Why the overload? Because you have to implement a way to specify how the actions executed by the operators will affect your objects.
OK, let's say that you have created a class named MyClass. Somewhere in your program you have 2 objects from MyClass, let's call them obj1 and obj2.
MyClass...
Well, you could read your data into a char array and then go over each element of the array and see if the ASCII code is between 48-57 (numbers 0 to 9).
I don't understand how you're creating the matrix. Are you converting the numbers to radix 2? If so, where's the 1?
Radu
Well, you can't really remove a position from an array, what you can do is overwrite all the elements from that position to the end of the array with the one imediatelly on the right.
I'm not sure, but I think you have declared something like
unsigned char *ptr_pri_img_red_part;
unsigned char *ptr_pri_img_green_part;
unsigned char *ptr_pri_img_blue_part;
From what you posted I understand that the allocation doesn't work after the first time it executes the loop. Well, if...
Well, let's say you want to generate a value between a and b. What you could do is generate a number between 0 and (b-a) and than adding it to a. This way your smallest number will be a and your biggest will be b. Hope that helps. Remember that Visual C doesn't have the random() and randomize()...
I'm not sure about Quake (I think it's C/C++ if I remember correctly) But some of the newer games are written in Visual C++ since it has both OpenGL and Direct3D support
cout<<"Enter A String : ";
cin.getline(szStr,40,'\n');
for(nI=0;szStr[nI]!='\0';nI++)
{
cout<<szStr[nI]<<endl;
}
}
This will display the text the way you need it since after each character is displayed endl is called (this'll make your program jump to the...
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