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Lazy Foo' Productions

http://lazyfoo.net/SDL_tutorials/index.php Last Updated 12/21/12 These tutorials were made to help programmers start out in game programming. I tried to keep them as simple and to the point as possible.
http://en.wikipedia.org/wiki/Huffman_coding

Huffman coding

Huffman tree generated from the exact frequencies of the text "this is an example of a huffman tree". The frequencies and codes of each character are below. Encoding the sentence with this code requires 135 bits, as opposed to 288 bits if 36 characters of 8 bits were used. (This assumes that the code tree structure is known to the decoder and thus does not need to be counted as part of the transmitted information.)

DirectInput

This section provides information about the Microsoft DirectInput component of the Microsoft DirectX application programming interface (API). The DirectInput API is used to process data from a joystick, or other game controller. The use of DirectInput for keyboard and mouse input is not recommended. http://msdn.microsoft.com/en-us/library/windows/desktop/ee416842(v=vs.85).aspx
XInput is an API that allows applications to receive input from the Xbox 360 Controller for Windows. Controller rumble effects and voice input and output are supported. This topic provides a brief overview of the capabilities of XInput and how to set it up in an application. It includes the following: http://msdn.microsoft.com/en-us/library/windows/desktop/ee417001(v=vs.85).aspx

Getting Started With XInput

http://www.muppetlabs.com/~breadbox/bf/ Brainfuck is the ungodly creation of Urban Müller, whose goal was apparently to create a Turing-complete language for which he could write the smallest compiler ever, for the Amiga OS 2.0. His compiler was 240 bytes in size. (Though he improved upon this later -- he informed me at one point that he had managed to bring it under 200 bytes.) I originally started playing around with Brainfuck because of my own interest in writing very small programs for x86 Linux. I also used it as a vehicle for writing a program that created ELF files.

The Brainfuck Programming Language

Table of Contents Introduction This reference documentation describes components that C++ programs may use to perform operations involving file systems, including paths, regular files, and directories. Definitions The following definitions shall apply throughout this reference documentation:

Filesystem V3 Reference

http://www.boost.org/doc/libs/1_49_0/libs/filesystem/v3/doc/reference.html#path-Conversions
http://www.cplusplus.com/reference/ Reference of the C++ Language Library, with detailed descriptions of its elements and examples on how to use its functions The standard C++ library is a collection of functions, constants, classes, objects and templates that extends the C++ language providing basic functionality to perform several tasks, like classes to interact with the operating system, data containers, manipulators to operate with them and algorithms commonly needed. It can be divided into: C Library The elements of the C language library are also included as a subset of the C++ Standard library. These cover many aspects, from general utility functions and macros to input/output functions and dynamic memory management functions:

C++ Reference

Recent changes - 11 changed FAQs. In a list , or in a chain , or here: [4.1] , [4.2] , [6.3] , [6.12] , [10.3] , [15.22] , [27.15] , [35.13] , [35.14] , [35.15] , [39.6] . Translated into 16 languages. English , Belorussian / Minsk , Bosnian / Serbian / Croatian , Bulgarian , Chinese (GB, Mainland) , Chinese (Big5, Taiwan) , French , German , Greek , Korean , Polish , Portuguese , Romanian , Russian , Spanish , Turkish . Mirrored in 11 countries. USA , France , Germany , Ireland , Israel , Italy , Poland , Portugal , Spain , Taiwan , U.K. .

[36] Serialization and Unserialization  Updated! 

http://www.parashift.com/c++-faq-lite/serialization.html

C++ Operator Precedence - cppreference.com

The following table lists the precedence and associativity of C++ operators. Operators are listed top to bottom, in descending precedence. When parsing an expression, an operator which is listed on some row will be bound tighter (as if by parentheses) to its arguments than any operator that is listed on a row further below it. For example, the expressions std:: cout << a & b and * p ++ are parsed as ( std:: cout << a ) & b and * ( p ++ ) , and not as std:: cout << ( a & b ) or ( * p ) ++ . Operators that are in the same cell (there may be several rows of operators listed in a cell) are evaluated with the same precedence, in the given direction. For example, the expression a = b = c is parsed as a = ( b = c ) , and not as ( a = b ) = c because of right-to-left associativity. http://en.cppreference.com/w/cpp/language/operator_precedence
This is a list of operators in the C and C++ programming languages . All the operators listed exist in C++; the fourth column "Included in C", dictates whether an operator is also present in C. Note that C does not support operator overloading . When not overloaded, for the operators && , || , and , (the comma operator ), there is a sequence point after the evaluation of the first operand.

Operators in C and C++

http://en.wikipedia.org/wiki/Operators_in_C_and_C%2B%2B
Porting your game to Native Client and Android just got a lot easier. The new OpenGL portability library ‘Regal’ emulates legacy GL features such as immediate mode and fixed function pipeline. Regal is the ‘Write Once, Run Everywhere’ GL library.

Bringing Regal OpenGL to Native Client

If you want to write Native Client modules (because you want to put C or C++ code in your web app), get the SDK: Native Client Developer Site If you're interested in the implementation of Native Client, you're in the right place. We're moving our implementation information to subpages of this one, but some information exists in other websites (such as the nativeclient project , which has a wiki that was used for some documentation previously). The following search field covers all these websites plus groups. <p style="text-align:right;color:#A8A8A8"></p>

Native Client

This page provides a directory of useful resources related or relevant to the Google Native Client project. Keeping this page up-to-date is hard! If you find bugs or would like to suggest additions please contact native-client-discuss@googlegroups.com. Open-Source Projects These projects have active Native Client support or porting efforts.

External Resource Directory

If you don't know how to code, then you can learn even if you think you can't. Thousands of people have learned programming from these fine books: Learn Python The Hard Way Learn Ruby The Hard Way

Become a Programmer, Motherfucker