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From: | "Tony O'Bryan" <aho450s AT nic DOT smsu DOT edu> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: Large global arrays in C++ |
Date: | Thu, 20 Nov 1997 14:12:00 -0600 |
Organization: | Southwest Missouri State University |
Lines: | 16 |
Message-ID: | <34749990.B1E@nic.smsu.edu> |
References: | <01bcf5e7$b71098e0$533463c3 AT mrbcomp> |
Reply-To: | aho450s AT nic DOT smsu DOT edu |
NNTP-Posting-Host: | marie.a33.smsu.edu |
Mime-Version: | 1.0 |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Matthew Bennett wrote: > 2) As large global arrays are needed for many games I'm writing, is there > any way I can get round this problem?? Surely others must have needed a > workaround too? Anytime you need a non-trivial array (whether global or local), malloc() or new it rather than hard-coding it into the program. If the data can't be generated at run-time (such as game levels), create a file that gets loaded into a malloc()/new array. This reminds me of an answer I meant to give John a while back about his problem making gcc compile a huge gobal array. I compiled and ran your program that created the global array source file, then compiled that program under Linux's gcc without any problem. So not all gcc implementations have the problem you encountered with DJGPP.
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