consider SAMS:  Learn C++ in 21 days a good one? (although I think its impossible to go through the  book in 21 days  :( ).

And, out of curiousity, what is the main difference between C++ and C#?  I thought C# was the new version of C++... but I don\'t really know that much about programming, yet.
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Androgos

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« Reply #37 on: May 02, 2004, 08:51:32 am »
Quote
Originally posted by Toadhead
Isn\'t it hard to work with so much developers? I mean, I just started programming in C++, but how are you going to do that? I mean, I added something to the script, saved it but at the same moment another one added his part, with his additions. Than MY added things won\'t be on it!

What I want to say, how does that work, a team with more programmers?


That\'s what the CVS (Concurrent Versions System) is for.
If one devs is \"commiting\" at the very same movement, it won\'t commit it.
If one devs has commited like 1 min before you, it won\'t commit until you update (it will merge your changes with the new ones)

Very good system actually

Androgos

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« Reply #38 on: May 02, 2004, 08:54:42 am »
Quote
Originally posted by Levski
Would you consider SAMS:  Learn C++ in 21 days a good one? (although I think its impossible to go through the  book in 21 days  :( ).



I have that book too.. Really, that\'s my only one.
Now I\'m not saying this is all you need, but a good push in the right direction

Quote
Originally posted by Levski
And, out of curiousity, what is the main difference between C++ and C#?  I thought C# was the new version of C++... but I don\'t really know that much about programming, yet.


C# is Microsoft\'s way to say \"We thing we can improve something and make everybody use it and switch to Windows\"
Short, it\'s Microsoft\'s work. Do I have to say that C# isn\'t cross-platform?

Levski

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« Reply #39 on: May 02, 2004, 08:59:44 am »
Oh ok, thanks!

So basically, C++ isn\'t in any way in danger of extinction because of C#.  That\'s good.

Btw, did you just learn it from the book, or did you have a teacher as well?  If from the book, how long did it take you?  \'Cuz I\'m well past the 21 days..
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Altharion

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« Reply #40 on: May 02, 2004, 10:22:52 am »
Androgos didn\'t learn it from a teacher.

php, c and java are good ways to start because of the similarity.

elscouta

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« Reply #41 on: May 02, 2004, 10:31:15 am »
Syntax is shared between a lot of languages but C++ coding techniques varies a lot from C and php ones.

Usually, C++ books teach both C syntax and C++ syntax, skipping parts of C that are not required for C++. I don\'t think it\'s really required to learn to use char* , strdup, malloc, free and other weird C stuff before learning C++. Later, when you need to understand the internals of std::string, yes. But not when you begin.

So my advice: If you have somewhat of a logical mind, go directly to C++ and don\'t care about other languages (if this is the language you want to learn)
« Last Edit: May 02, 2004, 10:56:51 am by elscouta »
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kronon

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« Reply #42 on: May 02, 2004, 12:04:52 pm »
First of all, I would like to say I didn\'t think, this post would make so many people react, I\'m now in the process of reading it all and I hope that planeshift won\'t get pushed into an negative light, I hope I have posted constructive critesisme and not distructive critesisme.

to elscouta: I don\'t say planeshift has to get another engine, that would mean they have to start from scratch, no one like that, but I must also say that it\'s a common practise, IExplore is in the process of total rebuilding because it has no more expansions base for the new funtions microsoft has thought up. Also I would like to ask you to program a peace of the game from scratch, let\'s say the console highliter configuration windows, have fun.

to Cyrandir: thanks for your post, I won\'t ask you to bow for me (although maybe I should change my mind;)), but it makes me a bit sad to make this dissision.

to Draklar: You have dust in your ears my friend, look at the changelog more closely, it clearly states I have made the advisor part of the game.

to tangerine: The bad structure, isn\'t realy planeshifts fault I know. But the project tends to get a bit messy because function are half built in cs and the other half in ps. Also, I don\'t state bullshit, because most program\'s aren\'t realy thought truh. Most of the slowness of the games is because of not optimising the source code (is also not thinking things truh) or a bad layout (or lack of it) from the program.

p.s. I haven\'t been a dev, that\'s truh, still I have bug fixed some stuff and added some stuff :) (not that I need aknowlegment or something)

to SaintNuclear: I\'m happely to inform you that when documentations are made and some kind of UML\'is thing is made (it doesn\'t have to be an uml but something comparable) I\'ll give it another shot

to Winterheaven: where do you work, I want in;)
P.S. Couldn\'t agree more with you

to tangerine: Hey be nice or wait until you period is over.

to Vengeance: In other words the large quit ratio you give us says more than I could to get my satement, people quit because it\'s to hard. Why is it to hard? [instruction] follow the clues in my first post[/instruction]. And so agreing with my statement, thnx Venge.
Laugh as much as you want. The class TOTAL is much lower. And it looks like you don\'t know so much about UML\'s because you put ONE project into ONE UML. Thank you.
Venge, you very well know, that that whas when I had my first try at that part of the source code, you wanted to try it again later. In the mean time I did other things for the project.

to dfryer: All the documentation is the comments in the source code, have fun.

to tygerwilde: I\'m one of the best programmer\'s in my class (now you won\'t hear me say the best:P)

to Venge: and what is in the comments most of the time.... (for the people that don\'t know, I\'ll tell that it isn\'t much, at least most of the time nothing helpfull)

to RussianVodka: /* blaat */ comments out blaat, so this wat you can span multiple lines

to Ionas: it all leads to large source codes, how big is the source code today?

to tygerwilde: the site has been upgrade since last time I checked, but here it is the planeshift documentation http://planeshift.sourceforge.net/wiki/ you can also get doxygen documentation.

Thank god this topic hasn\'t gone off topic.

P.S. I probably won\'t reply any more so bye.

P.S.S. No hard fealings from this side.

Ionas

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« Reply #43 on: May 02, 2004, 12:32:04 pm »
Quote
Originally posted by kronon
to Ionas: it all leads to large source codes, how big is the source code today?


Ehhm, i never said anything about large codes... I know very well that programs like this do have a lot of LOCs. Maybe you confused my comment whith that of someone else.
My post was a reply to venge since it gave me the impression that the project might be handled not as well as i hoped.

elscouta

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« Reply #44 on: May 02, 2004, 12:44:29 pm »
Quote
Originally posted by kronon
to elscouta: I don\'t say planeshift has to get another engine, that would mean they have to start from scratch, no one like that, but I must also say that it\'s a common practise, IExplore is in the process of total rebuilding because it has no more expansions base for the new funtions microsoft has thought up. Also I would like to ask you to program a peace of the game from scratch, let\'s say the console highliter configuration windows, have fun.

i don\'t understand anything at all... Some thoughts throw in, even if they are completely unaccurate at what you said: There\'s nothing more easy to write a new module from scratch and link it to the other modules. There\'s nothing harder to re-write a module from scratch and maintain compatibility with the other modules.

Quote

to Draklar: You have dust in your ears my friend, look at the changelog more closely, it clearly states I have made the advisor part of the game.

:rolleyes:

Quote

But the project tends to get a bit messy because function are half built in cs and the other half in ps.

Partly agree... For example the iObject system and CS_QUERY_INTERFACE stuff to attach your data to cs meshes is not really nice. Although, a lot of CS functions are ok.

Quote

to Winterheaven: where do you work, I want in;)
P.S. Couldn\'t agree more with you

Game companies can afford paying maintainers that don\'t code. Free projects can\'t.

Quote

Laugh as much as you want. The class TOTAL is much lower.

I count 2096 classes in CS and 601 in PS with find . -name \'*.h\' -print | xargs cat | grep \"^};\" | wc -l. (not sure this is 100% accurate, but it\'s a good estimation imho).

If you consider only CS interfaces, the total get a bit lower. Still too much.

Quote

to dfryer: All the documentation is the comments in the source code, have fun.

It seems you have heard of doxygen, so why do you want other types of docs?
And if you want a list of classes, here is it.
http://crystal.sourceforge.net/docs/online/api/

Quote

to tygerwilde: I\'m one of the best programmer\'s in my class (now you won\'t hear me say the best:P)

What grade? :rolleyes:
« Last Edit: May 02, 2004, 12:57:10 pm by elscouta »
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