Tired of hearing of my projects yet?

Hah well I am SERIOUSLY almost done with my first app... it's taken long enough.

My holdups have been the following things:

first using blocking sockets and threads, my server was super messy, and could only accept exactly one client at at a time.

The communication between threads was... wretched. A class based communication system that, well it worked sometimes =)

I had no idea how to display a second view for my help menu. Took five seconds to fix that...

I ended up asking around about async socket programming and learned to use select(), which is awesome. But you can't have more than 1024 clients on a posix system. So right now I'm dealing with the cap, but as soon as I actually get my server up and running I'll swap over to poll()

My graphics took me *forever*. I don't know why I took so long... But seriously probably more than half of the time I spent coding I spent making stupid graphics...

My game =)

Then I started learning java for the android....


anyways, enough talk, you can see the latest screenshots on facebook:
http://www.facebook.com/pages/Ultifinitech/188161037870298?ref=ts

closed account (D80DSL3A)
I haven't learned about sockets, etc. yet but I share your frustration regarding the immense fraction of dev. time devoted to the graphics in an app.
This is mainly why I switched to SFML from DirectX, so only 50% (instead of 80%) of my time goes into graphics.
That's still too much though. Developing the logic should be the main project focus.
I like Java, but I like C++ better. My opinion is probably biased though, because I learned C++ first. I like the "freedom" that you have with C++, especially when it comes to source files. In Java, you need a separate file for each public class! Also, C++ tends to be faster because it is run independently, Java needs its JVM. But, this also makes Java portable to just about anything.
closed account (1yR4jE8b)
I prefer C++, but I also like Java very much. Java uses/needs very little external libraries because there is a class for pretty much anything you can think of in the JSL. I've also brought over the "one class per file" into my C++ coding style, I just find it cleaner and easier to maintain.

I will second the frustration at the amount of time it takes to write a GUI. In my computer graphics class, 10% of the assignments were for just implementing the algorithm he asks us and the other 90% for writing the GUI to go along with it. Writing GUI code is tedious and boring, thank god I had a WYSIWYG Java GUI Builder (Netbeans).
darkestfright wrote:
I've also brought over the "one class per file" into my C++ coding style, I just find it cleaner and easier to maintain.

I do this as well (though if a class inherits another one I will sometimes put them both in the same file, unless another class inherits it as well).

darkestfright wrote:
I will second the frustration at the amount of time it takes to write a GUI

Another "agreed" from me. This is why I'm writing my own, it's a wrapper for SFML. It's a lot of fun, but it's annoying having to work around SFML's sf::NonCopyable base class (any class that inherits it can only be passed by reference or pointer, which is very irritating).
I've also brought over the "one class per file" into my C++ coding style


Actually to be more precise it is "one public class per file". I can have ONE public class but multiple non-public classes residing in a single .java file.

Usually those non-public classes are meant to be used by that ONE public class only. Outside code cannot call direct to those non-public class but they can use the public class as "base" to indirectly access those non-public class.

Generally I do prefer the one class one source file as it is easier to do future maintenance but when you do lot's of GUI-related programming with Java, you will sooner or later use the above method to do anonymous inner classes etc etc.

For non-GUI Java code, I guess it is still pretty straight-forward.
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