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forkbomber

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  • LNK1123: failure during conversion to COFF: file invalid or corrupt
    F forkbomber

    Yeah. Because when I exclude the resource file from the project, everything works as expected. As soon as I add a resource file (even an empty one) it starts doing that. Edit: By empty I mean that no icons, bitmaps et cetera are in the resource, the file itself contains the default text.

    C / C++ / MFC csharp visual-studio help question learning

  • LNK1123: failure during conversion to COFF: file invalid or corrupt
    F forkbomber

    Albert Holguin wrote:

    What were you doing to what resource file?

    I don't remember exactly what I did, but I don't think that matters because I've deleted the old resource file and made a new one a dozen times.

    C / C++ / MFC csharp visual-studio help question learning

  • LNK1123: failure during conversion to COFF: file invalid or corrupt
    F forkbomber

    Hello! I am currently working on a mid-scale project and compiling and linking worked perfect until now. I played around with my resource files and the linker won't eat my object files anymore:

    LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

    I already deleted the resource file, the resource header and made them new about 5 times, I removed all possibly deprecated object and pch files and restartet Visual Studio countless times, but it still won't work. Any ideas?

    C / C++ / MFC csharp visual-studio help question learning

  • Extend std::string functionality
    F forkbomber

    Hello! In my current project I'd like to have some additional std::string functions, like trim[r/l], to_lower/to_upper, split and stuff like that. I know that inheriting from std::string borders on heresy, but I am not sure what else I should do. I could make a file like strtools.h where all the functions I want are defined but that does not fit the OO scheme of std::string and C++ in general. Or I could make a class that does not inherit from std::string but privately uses a variable of that type. That would obey OO rules but it's heck of a lot work to do and I guess there will be some overhead (I haven't tested it yet, so hopefuly you can tell me) What would you recommend me to do and why? Thanks in advance. :)

    C / C++ / MFC c++ question lounge

  • Best way to handle errors (esp. in games)
    F forkbomber

    Hey there and thanks to everybody for clearing things up. I'm going to use exceptions now.

    C / C++ / MFC game-dev c++ graphics help question

  • Best way to handle errors (esp. in games)
    F forkbomber

    I am currently writing a game in C++ using OpenGL and I wonder which is the best way to deal with errors, once they occur (especially in games). Note: I am currently using possibility 2, but I'm not really happy with it. 1. Exceptions - At first glance they seem to be the perfect for all kinds of errors, but I found out that exceptions can produce heck of a lot of overhead and extra time cost and IMO they're making the code ugly. 2. Return values - It's said that checking success using return values is deprecated since C++'s built-in exception handling. I can't share that opinion, but retrieving a return value and checking it doesn't seem to be an 'elegant' way of doing this and isn't beautiful as well (due to thousands of if and/or switch statements. 3. Return value + global error indicator - This one's really deprecated, even though I somehow liked the errno thingy in C :) So, what do you use/what would you use and what would you recommend for my needs? Thanks in advance. PS: Do I have some kind of natural aversion to exceptions or are they really not the greatest invention since sliced bread?

    C / C++ / MFC game-dev c++ graphics help question
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