I makes games and stuff.

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awarded Nice Answer
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awarded Yearling
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awarded Autobiographer
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comment Game architecture / design question - building an efficient engine while avoiding global instances (C++ game)
@AdamNaylor The point is that sometimes you really need reverse dependencies, and you can avoid globals by passing references. In general, though, it is best to avoid these dependencies entirely, and it is not always clear how to do this.
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awarded Yearling
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awarded Yearling
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awarded Yearling
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awarded Yearling
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comment Better size aligning?
@Victor What are you unsure about? It's at least as efficient as (probably more than) using back_inserter or push_back. If you're worried about max, replace it with a conditional (although it's almost guaranteed to get inlined).
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awarded Teacher
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answered Better size aligning?
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awarded Autobiographer
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comment Is it possible/legal to return reference to input temporary arguments which are passed by reference
I know it's just an example, but have you tried compiling and running that code? Aside from some syntax errors, it never copies any of the objects, and never creates any temporary variables.
Mar
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comment Conditionally treating/casting a base class reference parameter as a derived class and giving it back
So you're basically asking, how to say data = derivedInst;? I don't believe this is possible unless the base class uses type erasure.
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awarded Yearling
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awarded Autobiographer
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awarded Autobiographer
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awarded Caucus
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answered Automatic converstion without access to the classes
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revised comma operator in a C++ for loop
added 55 characters in body
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