Game Engine Architecture
79 2.2.5.1. The Start-Up Project A Visual Studio solution can contain more than one project. Some of these projects build execut ...
80 2. Tools of the Trade tion call (i.e., the debugger calls the function at full speed and then breaks again on the line right ...
81 down” into virtually any nested structure. The base class of a class is always shown as the fi rst child of an instance of a ...
82 2. Tools of the Trade z The “,n” suffi x (where n is any positive integer) forces Visual Studio to treat the value as an arra ...
83 z Select “New Data Breakpoint.” z Type in the raw address or an address-valued expression, such as “&myVariable” (Figure ...
84 2. Tools of the Trade when the third tank, whose memory address you know to be 0x12345678, is running. By sett ing the break ...
85 function when viewed in source code mode. However, things become sane again when you work with the code in disassembly mode ( ...
86 2. Tools of the Trade is a well-known, albeit rather unscientifi c, rule of thumb known as the Pareto principle (see htt p:// ...
87 intel.com/cd/soft ware/products/ asmo-na /eng /vtune /239144.htm for details. Instrumenting profi lers. This kind of profi l ...
88 2. Tools of the Trade portant data that was there—while simultaneously failing to update the mem- ory location where that dat ...
89 tween them. (See htt p://en.wikipedia.org/wiki/Diff for a discussion of diff tools.) Diff s are usually calculated on a line- ...
...
91 3 Fundamentals of Software Engineering for Games I n this chapter, we’ll briefl y review the basic concepts of object-oriente ...
92 3. Fundamentals of Software Engineering for Games dividual instances of the class, known as objects, should be constructed. F ...
3.1. C++ Review and Best Practices 93 practice this kind of design usually gives rise to a lot of confusion and techni- cal diff ...
94 3. Fundamentals of Software Engineering for Games because they can be used to introduce new functionality at arbitrary points ...
95 defi ne classes for each of the types of shapes we wish to support. All of these classes would inherit from the common base c ...
96 3. Fundamentals of Software Engineering for Games 3.1.1.5. Composition and Aggregation Composition is the practice of using a ...
97 3.1.2. Coding Standards: Why and How Much? Discussions of coding conventions among engineers can oft en lead to heated “relig ...
98 3. Fundamentals of Software Engineering for Games z Make errors stick out. Joel Spolsky wrote an excellent article on coding ...
«
1
2
3
4
5
6
7
8
9
10
»
Free download pdf