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Scripting / Script Help / Re: Using 'loops' in a Class
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on: February 21, 2017, 07:40:04 pm
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I'm not an expert, but I'll try to give you my opinion.
In history, the computer science has been through several approaches called paradigms which define how parts of program are viewed and act. From the point of theory, these paradimgs may use different mechanism to compute (for instance, OOP objects would use message sending to communicate) and may not use instructions (non-imperative languages such as LISP,Prolog).
These approaches are used in real, but their implementation migh differ from "clean" theoretic view. As for OOP in real programs, it depends a bit on language you are using. In C++ which is still close to CPU (from the point of abstraction), objects are treated as data structures with methods - functions. Thus, in C++, selection, sequence and iteration are rather neccessary to use to program anything, even while using classes.
Although using loops in class is correct if neccessary, modern C++ may provide bunch of standard alternatives which will keep the abstraction of your code high (for example, iterating through vectors or data structures).
In conclusion, the usage of language mechanisms depends on your experience with language and programming, and on specific situations.
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Liberty Unleashed / Liberty Unleashed Chat / Re: Why not make LU open source?
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on: January 28, 2017, 12:40:14 pm
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In my opinion, even if LU was open-sourced, it wouldn't be possible to make it flawless and exploit-proof. As far as I know, all fan multiplayer modifications are using original game's engine to calculate player's movements and collisions (please, correct me if someone has changed this and created a server-side collision simulation based on game files like standard multiplayers such as Call of Duty, Counter-Strike, etc. do). Thus, almost everything has its origin in client's PC and the major purpose of server is to broadcast data to other clients. I think you can feel the source of problems - it's impossible to verify if anything from client has been forged. The impact of releasing any multiplayer like this is showing how data are treated (and verified) and make it others easy to bypass this mechanism. If someone wants to provide a flawless multiplayer modification for any game, a server-side physics and game simulation is required. Personally, I think it shouldn't be so demanding to use/reverse GTA game files to extract data about world, objects and collisions and to create a copy of GTA physics, already based on existing engines (e.g. http://bulletphysics.org/wordpress/). In conclusion, I hardly believe that LU will ever be released as an open source SW as it'd be pretty pointless to do so. I've done that with my multiplayer modification for Mafia (LHMP) https://github.com/LHMPTeam/lhmp-old , but open-source projects without active creators are almost all dead and no one will continue to develop something he can't fully understand (otherwise he'd created his own one).
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Off Topic / General Chat / Re: I need a Program
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on: January 17, 2013, 04:53:00 pm
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The simpliest way is create one database and use it on 2 server Or if that servers are at same PC, you can write .bat or .sh script which would copy the newest thing on server to each other (but this is quite HARD).
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Liberty Unleashed / Bug Reports / Cars dont work properly
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on: November 10, 2012, 10:59:03 pm
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If you have got 4 passager car, only 3 people can enter at same time or sometimes if you have got 2 passager car and someone enter as passager, you can't enter the vehicle as driver. I know that this is old bug, but it still getting my angry, so I hope it'll be finally fixed well.
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Off Topic / Spam / Re: HEY, TEACHER
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on: January 08, 2012, 04:00:02 pm
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If you don't like school, go and say it to prime minister or school's minister. But stop hating teachers. Someone must do this work.
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