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Mail Archives: djgpp/2000/11/16/00:58:52

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Date: Thu, 16 Nov 2000 14:15:49 +0800
To: djgpp AT delorie DOT com
From: "Nimrod A. Abing" <n_abing AT ns DOT roxas-online DOT net DOT ph>
Subject: Re: DJGPP no like vectors?
Cc: cbarry AT pangea DOT ca
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At 11:21 PM 11/15/2000 -0600, you wrote:
>
>"23yrold3yrold" <cbarry AT pangea DOT ca> wrote in message
>news:3a120ffd_1 AT corp DOT newsfeeds DOT com...
>> Hello. I'm having a problem with vectors in DJGPP (and Allegro). I'm
>making
>> a vertical shooter, and just for fun, I've been pumping up how many
>> enemies/bullets are on screen at once. All objects are stored in vectors
>of
>> pointers to them. If the vectors get too large, the program crashes.
>
>OK, thanks to everyone's responses, I found my little problem. Chalk it up
>to an STL newbie; I was deleting elements a little improperly, to the point

Again, make sure that your ADT has _proper_ copy semantics.

class my_class {
	public:
		my_class();
		my_class(const my_class &src); // Copy constructor.
		my_class& operator=(const my_class &src); // Copy operator.
		~my_class();
};

typedef vector<my_class> my_class_vect;

>where if I deleted 2 elements of a vector in the same frame, program go
>boom. Which explains why it happens more often with more junk onscreen.
>Also.....
>
>To Nimrod A. Abing.
>> So you better compile your proggy with debugging info and trace it.
>
>You so lost me there. I've got to learn to debug one of these days....

Real Soon, Now would be a good time to do so. ;-P Oh, incidentally,
Allegro, well AFAIK 3.9.32 WIP and later, has macros called `TRACE' and
`ASSERT' to help you out when debugging. Read about them in the Allegro
info page, in the section ``Debugging''.

>To Eli Zaretskii:
>> See section 12.2 of the FAQ.
>
>Yup, I read that before. Helps some; I was hoping for what aaaalllllll those
>little numbers are all about. Oh well :)

As for those little numbers, they're not any good for Lotto. Well, not
unless your State Lottery uses hex ;-P

nimrod_a_abing
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