Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - amir ramezani

Pages: [1] 2 3 ... 6
1
Feature requests / Re: use OpenSLES instead of OpenAL
« on: April 24, 2015, 09:09:44 am »
but, i said to avoid using GPL licenses, and this is not a GPL specification
Did you even read what I posted? What you said doesn't make sense. OpenSL ES is a specification as you said. Specifications are not covered by GPL, so there is no such thing as a GPL specification. What you still don't seem to understand is that the implementation, if one is ever available for desktop platforms, can be licensed under the GPL.

Please understand the difference between a specification and an implementation before making any further points.
as i said, it can easily be embedded into any device witch needs sound support
Have you actually tried to use "it" yet? What you provided is non-functional, like I've said repeatedly, it is missing an implementation and thus there is nothing to embed into any device. It's like us giving you the SFML header files and claiming you can embed SFML into any device just using those, without the need for the actual implementation code. If you don't understand this, read it multiple times. If you still don't understand it then I really recommend learning about the difference between a header file and a source file.
i know the differences between a header and a implementation!
like VST 2.x that is header-only, you can write your plugins or a VST host!, this is a standard.
for implementation, anybody can write there own code and with a specification, it must not be hard
the interface codes are declared, so you dont need to worry about it.
my mean is not to totaly avoid using GPL licenses, but they are very restricted.

2
Feature requests / Re: use OpenSLES instead of OpenAL
« on: April 23, 2015, 09:51:11 pm »
i'm not saying that a shared library is a problematic thing
but, i said to avoid using GPL licenses, and this is not a GPL specification
as i said, it can easily be embedded into any device witch needs sound support

3
Feature requests / use OpenSLES instead of OpenAL
« on: April 23, 2015, 06:17:41 pm »
hi all
as the topic subject says, i recommend to use OpenSLES instead of OpenAL witch is a GPL license and requires a game to have a DLL or a Shared library beside it.
OpenSLES is tiny, just 14 KB with a 1 c Source file and 2 Headers witch you just include OpenSLES.h and use it!
it supports 3D, can run in Windows, linux, mac, android and any mobile device, and it Supports midi
after i saw that, i have been surprised!
it is a cool library!, and it is not GPL based that means no Shared library anymore!

4
Feature requests / Re: allow to build SFML as a monolithic library
« on: October 20, 2014, 08:31:22 pm »
ok, but if you've saw wxWidgets, you probebly see they allow monolithic library building and they provide a way to build a single lib or monolib

5
Feature requests / allow to build SFML as a monolithic library
« on: October 19, 2014, 09:38:59 pm »
hi,
what is your idea to add a variable to cMake and ask the user to build a monolithic library or build SFML as a multi library?
if it builds as a single library, users dont need to think about linking errors in GCC
thanks

6
Feature requests / use RTAudio instead of OpenAl and libsndfile
« on: September 02, 2014, 04:33:24 pm »
hi all,
i'm thinking to implement something for audio that's not depend's on Shared libraries
as you know, SFML_audio just depend's on shared libraries, not other modules
in my idea, if SFML use's another library, it is better
i think RTAudio is a good thing:
http://www.music.mcgill.ca/~gary/rtaudio/
after i've read it's license, i think it can be linked staticly
what is your idea?

7
General / Re: Memory leak?
« on: April 23, 2014, 06:30:48 pm »
debug your code and post the function that pointers can't be deleted and we'll fix that for you
i have a recommendation:
use malloc and free

8
General / Re: Problem with static linking libraries (Win/C::B)
« on: February 17, 2014, 03:45:43 pm »
add these commands in the linker flags:
Code: [Select]
-static-libgcc
-static-libstdc++
and link the libraries like this:
Code: [Select]
sfml-audio-s
sfml-network-s
sfml-graphics-s
sfml-window-s
sfml-system-s
follow that for debug with -D at the end
and of course, link opengl32 and glu32 in order for it to work

9
General / Re: strangest error with std::cout
« on: February 17, 2014, 03:35:51 pm »
try using \n inside quotations instead of using std::endl and check if there is any error
and at last, you haven't say what error you've got

10
General / Re: SFML-2.1 - Cannot get it to work
« on: January 24, 2014, 08:31:35 am »
do you have the same problem in SFML 2.0?

11
Feature requests / Re: sfml for ps4
« on: January 24, 2014, 08:27:14 am »
yes!, it says you must be located on America
it's a bad problem!

12
General / Re: SFML-2.1 - Cannot get it to work
« on: January 23, 2014, 08:07:18 am »
link your libraries like this:
-lsfml-audio -lsfml-network -lsfml-graphics -lsfml-window -lsfml-system
and everything must work fine

13
General discussions / Re: Does Code::Blocks have support for C++11?
« on: January 23, 2014, 08:00:16 am »
the best option for compiler for windows is MinGW, you can get it
here
and on Linux, get GCC and binutils and compile it yourself
but for C++11, you can use -std=gnu++11 or -std=C++11
in code::blocks, you can go to project->build options->compiler settings->compiler flags->have G++ follow C++11 iso standard
or set it as the default option in the compiler settings under the options menu I think

14
Feature requests / Re: sfml for ps4
« on: January 23, 2014, 07:52:16 am »
Please read before making posts.....

I've read everything, but I've searched on google and found PSL1ght for PS3
and I don't know where to get PS4 SDK for free like PSL1ght
that is for PS3

15
General / Re: Resource Manager Stack Corruption
« on: January 21, 2014, 06:06:50 pm »
remove throw from your code, it should work
and, p must not optimized, it isn't normal

Pages: [1] 2 3 ... 6