Compare commits

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10 Commits
Author SHA1 Message Date
david 5a6d0a497a add unity project for networking 2025-06-12 07:31:31 +02:00
david b96ef0b9cb add slides for networking 2025-06-12 07:31:10 +02:00
david 0af579ddcc add c++ slides 2025-03-27 21:39:12 +01:00
david a557775853 add example for "default constructor, copy constructor, destructor, if you need one you'll need all"
add smart pointer
add pointer pointer
2025-03-27 21:37:30 +01:00
david 4b6ac6a484 add pointer
add "dynamic" heap array
add polymorphic
2025-03-26 12:44:05 +01:00
david abb1ea4a38 add collections 2025-03-20 12:31:44 +01:00
david 4a753b0b8d add forward declaration examples
add class & inheritance examples
2025-03-19 12:31:23 +01:00
david f10623163b add c++ solution
add hello world example project
2025-03-19 08:43:52 +01:00
david f0d6b0b7b0 add particles
add vfx
2024-11-28 22:22:42 +01:00
david 2664bac5ba add missing files 2024-11-21 21:49:51 +01:00
848 changed files with 798721 additions and 8 deletions
+421
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# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
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*.mod
*.smod
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*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
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# Mono auto generated files
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# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
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[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
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[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
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#wwwroot/
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Generated\ Files/
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TestResult.xml
nunit-*.xml
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dlldata.c
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project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
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*.pch
*.pdb
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*.rsp
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*.tmp_proj
*_wpftmp.csproj
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# but database connection strings (with potential passwords) will be unencrypted
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*.publishproj
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PublishScripts/
# NuGet Packages
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# NuGet Symbol Packages
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# The packages folder can be ignored because of Package Restore
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# except build/, which is used as an MSBuild target.
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*.nuget.props
*.nuget.targets
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*.build.csdef
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# (https://github.com/github/gitignore/pull/2483#issue-259490424)
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node_modules/
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+54
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+24
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#include "Entity.h"
#include <iostream>
Entity::Entity()
{
std::cout << "Create Entity" << std::endl;
}
Entity::Entity(std::string name) : name(name)
{
std::cout << "Create Entity with name" << std::endl;
//this->name = name;
}
Entity::~Entity()
{
std::cout << "Destroy Entity" << std::endl;
}
std::string Entity::ToString()
{
return name;
}
+15
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@@ -0,0 +1,15 @@
#pragma once
#include <string>
class Entity
{
public:
Entity();
Entity(std::string name);
virtual ~Entity();
virtual std::string ToString();
std::string name = "";
}; // IMPORTANT: semicolon at the end
+15
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@@ -0,0 +1,15 @@
#pragma once
// only for presentation
#include <iostream>
class ICompareable
{
public:
// only for presentation
ICompareable() { std::cout << "Create IComparable" << std::endl; }
virtual ~ICompareable() { std::cout << "Destroy IComparable" << std::endl; }
virtual int Compare(ICompareable* other) = 0;
};
+75
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@@ -0,0 +1,75 @@
#include <format>
#include "Monster.h"
Monster::Monster() : Entity("My Monster"), _pWeapon(new Weapon())
{
std::cout << "Create Monster" << std::endl;
}
Monster::Monster(const Monster& other) : Entity(other), ICompareable(other)
{
std::cout << "Create Copy of a Monster" << std::endl;
// shallow copy
//this->_pWeapon = other._pWeapon;
this->_strength = other._strength;
this->_speed = other._speed;
// deep copy of internal pointers
this->_pWeapon = new Weapon(*other._pWeapon);
}
Monster::Monster(int strength) : Entity("My Monster"), _strength(strength), _pWeapon(new Weapon())
{
std::cout << "Create Monster with strength" << std::endl;
this->name = "My Monster";
}
Monster::~Monster()
{
std::cout << "Destroy Monster" << std::endl;
if (_pWeapon != nullptr)
{
delete _pWeapon;
_pWeapon = nullptr;
}
}
//Monster Monster::Create(Monsters type)
//{
// Monster monster;
// switch (type)
// {
// case Ork:
// monster._strength = 10;
// monster._speed = 1.0f;
// break;
// case Troll:
// monster._strength = 5;
// monster._speed = 3.0f;
// break;
// case Elve:
// monster._strength = 1;
// monster._speed = 10.0f;
// break;
// default:
// break;
// }
//
// return monster;
//}
std::string Monster::ToString()
{
//return name + " " + "(" + std::to_string(_strength) + ")";
return std::format("{} ({})", name, _strength);
}
int Monster::Compare(ICompareable* other)
{
// TODO: implement later
return 0;
}
+34
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@@ -0,0 +1,34 @@
#pragma once
#include "Entity.h"
#include "ICompareable.h"
#include "Weapon.h"
//enum Monsters
//{
// Ork,
// Troll,
// Elve
//};
class Monster : public Entity, public ICompareable
{
public:
// internal pointers often requires a default & copy constructor and a destructor
Monster();
Monster(const Monster& other);
Monster(int strength);
virtual ~Monster();
//static Monster Create(Monsters type);
virtual void Move() = 0; // abstract (pure virtual method)
std::string ToString() override;
int Compare(ICompareable* other) override;
protected:
Weapon* _pWeapon = nullptr;
int _strength = 0;
float _speed = 0.0f;
};
+26
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@@ -0,0 +1,26 @@
#include "Ork.h"
#include <iostream>
Ork::Ork() : Monster(10)
{
std::cout << "Create Ork" << std::endl;
//this->_strength = 10;
this->name = "My Ork";
}
Ork::Ork(const Ork& other) : Monster(other)
{
std::cout << "Create a copy of an Ork" << std::endl;
//this->name = other.name;
//this->_speed = other._speed;
}
Ork::~Ork()
{
std::cout << "Destroy Ork" << std::endl;
}
void Ork::Move()
{
}
+13
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@@ -0,0 +1,13 @@
#pragma once
#include "Monster.h"
class Ork : public Monster
{
public:
Ork(); // default constructor
Ork(const Ork&); // copy constructor
~Ork(); // destructor
void Move() override;
};
+11
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@@ -0,0 +1,11 @@
#pragma once
struct Vector3
{
float x;
float y;
float z;
Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
};
+1
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@@ -0,0 +1 @@
#include "Weapon.h"
+5
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@@ -0,0 +1,5 @@
#pragma once
class Weapon
{
};
+49
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@@ -0,0 +1,49 @@
#include <iostream>
#include "Entity.h"
#include "Ork.h"
#include "Vector3.h"
using namespace std;
int main()
{
//Entity entity; // this is an entity instance
//entity.name = "My Entity";
//Monster monster; // can't be instantiated, because Monster is abstract
//Monster monster2 = Monster::Create(Monsters::Ork);
Ork ork;
ork.name = "Ork1";
ork.Move();
//cout << entity.ToString() << endl;
//cout << ork.ToString() << endl;
//Vector3 position(1.0f, 3.0f, -5.0f);
//position.y = 0.0f;
//ICompareable* pComparable = nullptr;
//pComparable = &ork;
//pComparable->Compare(&ork);
//(*pComparable).Compare(&ork); // same as line above, but more complicated to write
//ICompareable* pComparables[] = { new Ork, new Ork, new Ork };
//for (size_t i = 0; i < size(pComparables); i++)
//{
// //pComparables[i]->Compare(nullptr);
// delete pComparables[i];
// pComparables[i] = nullptr;
//}
//ICompareable** pHeapComparables = new ICompareable*[10];
//delete[] pHeapComparables;
//pHeapComparables = nullptr;
//Ork ork2(ork);
//ork2.name = "Ork2";
//ork2.Move();
return 0;
}
+190
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+127
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@@ -0,0 +1,127 @@
#include <iostream>
#include <vector>
#include <list>
#include <algorithm>
using namespace std;
#define INT_LIST list<int> // simple text replacement
// type definitions
typedef list<int> IntegerList;
typedef IntegerList::iterator IntListIterator;
void printArray(int numbers[]);
void printArray(int numbers[], int count);
int main()
{
// C Arrays
int numbers[10];
for (size_t i = 0; i < 10; i++)
{
numbers[i] = 0;
}
numbers[0] = 10;
cout << "numbers[5]: " << numbers[5] << endl;
int numbers2[] = { 0, 1, 2, 3, 4, 5 };
int numbers3[10] = { 0, 1, 2, 3, 4, 5 };
// 2d array - 10 rows, 5 columns
int numbers4[10 * 5];
numbers4[3 + 7 * 5] = 10; // 3rd column, 7th row
// size have to be always const, except by using pointers
const int count = 10;
int numbers5[count];
int length = sizeof(numbers2) / sizeof(numbers2[0]); // works locally only
for (size_t i = 0; i < std::size(numbers2); i++) // size is working locally only
{
cout << numbers2[i] << " ";
}
cout << endl;
cout << "sizeof(numbers2): " << sizeof(numbers2) << endl;
printArray(numbers2);
printArray(numbers2, std::size(numbers2));
// "dynamic" (heap) arrays
int count2 = 10;
int* heapNumbers = new int[count2];
heapNumbers[0] = 10;
int* pHeapNumber = heapNumbers;
for (size_t i = 0; i < count2; i++)
{
cout << pHeapNumber << ": " << *pHeapNumber << " ";
pHeapNumber++;
}
delete[] heapNumbers; // CAUTION - heap arrays have to be deleted with delete[] not delete
heapNumbers = nullptr;
// stl collections
vector<int> numbers6;
vector<int> numbers7 = { 0, 1, 2, 3 };
numbers6.push_back(10); // add an item at the end
numbers6.pop_back(); // remove an item at the end
numbers7[2] *= 10;
vector<int> numbers8;
numbers8.reserve(100);
cout << "size of numbers8: " << numbers8.size() << endl;
cout << "capacity of numbers8: " << numbers8.capacity() << endl;
printArray(numbers7.data(), numbers7.size());
list<int> numbersList;
numbersList.push_back(10);
numbersList.push_front(100);
//numbersList[1] = 200; // random access is not available for lists
list<int>::iterator it = numbersList.begin();
for (; it != numbersList.end(); it++)
{
cout << *it << " ";
}
cout << endl;
numbersList.insert(--it, 20);
for (it = numbersList.begin(); it != numbersList.end(); it++)
{
cout << *it << " ";
}
cout << endl;
for (int n : numbersList)
{
}
for_each(numbers7.begin(), numbers7.end(), [](const int& n) {
cout << n << " ";
});
return 0;
}
void printArray(int numbers[])
{
int length = sizeof(numbers) / sizeof(numbers[0]); // works not outside of local scope
cout << "sizeof(numbers2): " << sizeof(numbers) << endl;
//for (size_t i = 0; i < std::size(numbers); i++) // size is not working outside of local scope
//{
// cout << numbers[i] << " ";
//}
//cout << endl;
}
void printArray(int numbers[], int count)
{
for (size_t i = 0; i < count; i++)
{
cout << numbers[i] << " ";
}
cout << endl;
}
+190
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@@ -0,0 +1,190 @@
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#include <iostream>
using namespace std;
int main()
{
std::cout << "Hello" << " " << "World!" << std::endl;
int number = 10;
cout << number << endl;
cin >> number;
cout << "Input: " << number << endl;
char c;
cin >> c;
cout << "Input: " << c << endl;
return 0;
}
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#include <iostream>
#include <memory> // smart pointer header
using namespace std;
void changeInteger(int n);
void changeIntegerPerPointer(int* pN);
int changeIntegerPerReturn(int n);
void changeIntegerPerReference(int& n);
bool createInteger(int* pN);
bool createIntegerWithPointerPointer(int** ppN);
int main()
{
// general
int* pNumber = nullptr;
pNumber = new int(0);
cout << "size of pNumber: " << sizeof(pNumber) << endl;
cout << "size of pNumber data: " << sizeof(*pNumber) << endl;
*pNumber = 567;
// pNumber = new int(0); // BAD BAD - Memory Leak, because we override an existing pointer address with a new one without saving the old one
// here are 100s of lines of code
if (pNumber != nullptr)
{
delete pNumber;
pNumber = nullptr;
}
// pointer as references
//int number = 0;
//changeInteger(number);
//changeIntegerPerPointer(&number);
//changeIntegerPerPointer(pNumber);
//changeIntegerPerReference(number);
// smart pointer
// unique_ptr -> only one owner exist for the object
// shared_ptr -> can have multiple owners
// weak_ptr -> is loose connection to a shared_ptr
unique_ptr<int> number = make_unique<int>(10);
*number = 100;
//unique_ptr<int> number2 = number; // compiler error - you can create a copy of an unique pointer
unique_ptr<int> number2 = make_unique<int>(*number);
shared_ptr<int> number3 = make_shared<int>(20);
shared_ptr<int> number4 = number3;
*number3 = 200;
*number4 = 2000;
number3.reset();
weak_ptr<int> weakNumber = number4;
//*weakNumber = 20000; // compiler error, weak pointer have no direct access to a shared pointer, you have to create one
if (!weakNumber.expired())
{
shared_ptr<int> tmpSharedNumber = weakNumber.lock();
*tmpSharedNumber = 20000;
}
number4.reset();
shared_ptr<int> tmpSharedNumber = weakNumber.lock();
// pointer-pointer
if (createInteger(pNumber))
{
cout << "Create integer was succesful" << endl;
}
if (createIntegerWithPointerPointer(&pNumber))
{
cout << "Create integer was succesful" << endl;
}
if (pNumber != nullptr)
{
delete pNumber;
pNumber = nullptr;
}
return 0;
}
void changeInteger(int n)
{
n = 100;
}
void changeIntegerPerPointer(int* pN)
{
cout << "address of pN: " << &pN << endl;
if (pN == nullptr) return; // BE CAREFUL - if you don't what you get, do a test before
*pN = 200;
}
void changeIntegerPerReference(int& n)
{
n = 300;
}
bool createInteger(int* pN)
{
pN = new int(0); // CAUTION - creates a MEMORY LEAK
return false;
}
bool createIntegerWithPointerPointer(int** ppN)
{
*ppN = new int(0);
return true;
}
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void functionE() {} // definition
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#pragma once
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#define _FUNCTIONS_H_
void functionE(); // declaration
//void functionF() {} // defined & declared, linker error when included multiple times
#endif // _FUNCTIONS_H_
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#include "functions.h"
void functionB() {} // declared & defined
void functionC(); // declare
void functionD(); // foward declare
int main()
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//functionA(); // compiler error, because function is declared & defined after this call
functionB(); // no error
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functionD();
functionE();
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# This .gitignore file should be placed at the root of your Unity project directory
#
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sysinfo.txt
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using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace DefaultNamespace
{
public class GameManager : NetworkBehaviour
{
[SerializeField] private NetworkObject playerPrefab;
[SerializeField] private Transform[] startPositions;
private int _currentStartPositionIndex = 0;
protected override void OnInSceneObjectsSpawned()
{
if (!IsServer) return;
foreach (KeyValuePair<ulong, NetworkClient> client in NetworkManager.ConnectedClients)
{
Transform position = startPositions[_currentStartPositionIndex++ % startPositions.Length];
NetworkObject player = Instantiate(playerPrefab, position.position, position.rotation);
player.SpawnAsPlayerObject(client.Key);
}
}
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using System;
using Unity.Netcode;
using UnityEngine;
namespace DefaultNamespace
{
public class NetworkPlayer : NetworkBehaviour
{
[SerializeField] private Camera camera;
[SerializeField] private float speed = 10.0f;
[SerializeField] private float rotationSpeed = 60.0f;
[SerializeField] private Rigidbody bulletPrefab;
[SerializeField] private float bulletForce = 50.0f;
[SerializeField] private float initialHealth = 100.0f;
private NetworkVariable<float> _health = new NetworkVariable<float>(0);
public override void OnNetworkSpawn()
{
camera.gameObject.SetActive(IsLocalPlayer);
if (IsLocalPlayer)
{
_health.OnValueChanged += OnHealthChanged;
}
if (IsServer)
{
_health.Value = initialHealth;
}
}
public override void OnNetworkDespawn()
{
if (IsLocalPlayer)
{
_health.OnValueChanged -= OnHealthChanged;
}
}
private void OnHealthChanged(float previousValue, float newValue)
{
// update health bar etc.
}
private void Update()
{
if (!IsLocalPlayer) return;
if (Input.GetButtonDown("Fire1"))
{
ShootRpc();
}
}
private void FixedUpdate()
{
if (!IsLocalPlayer) return;
transform.Translate(
(Vector3.right * Input.GetAxis("Horizontal") + Vector3.forward * Input.GetAxis("Vertical")) *
(speed * Time.deltaTime));
transform.Rotate(Vector3.up, Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime);
}
[Rpc(SendTo.Server)]
private void ShootRpc()
{
Rigidbody bullet = Instantiate(bulletPrefab, transform.position + transform.forward, transform.rotation);
bullet.GetComponent<NetworkObject>().Spawn();
bullet.AddForce(transform.forward * bulletForce, ForceMode.Impulse);
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}
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using System;
using Unity.Netcode;
using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
namespace DefaultNamespace
{
public class StartGameButton : MonoBehaviour, IPointerClickHandler
{
#if UNITY_EDITOR
[SerializeField] private SceneAsset sceneAsset;
private void OnValidate()
{
sceneName = sceneAsset.name;
}
#endif
[SerializeField, HideInInspector] private string sceneName;
private void Awake()
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
}
private void OnDestroy()
{
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
}
private void OnClientConnected(ulong obj)
{
gameObject.SetActive(NetworkManager.Singleton.IsServer);
}
public void OnPointerClick(PointerEventData eventData)
{
NetworkManager.Singleton.SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
}
}
}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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