Caute ... prosim aky je rozdiel medzi tymito dvoma jazykmi . Viem ze v C# neni knihovna a C++ je o dost rychlejsi ako C# . Ale su tam este niake vacsie rozdieli ? :-)
Fórum › C / C++
C++ vs C#
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A-dy
Ale su tam este niake vacsie rozdieli ?
Až na to, že to jsou úplně jiné jazyky… Doporučuji začít Wikipedií – hesla C#[1] a C++[2].
[1] http://cs.wikipedia.org/wiki/C_Sharp
[2] http://cs.wikipedia.org/wiki/C%2B%2B
A-dy napsal:
Caute ... prosim aky je rozdiel medzi tymito dvoma jazykmi . Viem ze v C# neni knihovna a C++ je o dost rychlejsi ako C# . Ale su tam este niake vacsie rozdieli ? :-)
Rozdiel je asi taký: začneš s C++ tak skončiš pri pointeroch. 90% ľudí čo poznám skončilo niekde v tejto oblasti (a oop). Pri C# po nejakom čase robiš okná (o ktorých sa ti v C++ ani nesnivalo) takže ťa to drží.
Netuším prečo tu každý pletie rýchlosť. Pri dnešných počítačoch to nepostrehneš, iba ak to zle naprogramuješ. Nato aby si využil plný potenciál C++ ako low-level musíš písať veľmi pokročilú vec. Sám neviem kde by ten nárast výkonu bol "O dosť" lepší ;)
Chceš robiť hry ? vrhni sa na C# a s trpezlivosťou.
Miro1701 napsal:
ja som presiel z c# na cpp, a zatial mi tu nic nechyba
to sa dá ? :)
Ale asi zasa prejdem na c#, kus lahsie sa pise kod, lenze by som kazdemu odporucal si vyskusat c++Miro1701 napsal:
ja som presiel z c# na cpp, a zatial mi tu nic nechyba
to sa dá ? :)
Prosim vas mohol by mi niekto vysvetlit co funkcie v tejto hre robia ? Lebo v tej knihe to je tak napr. ze riadok 24-37 je vytvoreni tridy hlavniho okna . Ale to co sa nachadza medzi tymi riadkami 24 a 37 neni vysvetlene . Naprikald neviem co robi wndclass.hIcon . Ja by som potreboval keby mi to niekto aspon trosku vysvetli . Lebo rad by som si tu hru trosku prerobil . Ja viem ze si to predstavujem moc jednoducho ale skusim to :-)
Tu je ta hra :
//-----------------------------------------------------------------
// Space Out 4 Application
// C++ Source - SpaceOut.cpp
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// Include Files
//-----------------------------------------------------------------
#include "SpaceOut.h"
//-----------------------------------------------------------------
// Game Engine Functions
//-----------------------------------------------------------------
BOOL GameInitialize(HINSTANCE hInstance)
{
// Create the game engine
_pGame = new GameEngine(hInstance, TEXT("Space Out 4"),
TEXT("Space Out 4"), IDI_SPACEOUT, IDI_SPACEOUT_SM, 600, 450);
if (_pGame == NULL)
return FALSE;
// Set the frame rate
_pGame->SetFrameRate(30);
// Store the instance handle
_hInstance = hInstance;
return TRUE;
}
void GameStart(HWND hWindow)
{
// Read the hi scores
ReadHiScores();
// Seed the random number generator
srand(GetTickCount());
// Create the offscreen device context and bitmap
_hOffscreenDC = CreateCompatibleDC(GetDC(hWindow));
_hOffscreenBitmap = CreateCompatibleBitmap(GetDC(hWindow),
_pGame->GetWidth(), _pGame->GetHeight());
SelectObject(_hOffscreenDC, _hOffscreenBitmap);
// Create and load the bitmaps
HDC hDC = GetDC(hWindow);
_pSplashBitmap = new Bitmap(hDC, IDB_SPLASH, _hInstance);
_pDesertBitmap = new Bitmap(hDC, IDB_DESERT, _hInstance);
_pCarBitmap = new Bitmap(hDC, IDB_CAR, _hInstance);
_pSmCarBitmap = new Bitmap(hDC, IDB_SMCAR, _hInstance);
_pMissileBitmap = new Bitmap(hDC, IDB_MISSILE, _hInstance);
_pBlobboBitmap = new Bitmap(hDC, IDB_BLOBBO, _hInstance);
_pBMissileBitmap = new Bitmap(hDC, IDB_BMISSILE, _hInstance);
_pJellyBitmap = new Bitmap(hDC, IDB_JELLY, _hInstance);
_pJMissileBitmap = new Bitmap(hDC, IDB_JMISSILE, _hInstance);
_pTimmyBitmap = new Bitmap(hDC, IDB_TIMMY, _hInstance);
_pTMissileBitmap = new Bitmap(hDC, IDB_TMISSILE, _hInstance);
_pSmExplosionBitmap = new Bitmap(hDC, IDB_SMEXPLOSION, _hInstance);
_pLgExplosionBitmap = new Bitmap(hDC, IDB_LGEXPLOSION, _hInstance);
_pGameOverBitmap = new Bitmap(hDC, IDB_GAMEOVER, _hInstance);
// Create the starry background
_pBackground = new StarryBackground(600, 450);
// Start the game for demo mode
_bDemo = TRUE;
NewGame();
}
void GameEnd()
{
// Close the MIDI player for the background music
_pGame->CloseMIDIPlayer();
// Cleanup the offscreen device context and bitmap
DeleteObject(_hOffscreenBitmap);
DeleteDC(_hOffscreenDC);
// Cleanup the bitmaps
delete _pSplashBitmap;
delete _pDesertBitmap;
delete _pCarBitmap;
delete _pSmCarBitmap;
delete _pMissileBitmap;
delete _pBlobboBitmap;
delete _pBMissileBitmap;
delete _pJellyBitmap;
delete _pJMissileBitmap;
delete _pTimmyBitmap;
delete _pTMissileBitmap;
delete _pSmExplosionBitmap;
delete _pLgExplosionBitmap;
delete _pGameOverBitmap;
// Cleanup the background
delete _pBackground;
// Cleanup the sprites
_pGame->CleanupSprites();
// Cleanup the game engine
delete _pGame;
// Save the hi scores
WriteHiScores();
}
void GameActivate(HWND hWindow)
{
if (!_bDemo)
// Resume the background music
_pGame->PlayMIDISong(TEXT(""), FALSE);
}
void GameDeactivate(HWND hWindow)
{
if (!_bDemo)
// Pause the background music
_pGame->PauseMIDISong();
}
void GamePaint(HDC hDC)
{
// Draw the background
_pBackground->Draw(hDC);
// Draw the desert bitmap
_pDesertBitmap->Draw(hDC, 0, 371);
// Draw the sprites
_pGame->DrawSprites(hDC);
if (_bDemo)
{
// Draw the splash screen image
_pSplashBitmap->Draw(hDC, 142, 20, TRUE);
// Draw the hi scores
TCHAR szText[64];
RECT rect = { 275, 230, 325, 250};
SetBkMode(hDC, TRANSPARENT);
SetTextColor(hDC, RGB(255, 255, 255));
for (int i = 0; i < 5; i++)
{
wsprintf(szText, "%d", _iHiScores[i]);
DrawText(hDC, szText, -1, &rect, DT_SINGLELINE | DT_CENTER | DT_VCENTER);
rect.top += 20;
rect.bottom += 20;
}
}
else
{
// Draw the score
TCHAR szText[64];
RECT rect = { 460, 0, 510, 30 };
wsprintf(szText, "%d", _iScore);
SetBkMode(hDC, TRANSPARENT);
SetTextColor(hDC, RGB(255, 255, 255));
DrawText(hDC, szText, -1, &rect, DT_SINGLELINE | DT_RIGHT | DT_VCENTER);
// Draw the number of remaining lives (cars)
for (int i = 0; i < _iNumLives; i++)
_pSmCarBitmap->Draw(hDC, 520 + (_pSmCarBitmap->GetWidth() * i),
10, TRUE);
// Draw the game over message, if necessary
if (_bGameOver)
_pGameOverBitmap->Draw(hDC, 170, 100, TRUE);
}
}
void GameCycle()
{
if (!_bGameOver)
{
if (!_bDemo)
{
// Randomly add aliens
if ((rand() % _iDifficulty) == 0)
AddAlien();
}
// Update the background
_pBackground->Update();
// Update the sprites
_pGame->UpdateSprites();
// Obtain a device context for repainting the game
HWND hWindow = _pGame->GetWindow();
HDC hDC = GetDC(hWindow);
// Paint the game to the offscreen device context
GamePaint(_hOffscreenDC);
// Blit the offscreen bitmap to the game screen
BitBlt(hDC, 0, 0, _pGame->GetWidth(), _pGame->GetHeight(),
_hOffscreenDC, 0, 0, SRCCOPY);
// Cleanup
ReleaseDC(hWindow, hDC);
}
else
if (--_iGameOverDelay == 0)
{
// Stop the music and switch to demo mode
_pGame->PauseMIDISong();
_bDemo = TRUE;
NewGame();
}
}
void HandleKeys()
{
if (!_bGameOver && !_bDemo)
{
// Move the car based upon left/right key presses
POINT ptVelocity = _pCarSprite->GetVelocity();
if (GetAsyncKeyState(VK_LEFT) < 0)
{
// Move left
ptVelocity.x = max(ptVelocity.x - 1, -4);
_pCarSprite->SetVelocity(ptVelocity);
}
else if (GetAsyncKeyState(VK_RIGHT) < 0)
{
// Move right
ptVelocity.x = min(ptVelocity.x + 2, 6);
_pCarSprite->SetVelocity(ptVelocity);
}
// Fire missiles based upon spacebar presses
if ((++_iFireInputDelay > 6) && GetAsyncKeyState(VK_SPACE) < 0)
{
// Create a new missile sprite
RECT rcBounds = { 0, 0, 600, 450 };
RECT rcPos = _pCarSprite->GetPosition();
Sprite* pSprite = new Sprite(_pMissileBitmap, rcBounds, BA_DIE);
pSprite->SetPosition(rcPos.left + 15, 400);
pSprite->SetVelocity(0, -7);
_pGame->AddSprite(pSprite);
// Play the missile (fire) sound
PlaySound((LPCSTR)IDW_MISSILE, _hInstance, SND_ASYNC |
SND_RESOURCE | SND_NOSTOP);
// Reset the input delay
_iFireInputDelay = 0;
}
}
// Start a new game based upon an Enter (Return) key press
if (GetAsyncKeyState(VK_RETURN) < 0)
if (_bDemo)
{
// Switch out of demo mode to start a new game
_bDemo = FALSE;
NewGame();
}
else if (_bGameOver)
{
// Start a new game
NewGame();
}
}
void MouseButtonDown(int x, int y, BOOL bLeft)
{
}
void MouseButtonUp(int x, int y, BOOL bLeft)
{
}
void MouseMove(int x, int y)
{
}
void HandleJoystick(JOYSTATE jsJoystickState)
{
}
BOOL SpriteCollision(Sprite* pSpriteHitter, Sprite* pSpriteHittee)
{
// See if a player missile and an alien have collided
Bitmap* pHitter = pSpriteHitter->GetBitmap();
Bitmap* pHittee = pSpriteHittee->GetBitmap();
if ((pHitter == _pMissileBitmap && (pHittee == _pBlobboBitmap ||
pHittee == _pJellyBitmap || pHittee == _pTimmyBitmap)) ||
(pHittee == _pMissileBitmap && (pHitter == _pBlobboBitmap ||
pHitter == _pJellyBitmap || pHitter == _pTimmyBitmap)))
{
// Play the small explosion sound
PlaySound((LPCSTR)IDW_LGEXPLODE, _hInstance, SND_ASYNC |
SND_RESOURCE);
// Kill both sprites
pSpriteHitter->Kill();
pSpriteHittee->Kill();
// Create a large explosion sprite at the alien's position
RECT rcBounds = { 0, 0, 600, 450 };
RECT rcPos;
if (pHitter == _pMissileBitmap)
rcPos = pSpriteHittee->GetPosition();
else
rcPos = pSpriteHitter->GetPosition();
Sprite* pSprite = new Sprite(_pLgExplosionBitmap, rcBounds);
pSprite->SetNumFrames(8, TRUE);
pSprite->SetPosition(rcPos.left, rcPos.top);
_pGame->AddSprite(pSprite);
// Update the score
_iScore += 25;
_iDifficulty = max(80 - (_iScore / 20), 20);
}
// See if an alien missile has collided with the car
if ((pHitter == _pCarBitmap && (pHittee == _pBMissileBitmap ||
pHittee == _pJMissileBitmap || pHittee == _pTMissileBitmap)) ||
(pHittee == _pCarBitmap && (pHitter == _pBMissileBitmap ||
pHitter == _pJMissileBitmap || pHitter == _pTMissileBitmap)))
{
// Play the large explosion sound
PlaySound((LPCSTR)IDW_LGEXPLODE, _hInstance, SND_ASYNC |
SND_RESOURCE);
// Kill the missile sprite
if (pHitter == _pCarBitmap)
pSpriteHittee->Kill();
else
pSpriteHitter->Kill();
// Create a large explosion sprite at the car's position
RECT rcBounds = { 0, 0, 600, 480 };
RECT rcPos;
if (pHitter == _pCarBitmap)
rcPos = pSpriteHitter->GetPosition();
else
rcPos = pSpriteHittee->GetPosition();
Sprite* pSprite = new Sprite(_pLgExplosionBitmap, rcBounds);
pSprite->SetNumFrames(8, TRUE);
pSprite->SetPosition(rcPos.left, rcPos.top);
_pGame->AddSprite(pSprite);
// Move the car back to the start
_pCarSprite->SetPosition(300, 405);
// See if the game is over
if (--_iNumLives == 0)
{
// Play the game over sound
PlaySound((LPCSTR)IDW_GAMEOVER, _hInstance, SND_ASYNC |
SND_RESOURCE);
_bGameOver = TRUE;
_iGameOverDelay = 150;
// Update the hi scores
UpdateHiScores();
}
}
return FALSE;
}
void SpriteDying(Sprite* pSprite)
{
// See if an alien missile sprite is dying
if (pSprite->GetBitmap() == _pBMissileBitmap ||
pSprite->GetBitmap() == _pJMissileBitmap ||
pSprite->GetBitmap() == _pTMissileBitmap)
{
// Play the small explosion sound
if (!_bDemo)
PlaySound((LPCSTR)IDW_SMEXPLODE, _hInstance, SND_ASYNC |
SND_RESOURCE | SND_NOSTOP);
// Create a small explosion sprite at the missile's position
RECT rcBounds = { 0, 0, 600, 450 };
RECT rcPos = pSprite->GetPosition();
Sprite* pSprite = new Sprite(_pSmExplosionBitmap, rcBounds);
pSprite->SetNumFrames(8, TRUE);
pSprite->SetPosition(rcPos.left, rcPos.top);
_pGame->AddSprite(pSprite);
}
}
//-----------------------------------------------------------------
// Functions
//-----------------------------------------------------------------
void NewGame()
{
// Clear the sprites
_pGame->CleanupSprites();
// Initialize the game variables
_iFireInputDelay = 0;
_iScore = 0;
_iNumLives = 3;
_iDifficulty = 80;
_bGameOver = FALSE;
if (_bDemo)
{
// Add a few aliens to the demo
for (int i = 0; i < 6; i++)
AddAlien();
}
else
{
// Create the car sprite
RECT rcBounds = { 0, 0, 600, 450 };
_pCarSprite = new Sprite(_pCarBitmap, rcBounds, BA_WRAP);
_pCarSprite->SetPosition(300, 405);
_pGame->AddSprite(_pCarSprite);
// Play the background music
_pGame->PlayMIDISong(TEXT("Music.mid"));
}
}
void AddAlien()
{
// Create a new random alien sprite
RECT rcBounds = { 0, 0, 600, 410 };
AlienSprite* pSprite;
switch(rand() % 3)
{
case 0:
// Blobbo
pSprite = new AlienSprite(_pBlobboBitmap, rcBounds, BA_BOUNCE);
pSprite->SetNumFrames(8);
pSprite->SetPosition(((rand() % 2) == 0) ? 0 : 600, rand() % 370);
pSprite->SetVelocity((rand() % 7) - 2, (rand() % 7) - 2);
break;
case 1:
// Jelly
pSprite = new AlienSprite(_pJellyBitmap, rcBounds, BA_BOUNCE);
pSprite->SetNumFrames(8);
pSprite->SetPosition(rand() % 600, rand() % 370);
pSprite->SetVelocity((rand() % 5) - 2, (rand() % 5) + 3);
break;
case 2:
// Timmy
pSprite = new AlienSprite(_pTimmyBitmap, rcBounds, BA_WRAP);
pSprite->SetNumFrames(8);
pSprite->SetPosition(rand() % 600, rand() % 370);
pSprite->SetVelocity((rand() % 7) + 3, 0);
break;
}
// Add the alien sprite
_pGame->AddSprite(pSprite);
}
void UpdateHiScores()
{
// See if the current score made the hi score list
int i;
for (i = 0; i < 5; i++)
{
if (_iScore > _iHiScores[i])
break;
}
// Insert the current score into the hi score list
if (i < 5)
{
for (int j = 4; j > i; j--)
{
_iHiScores[j] = _iHiScores[j - 1];
}
_iHiScores[i] = _iScore;
}
}
BOOL ReadHiScores()
{
// Open the hi score file (HiScores.dat)
HANDLE hFile = CreateFile(TEXT("HiScores.dat"), GENERIC_READ, 0, NULL,
OPEN_EXISTING, FILE_ATTRIBUTE_READONLY, NULL);
if (hFile == INVALID_HANDLE_VALUE)
{
// The hi score file doesn't exist, so initialize the scores to 0
for (int i = 0; i < 5; i++)
_iHiScores[i] = 0;
return FALSE;
}
// Read the scores
for (int i = 0; i < 5; i++)
{
// Read the score
char cData[6];
DWORD dwBytesRead;
if (!ReadFile(hFile, &cData, 5, &dwBytesRead, NULL))
{
// Something went wrong, so close the file handle
CloseHandle(hFile);
return FALSE;
}
// Extract each integer score from the score data
_iHiScores[i] = atoi(cData);
}
// Close the file
return CloseHandle(hFile);
}
BOOL WriteHiScores()
{
// Create the hi score file (HiScores.dat) for writing
HANDLE hFile = CreateFile(TEXT("HiScores.dat"), GENERIC_WRITE, 0, NULL,
CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (hFile == INVALID_HANDLE_VALUE)
// The hi score file couldn't be created, so bail
return FALSE;
// Write the scores
for (int i = 0; i < 5; i++)
{
// Format each score for writing
CHAR cData[6];
wsprintf(cData, "%05d", _iHiScores[i]);
// Write the score
DWORD dwBytesWritten;
if (!WriteFile(hFile, &cData, 5, &dwBytesWritten, NULL))
{
// Something went wrong, so close the file handle
CloseHandle(hFile);
return FALSE;
}
}
// Close the file
return CloseHandle(hFile);
}
google!!!!!!
krom toho ze ti to rika o co jde snad i primo v tom nazvu .. wndclass.hIcon
wnd - window class - trida okna.. to je snad jasny... pak tam mas metodu hIcon -- handle na ikonu, ktera se v okne pouzije..
1) ak chces pokracovat ako takmer kazdy nabaleny vyvojar tvoriaci app iba pre win, tak sa nauc C# pripadne DirectX, samozrejme, je to jednoduchsia volba.
oh sorry, zabudol som na wine a jemu podobne, samozrejme ktore neuspeju u kazdej aplikacie, proste princip je princip.
2) ak chces pokracovat pre dobro veci nauc sa C++, k nemu nejaku dobru knihovnu a rob aplikacie pre kazdeho uzivatela pocitaca.
btw.: na hry si neposvietis este dost dlho a bez teamu by ti trval vyvoj (samozrejme ako u ktorej hry) "trocha" dlhsie.
A aka je najlepsia kniha o C++ ? Ja mam Naucte se programovat pocitacove hry za 24 hod. ale tam to je malo vysvetlene . A potom mam C++ bez predchodzich znalosti . Tam su tie zakladady do C++ a to som sa uz naucil a chcel by som v C++ a prejst na tvorbu aplikacii ale neviem ako . Potreboval by som niaku dobru knihu vedel by si mi prosim ta niak pomoct ? :-)
nema smysl zacit programovat hry, kdyz neumis ani poradne programovat a najit si co dela urcitej prikaz...
jediny ceho dosahnes bude to, ze budes neustale zahlcovat diskuze blbostma..
nevim co dela prikaz? google -> v nem zadam nazev prikazu -> odeslat
jo nejdriv zkontrolovat jestli ten prikaz neni nadefinovanej primo ve zdrojaku :))
A-dy napsal:
A aka je najlepsia kniha o C++ ? Ja mam Naucte se programovat pocitacove hry za 24 hod. ale tam to je malo vysvetlene . A potom mam C++ bez predchodzich znalosti . Tam su tie zakladady do C++ a to som sa uz naucil a chcel by som v C++ a prejst na tvorbu aplikacii ale neviem ako . Potreboval by som niaku dobru knihu vedel by si mi prosim ta niak pomoct ? :-)
tak v prvom rade by som sa naucil samotne jadro jazyka resp. konzola, konzola a cista konzola. aby si pochopil o co vlastne ide, aby si pochopil presne ako pracuje RAM, kolko pamate zaberie ta a ta premenna a podobne. mozem odporucit -
1) Mistrovství v C++
2) C++ za 21 dní
obidve sa daju kupit u cpress. pekne knihy.. samozrejme tu 2) nepochop zle, za 21 dni sa C++ urcite nenaucis mozno ake take zaklady, za 21 dni sa to vola preto lebo to tam ma spisovatel pekne porozdelovane do tyzdnov a dni. kazdy tyzden tam mas nejaky test na precvicenie ci si tomu pochopil a podobne.. osobne mam C++ za 21 dni ktoru dodnes "citam", ale 1) mozem odporucit preto lebo je od fakt dobreho autora ktory spisal tuto ediciu "mistrovství v" a ludia maju s tymito knihami len dobre skusenosti ( ja mam napr. mistrovstvi v ajaxu ).
ak sa naucis poriadne toto jadro jazyka, a dobre mu pochopis vtedy pokracuj dobre vybratou grafickou knihovnou.
a potom iba logika, matika, fyzika(aspon zaklady), google a mozes vytvarat aplikacie...
Mistrovstvi v C++ mam aj som pocul ze so ho casto ludia velmi hvalja . No tak ja si ho precitam aj ked je to okolo 1000 no nevadi :-) Ale rad by som vedel teda ked sa to naucim tak potom ako sa naucim vytvarat aplikacie ? Matematiku,fyziku viem dobre a logiku . To sa neviem posudit . Len som sa chcel opitat ked si teda precitam to mistrovstvy naucim sa skvor tie najdvolezitejsie veci a zaciatok . Ale terars ked sa budem chcet ucit hry kde sa naucim co napr. znamena NULL a ine . Viem ze niektore slova davaju logiku ako spomenulk KIIV na priklade wndclass.hIcon ale niektore nie .
Pokud ani nevíš co znamená NULL, tak začni s nějakou knížkou pro začátečníky. Nejlépe nejdřív něco obecně o programování a až potom se začni učit konkrétní jazyk. Vytvořit hru není triviální záležitost, takže nečekej, že když si přečteš jednu knížku, tak hned začneš vytvářet náročné aplikace.
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