[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
First Win32 Compile!
Wehee! PenguinPlay can now compile on a Win32 compiler!
It doesn't build, though, so it's not that phenomenal, really. It's just
that I remember the first time I tried to get it to compile, and I got 27
errors. Then I fixed some stuff, and then the damn thing reported 1247
errors or something like that (well above a 1000, for sure), and some 100
warnings.
I'm still getting one warning: "possible loss of data". This is because we
are storing the time data in pak files in 64-bit fields, but we are only
using a 32-bit memory structure to hold it (ppTimeT). I think this is a
little counter-productive: we should either store time data in 32-bit fields
in the pak files, or use a 64-bit memory structure to hold it.
Also, I've had to change the Name() method of a number of classes to get the
const/unconst puzzle right. I have feeling that the Name() method really
should be returning const char*'s rather than char*'s, and that it is the
code that uses the return value as an unconst value that should be altered
rather than the return type of Name().
Btw, ever thougth about renaming accessor methods like Name() to GetName() ?
It's just that it makes alot more immediate sense that way, and it makes it
possible to seperate accessor functions from other types of functions simply
by looking at the name.