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Game Programming for Beginners in C++

1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
Jan 28 '08 #1
19 4125
yltkhuu wrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
A: Do your own homework!
Jan 28 '08 #2
yltkhuu wrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
What are the advantages of students doing their own homework?

Brian
Jan 28 '08 #3
On Jan 28, 3:24 pm, yltkhuu <yltk...@gmail. comwrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
Please quit school and never take a job programming. I don't want to
rely on anymore peers that can't do their own work, can't read for
themselves, and don't know how to code beyond ctrl-c and ctrl-v, than
I have to already.
Jan 28 '08 #4
yltkhuu wrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
This reads an awful lot like homework. Is it?
Rui Maciel
Jan 28 '08 #5
yltkhuu wrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
The answers can be found here:

http://www.parashift.com/c++-faq-lit...t.html#faq-5.2
Jan 28 '08 #6
"yltkhuu" <yl*****@gmail. comwrote in message
news:a3******** *************** ***********@c23 g2000hsa.google groups.com...
1. How does having a widely adopted C++ standard help game
programmers?
It helps orphans to create wide-screen games with C++.
2. What are the advantages ans disadvantages of employing the "using"
directive?
Advantage: The "using" directive would be earning a paycheck.
Disadvantage: Someone has to provide funds for the paycheck.
3. Why might you define a new name for an existing type?
If the type stops coming when you call it by its old name.
4. Why are there two versions of the increment operator? What's the
difference between them?
Two is better than one. The difference between them is one.
5. How can you use constants to improve your code?
If your code is constant, then nobody else can
change it while you're not looking.

-Mike
Jan 29 '08 #7
On Jan 28, 2:56*pm, "Default User" <defaultuse...@ yahoo.comwrote:
yltkhuu wrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?

What are the advantages of students doing their own homework?
How do you know this is a homework?

Jan 29 '08 #8
On Jan 28, 3:03*pm, Christopher <cp...@austin.r r.comwrote:
On Jan 28, 3:24 pm, yltkhuu <yltk...@gmail. comwrote:
1. How does having a widely adopted C++ standard help game
programmers?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?

Please quit school and never take a job programming.
What would be so bad about him NOT quitting, but then changing and
deciding to do his own work? Furthermore, how do you know this is some
sort of homework?

Jan 29 '08 #9
mike3 wrote:
On Jan 28, 2:56 pm, "Default User" <defaultuse...@ yahoo.comwrote:
>yltkhuu wrote:
>>1. How does having a widely adopted C++ standard help game
programmers ?
2. What are the advantages ans disadvantages of employing the "using"
directive?
3. Why might you define a new name for an existing type?
4. Why are there two versions of the increment operator? What's the
difference between them?
5. How can you use constants to improve your code?
What are the advantages of students doing their own homework?

How do you know this is a homework?
1. The questions don't have anything to do with the subject line
(except for #1).

2. The remaining items, especially 3 and 5 are things that any C++
programmer should know.

Jan 29 '08 #10

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