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1
General discussions / error LNK2001 ...
« on: May 04, 2008, 01:11:57 pm »
You have created a Windows Application project, therefor - linker is expecting WinMain function to be defined. It's an entry point.

From your code, it is clear, that what you wanted was a Console Application project, so that linker would know that the function "main" is the entry point function.

You can change this setting in project properties (right-click on the project in solution explorer, choose properties). Now, on the left side, choose "Configuration properties -> Linker -> System" and on the right side, set SubSystem to "Console (/SUBSYSTEM:CONSOLE)".

2
General / Contributions
« on: May 03, 2008, 03:17:31 pm »
Why not use something sfml related, but not quite the same as sfml?

I mean, all user extensions could use "sfe", "sfex" or "sfext" namespace.

Personally, I'd really like if all user extensions would follow the same naming conventions:
root namespace: sfex
sub-namespace: <extension title>

So, for preferences (or configuration), it could be "sfex::pref::" or "sfex::conf::" or "sfex::config::".

But that's just me.

3
General / Relative Cursor Movement
« on: December 01, 2007, 04:12:43 pm »
I don't see sf::Window::SetCursorPosition function in the docs. It's probably in SVN, so I don't have the exact header.

Anyway, You should be able to add one more argument to this function, and give a default value to it:
Code: [Select]

...
void SetCursorPosition(..., bool generateEvent = true);
...

That way, it won't break existing code, and will let people to change the position without generating an event in the new code.

4
Feature requests / Visual Studio 2008
« on: November 21, 2007, 10:14:22 am »
You can get VC++ 2008 Express Edition for free. ;)

5
General discussions / Less formats vs less dependencies ?
« on: November 02, 2007, 01:46:59 pm »
I'm not arguing about the quality. But I'm currently working on one game (it was started WAY before SFML first release, so it doesn't use it) and it's a network game and people often want to post screen-shots (their achievements) on the forum. JPEG are the perfect formats for that.

You have to keep in mind, that some of your game fans might not be IT professionals, so to speak. They might not know how to manually convert picture formats and/or shrink images. So a user-friendly way of doing things is to create screen-shots of the appropriate size and format for the web.

One might argue, that PNG is just as good for the web as is JPEG. However, some older Internet browsers have crappy support for PNG, and unfortunately, we have to keep that in mind.

6
General discussions / Less formats vs less dependencies ?
« on: November 02, 2007, 12:15:48 am »
JPEG is a good format for saving screen-shots (for games that have this kind of functionality).

7
General discussions / Less formats vs less dependencies ?
« on: October 31, 2007, 12:08:07 am »
Most projects only need one format anyway. For games, most of the times, it's TGA.

And if some project requires as many as possible formats - they can set up DevIL (or some other library) on their own, imho.

EDIT: Perhaps, you should allow some conditional compilation with preprocessor macros? That way, you could actually support more than one common image library (not at the same time, of course).

8
Feature requests / Visual Studio 2003?
« on: October 19, 2007, 12:30:48 pm »
I haven't tried it, but I think this converter might work.

9
Feature requests / MP3 Support?
« on: October 18, 2007, 08:00:51 pm »
You might want to look at this site, before you mess around with MP3.

The best alternative, imho, is OGG.

10
General discussions / Create an announces Mailinglist
« on: September 26, 2007, 08:13:56 pm »
I'm just curious... Why not just use the SourceForge's mailing lists?

11
General discussions / [Important] I need beta-testers for SFML
« on: September 23, 2007, 11:31:24 am »
I'm not signing up for the beta-test team, I just want to make suggestion.

Why don't you release the "Release Candidate" versions before making the actual release?
For example, when you think you're ready to release the next version. You release the "SFML 1.2 RC1". Then you wait. Waiting for a week or two should be enough. If bugs are reported in the RC1, you fix them, and release "SFML 1.2 RC2" and so on. When you reach the stage where no bugs are found in the RC version - you simply rename that RC version to "SFML 1.2" (you simply remove the "RC#" part), and you call that the official stable release.

I think, that would be a lot better, because *anyone* who can download the RC versions would be able to test them, not just some (possibly small) group of beta testers.

Anyway, it's just a suggestion. ;)

12
General discussions / why not using a namespace
« on: August 25, 2007, 08:52:17 am »
Quote from: "Tecla"
For DirectX, it was first developed back when there was no namespace support in C++, and worse, it had to conform to the COM interfaces (which probably didn't easily allow themselves to be put into namespaces, at least when they were first introduced to Visual C++).

I remember doing some research about COM. The main idea about it is that you can create a COM object in any language that supports COM, and then you (or others) can use that object with any language that supports COM. And there is actually a lot of languages that support it - C++, C, Assembler, Pascal (Delphi) and many more. So, to make it work on all of the languages, they had to skip support for some features (like namespaces).

13
General discussions / why not using a namespace
« on: August 21, 2007, 04:14:48 pm »
Quote from: "mweb"
Quote

Hold on.....you call yourself a professional developer, yet you recommend people to do "using namespace namespace-name"? Shocked


whats wrong with using namespace?

It is only wrong if you add it somewhere at the top of a header that everyone else will include a lot. There is nothing wrong with using namespace in cpp files (file scope) or better yet - inside classes or functions.

14
General discussions / why not using a namespace
« on: August 17, 2007, 03:59:46 pm »
The strongest point for using namespaces is the 1st one from lubos post - if you don't like the prefix, just add using in your file and you can write code without it.

I also agree with Aszarsha, that the documentation would look nicer without the prefix.

BTW, it is quite easy to make the old code work with the namespace - all you need is a few typedefs. Of course the right thing to do is to change all of the code. But the lazy ones can simply use typedefs... :)

15
General discussions / why not using a namespace
« on: August 16, 2007, 11:14:51 pm »
Quote from: "Alp"
But putting SFML in a namespace is not urgent ;)

If putting SFML in a namespace is planned - then you should do it as soon as possible. Because if you will do it later (when there's nothing else to code) - you will create a lot of problems for the users of your library (they'll have to convert their code too, you know).

So, here's the verdict - if you're going to do it, then do it *now*. Otherwise, just tell people to ST(F)U and that you will never put it in a namespace.

Personally, I like namespaces and I use them a lot in my code.

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