You know you shouldn't be a programmer when...
#1
Posted 08 February 2006 - 06:30 PM
#2
Posted 08 February 2006 - 06:35 PM
"Run it, change something, run it again to see if it works" is a valid, if slow and error prone method of software development...
#3
Posted 08 February 2006 - 07:27 PM
#4
Posted 08 February 2006 - 07:39 PM
A good way to improve the outcome of your running is unit testing, however. :)
#5
Posted 08 February 2006 - 08:38 PM
it's locking!! it's locking!!!! who payes the beer now, dudes?!!? :D
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#6
Posted 08 February 2006 - 08:42 PM
Alex
#7
Posted 08 February 2006 - 09:05 PM
-
Currently working on: the 3D engine for Tomb Raider.
#8
Posted 08 February 2006 - 09:15 PM
nasty multithread deadlock bugger :)
Well, perhaps I should reconsider that... After all, as long as you drink your
daily caffeine and don't go to bed before 5 a.m., I guess it doesn't matter
what kind of keys you actually hit :o)
Cheers,
- Wernaeh
#9
Posted 09 February 2006 - 05:00 PM
#10
Posted 09 February 2006 - 05:34 PM
also as a programmer you are like an inventor who is making a mathmatical proof,he of course he has the tools (Mathmatics knowrldge) and you have the knowldge of programming.
#11
Posted 16 February 2006 - 10:19 PM
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#12
Posted 16 February 2006 - 10:39 PM
But that's what video games are for. :D
#13
Posted 17 February 2006 - 02:12 AM
#15
Posted 17 February 2006 - 09:55 PM
#16
Posted 17 February 2006 - 11:05 PM
...you don't know the difference between an array and a linked list.
...your test functions have a name other than foo, bar or foobar.
...you look into the mirror and don't think about how to compute the reflections.
...you think "2 + 2 == 5 is true for extremely large values of 2" is not funny.
...you don't have a coffein level greater than 5%.
...you're in danger and your first thought is not F1.
and you should not be into game programming when...
...you see a house beeing build and you don't think: "why is it rendered in wireframe?"
#17
Posted 18 February 2006 - 12:18 PM
#18
Posted 18 February 2006 - 04:02 PM
#19
Posted 20 February 2006 - 06:56 PM
Do not strike me down, mighty Moe, I've only been programming for 10 months!
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#20
Posted 20 February 2006 - 08:18 PM
Looks something like this:
template<typename T>
class List
{
public:
T m_Item;
List<T> *m_pPrevious;
List<T> *m_pNext;
};
I've ignored functions for simplicities sake.
The idea is that as you add elements, you chain them onto the pointers. Usually NULL on m_pPrevious or m_pNext signifies the ends of the bounds.
Clear as mud?
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