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Messages - freekill

Pages: [1]
1
General / Re: What about memory leaks?
« on: June 03, 2015, 09:27:45 pm »
Yep, I didn't noticed it. So, there is only one thing left - you are not in DEBUG mode.




oh wait i delete that underlined, and after that it show mem leak.


It helps. TY all for replies. Close topic. I dont have any Mem leak in my project :) now im sure.

2
General / Re: What about memory leaks?
« on: June 03, 2015, 07:22:19 pm »
And it won't list leaks because your code hasn't them.

I dont delete objects from vector, so it should be leak there...

And change
#if defined(_DEBUG) && defined(WINDOWS)
to
#ifdef _DEBUG
I'm sure that you have no WINDOWS definition.

It dont work.

Can you type the finally version?

3
Graphics / Re: How Can i draw a simple Concave Shape?
« on: June 03, 2015, 05:55:54 pm »
Yes, I can do it, but i dont have much time to make algoritm for this. Its too late, for my project. Im wonder which algorithm can do that ( i read a lot about triangulation) but its too hard for me, because i can create whatever concave and convex shape(Look in images on first post). So, TY for all replies.

4
General / Re: What about memory leaks?
« on: June 03, 2015, 05:50:16 pm »
Hmm i use this method to detect leaks :

https://msdn.microsoft.com/pl-pl/library/x98tx3cf.aspx

I tried your method, but it didnt list leaks:



#if defined(_DEBUG) && defined(WINDOWS)
int tmpFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
tmpFlag |= _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF;  // Check heap alloc and dump mem leaks at exit
_CrtSetDbgFlag(tmpFlag);
assert(!errno);
_crtBreakAlloc = 101; // or //_crtBreakAlloc
#endif
#include <stdlib.h>
#include <crtdbg.h>
#include <vector>
#include <SFML/Graphics.hpp>
using namespace sf;
using namespace std;
class A
{
private:
        int a;
public:
        A(int _a)
        {
                a = _a;
        }
};

int main()
{
        vector <A*> vec;
        A *ob;

        ob = new A(4);
        vec.push_back(ob);
        sf::RenderWindow App(sf::VideoMode(640, 480), "Leak");
        sf::Event zdarzenie;
        while (App.isOpen())
        {

                while (App.pollEvent(zdarzenie))
                {
                        if (zdarzenie.type == Event::Closed || (zdarzenie.type == Event::KeyPressed && zdarzenie.key.code == Keyboard::Escape))
                        {
                                App.close();
                        }
                        App.clear();
                        App.display();
                }
        }

        return 0;
}
 


What do i wrong?

5
Graphics / Re: How Can i draw a simple Concave Shape?
« on: June 03, 2015, 03:40:41 pm »
Yes i know it, but when i tested that GetGlobalBounds, i have my 1st case. I had written collision function, but what i presenting here is unexpected problem ( 2nd case).

So thats why im posting, becasue in practise i received that shown situation.

Its not quite allright for me as user, to receive Collision from normal Shape like Rectangle, when i use ConcaveShape...

So, in the end its not possible to give me that what i expected (on the image)?

6
Graphics / Re: How Can i draw a simple Concave Shape?
« on: June 03, 2015, 02:35:26 pm »
I tested it, and when i try to detect when one object intersect my ConcaveShape, it detect it on the Rectangle Area of My shape... i didnt ttry to rotate shapes.

Its something like this:



7
General / What about memory leaks?
« on: June 03, 2015, 12:40:36 pm »
Hi!

I have problem, with memory leaks.

I created medium project, when I notice that i had many memory leaks...
Iam deallocating all memory, but mem leaks are still.

I try to google it, and I tried with easy example with Creating window.

This code also have memory leaks.

#define CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>
#include <SFML/Graphics.hpp>

using namespace sf;
int main()
{
        sf::RenderWindow App(sf::VideoMode(640, 480), "Leak");
        sf::Event zdarzenie;
        while (App.isOpen())
        {

                while (App.pollEvent(zdarzenie))
                {
                        if (zdarzenie.type == Event::Closed || (zdarzenie.type == Event::KeyPressed && zdarzenie.key.code == Keyboard::Escape))
                        {
                                App.close();
                        }
                        App.clear();
                        App.display();
                }
        }
        _CrtDumpMemoryLeaks();
        return 0;
}

 

Mem leaks:

Detected memory leaks!
Dumping objects ->
{211} normal block at 0x042EB718, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{210} normal block at 0x042EB6D0, 8 bytes long.
 Data: <  FR    > DC 91 46 52 00 00 00 00
{209} normal block at 0x042EB650, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{208} normal block at 0x042EB608, 8 bytes long.
 Data: <h FR    > 68 91 46 52 00 00 00 00
{207} normal block at 0x042EB588, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{206} normal block at 0x042EB540, 8 bytes long.
 Data: <h FR    > 68 8E 46 52 00 00 00 00
{205} normal block at 0x042EB4C0, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{204} normal block at 0x042EB478, 8 bytes long.
 Data: <  FR    > F4 8D 46 52 00 00 00 00
{203} normal block at 0x042EB3F8, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{202} normal block at 0x042EB3B0, 8 bytes long.
 Data: <  FR    > F4 8A 46 52 00 00 00 00
{201} normal block at 0x042EB330, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{200} normal block at 0x042EB2E8, 8 bytes long.
 Data: <  FR    > 80 8A 46 52 00 00 00 00
{199} normal block at 0x042EB268, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{198} normal block at 0x042EB220, 8 bytes long.
 Data: <  FR    > 80 87 46 52 00 00 00 00
{197} normal block at 0x042EB1A0, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{196} normal block at 0x042EB158, 8 bytes long.
 Data: <  FR    > 0C 87 46 52 00 00 00 00
{195} normal block at 0x042EB0D8, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{194} normal block at 0x042EB090, 8 bytes long.
 Data: <  FR    > 0C 84 46 52 00 00 00 00
{193} normal block at 0x042EB010, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{192} normal block at 0x042EAFC8, 8 bytes long.
 Data: <  FR    > 98 83 46 52 00 00 00 00
{191} normal block at 0x042EAF48, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{190} normal block at 0x042EAF00, 8 bytes long.
 Data: <  FR    > 98 80 46 52 00 00 00 00
{189} normal block at 0x042EAE80, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{188} normal block at 0x042EAE38, 8 bytes long.
 Data: <$ FR    > 24 80 46 52 00 00 00 00
{187} normal block at 0x042EADB8, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{186} normal block at 0x042EAD70, 8 bytes long.
 Data: <$}FR    > 24 7D 46 52 00 00 00 00
{185} normal block at 0x042EACF0, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{184} normal block at 0x042EACA8, 8 bytes long.
 Data: < |FR    > B0 7C 46 52 00 00 00 00
{183} normal block at 0x042EAC28, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{182} normal block at 0x042EABE0, 8 bytes long.
 Data: < yFR    > B0 79 46 52 00 00 00 00
{181} normal block at 0x042EAB60, 64 bytes long.
 Data: <N   o       J   > 4E 00 00 00 6F 00 00 00 20 00 00 00 4A 00 00 00
{180} normal block at 0x042EAB18, 8 bytes long.
 Data: <<yFR    > 3C 79 46 52 00 00 00 00
{177} normal block at 0x042EA798, 20 bytes long.
 Data: <8r_ 8r_ 8r_     > 38 72 5F 00 38 72 5F 00 38 72 5F 00 01 00 CD CD
{176} normal block at 0x04208D08, 24 bytes long.
 Data: <X               > 58 F6 10 04 FF FF FF FF 00 00 00 00 00 00 00 00
{175} normal block at 0x03E7F7E8, 40 bytes long.
 Data: <  FR            > 20 12 46 52 10 00 00 00 00 00 00 00 00 00 00 00
{173} normal block at 0x005F2D08, 40 bytes long.
 Data: <  FR            > 20 12 46 52 10 00 00 00 00 00 00 00 00 00 00 00
{152} normal block at 0x005F7540, 24 bytes long.
 Data: <xu_             > 78 75 5F 00 FF FF FF FF 00 00 00 00 00 00 00 00
{151} normal block at 0x005F74B0, 24 bytes long.
 Data: < t_             > E8 74 5F 00 FF FF FF FF 00 00 00 00 00 00 00 00
{149} normal block at 0x005F7360, 24 bytes long.
 Data: < s_             > 98 73 5F 00 FF FF FF FF 00 00 00 00 00 00 00 00
{148} normal block at 0x005F72D0, 24 bytes long.
 Data: < s_             > 08 73 5F 00 FF FF FF FF 00 00 00 00 00 00 00 00
{147} normal block at 0x005F7288, 8 bytes long.
 Data: < vFR    > 14 76 46 52 00 00 00 00
{146} normal block at 0x005F7238, 20 bytes long.
 Data: <  .   .   .     > 98 A7 2E 04 98 A7 2E 04 98 A7 2E 04 01 01 CD CD
{145} normal block at 0x005F71F8, 4 bytes long.
 Data: <    > 0D 00 00 00
{144} normal block at 0x005F71B8, 4 bytes long.
 Data: <    > 0C 00 00 00
Object dump complete.
 
I updated my graphic drivers to the latest version, but it didnt help.

My graphic card is RADEON HD 7770.

8
Graphics / Re: How Can i draw a simple Concave Shape?
« on: May 02, 2015, 02:44:17 pm »
wow, thank for fast reply!

I don't quite understand what mean to 'compute bounding rect'? This means to compute the top, right, left and bottom of shape? Can you please explain this ? or give me some example of it?

9
Graphics / How Can i draw a simple Concave Shape?
« on: May 02, 2015, 02:08:05 pm »
Hi!

Firstly, Sorry for my bad english. I have a big problem. I am creating game which look and is like Mamba. My character moves in 4 directions. To create shape, i have X,Y coordinates, and number of points. I need to create shapes which consist only from rectangles. So, some of them will be concave.

        shape.setPointCount(6);
        shape.setPoint(0, sf::Vector2f(60, 60));
        shape.setPoint(1, sf::Vector2f(120, 60));
        shape.setPoint(2, sf::Vector2f(120, 120));
        shape.setPoint(3, sf::Vector2f(200, 120));
        shape.setPoint(4, sf::Vector2f(200, 150));
        shape.setPoint(5, sf::Vector2f(60, 150));
        shape.setPosition(50, 50);
        shape.setOutlineThickness(1);
        shape.setFillColor(Color::Red);
        shape.setOutlineColor(Color::Black);
 

and the result:




SFML not support Concave Shapes, only COnvex, but i read documentation of SFML that TrianglesFan can do it, but not exactly. Not all shapes, can be make from triangles. For Example


or

So, i found, that Thor supports Concave Shapes. Yes, but i have another problem. It not supports GetingGlobalBounds function , which i must use to detect Collision.

Any ideas?  Or algorithm making from these shapes multiple triangles, when we only have coordinates in specific order(0 to 6)?

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anything