I was talking with a c++ developer who explained how templates are implemented
in c++ and how use some recursive method which causes them to totally murder
compile times. This isn’t the first I’ve heard of the problem though and I
recall some game studios who develop engines in c++ saying they a
On 07/01/18 23:24, Martok wrote:
Am 05.01.2018 um 18:03 schrieb Jonas Maebe:
regvars have always been disabled for routines that contain assembler
blocks (on all architectures). Sometimes the compiler temporarily uses
registers for other purposes over a longer period, which is why marking
the us
On Sat, 2018-01-06 at 18:01 +0100, Marco van de Voort wrote:
> In our previous episode, Marc Santhoff said:
> > Since I'm confronted with the task of analyzing a pile of object
> > pascal
> > sources I'd like to know:
> >
> > Is there any tool that can help me?
>
> I've used Peganza's pascal anal
Am 05.01.2018 um 18:03 schrieb Jonas Maebe:
> regvars have always been disabled for routines that contain assembler
> blocks (on all architectures). Sometimes the compiler temporarily uses
> registers for other purposes over a longer period, which is why marking
> the used registers is still req
On 07.01.2018 15:03, Ingemar Ragnemalm wrote:
> and here is an (almost) fully working snake game:
>
> http://ragnemalm.se/images/santa/snake/snake.html
>
Perhaps you should write somewhere how the snake is controlled. I
personally am used to using all four cursor keys to control the snake's
move
I've done it, let's call it "santa3", it's amazing! :-) [you've made my
day]
For the last point: yes!
Sandro
p.s.: look at the attachment.
On 7 January 2018 at 18:56, Ingemar Ragnemalm wrote:
>
> Thanks! The limitations in the sound playing are straight from
> JavaScript's Audio API. I thin
Thanks! The limitations in the sound playing are straight from
JavaScript's Audio API. I think I know how to loop a sound, although the
online advice are pretty confusing. For playing a sound multiple times,
it seems I need to load it multiple times! Not very elegant but it can
be done.
The
Awesame work! :-)
areas for improvement:
in santa2
- loop Jingle Bells.mp3 for an infinite pleasure ;-)
- play boing.mp3 multiple times in case of multiple keyboard hits.
in snake:
- avoid this: https://imagebin.ca/v/3nOH4webezqH
On 7 January 2018 at 15:03, Ingemar Ragnemalm wrote:
>
> An u
On Sun, 2018-01-07 at 11:30 +0100, Florian Klaempfl wrote:
> Am 07.01.2018 um 06:12 schrieb Christo:
> >
> > On Sun, 2018-01-07 at 05:59 +0200, Christo wrote:
> > >
> > > __missing_command_FPCMAKE -p -Tavr-embedded Makefile.fpc
> > Adding fpc_baseinfo to the make command revealed that FPCMAKE was
On Sun, 7 Jan 2018, Ingemar Ragnemalm wrote:
An update on my tests with pas2js:
I have overcome most problems now and am quite a bit happier with what I
see - and what I did see before was good!
Reimar Grabowski asked for interactivity. Done!
Myself, I wanted to reduce the amount of info
An update on my tests with pas2js:
I have overcome most problems now and am quite a bit happier with what I
see - and what I did see before was good!
Reimar Grabowski asked for interactivity. Done!
Myself, I wanted to reduce the amount of information, like file
references in the HTML file,
On 06/01/18 17:35, Sven Barth via fpc-pascal wrote:
> Judging from the implementation inside the RTL I'd say that this is a
> bug in the documentation. String message methods work like ordinal
> ones and take only one parameter.
Yes, that is what it seems like. So once upon a time this feature was
Am 07.01.2018 um 06:12 schrieb Christo:
> On Sun, 2018-01-07 at 05:59 +0200, Christo wrote:
>> __missing_command_FPCMAKE -p -Tavr-embedded Makefile.fpc
>
> Adding fpc_baseinfo to the make command revealed that FPCMAKE was not defined
> (I guess it should
> have been obvious from the error message
13 matches
Mail list logo