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c++ Programming Glossary: collisions

In what cases we need to include <cassert>?

http://stackoverflow.com/questions/10625716/in-what-cases-we-need-to-include-cassert

compile with another compiler or version due to e.g. name collisions or different overload selection in the global namespace. SO..

how to include header files more clearly in C++

http://stackoverflow.com/questions/10990488/how-to-include-header-files-more-clearly-in-c

associated with user created #define constants e.g. name collisions and the minor annoyances of occasionally typing #ifdef instead..

C++ unordered_map using a custom class type as the key

http://stackoverflow.com/questions/17016175/c-unordered-map-using-a-custom-class-type-as-the-key

every distinct key i.e. it needs to be able to deal with collisions so it needs a way to compare two given keys for an exact match... value for the entire object. For good performance i.e. few collisions you should think carefully about how to combine the individual.. above defining a good hash function is important to avoid collisions and get good performance. For a real good one you need to take..

Why do people use __(double underscore) so much in C++

http://stackoverflow.com/questions/224397/why-do-people-use-double-underscore-so-much-in-c

functions such as _main and _exit . In order to avoid collisions do not begin an identifier with an underscore. share improve..

2D Platformer Collision Problems With Both Axes

http://stackoverflow.com/questions/2656943/2d-platformer-collision-problems-with-both-axes

of the tile. My problem is that if I check for horizontal collisions first and the player moves vertically at more than one pixel.. it does it for the horizontal axis. How can I handle collisions on both axes without having those problems Is there any better.. to their demo stuff After applying movement it checks for collisions. It determines the tiles the player overlaps based on the player's..

How to generate a LONG guid?

http://stackoverflow.com/questions/2867758/how-to-generate-a-long-guid

Update A GUID is not enough. We already have been seeing collisions and need to remedy this ASAP. 512 is the max as of now because..

Adding types to the std namespace

http://stackoverflow.com/questions/320798/adding-types-to-the-std-namespace

No ... part of the point of a namespace is to prevent name collisions on upgrade. If you add things to the std namespace then your..

Choosing between std::map and std::unordered_map

http://stackoverflow.com/questions/3902644/choosing-between-stdmap-and-stdunordered-map

the hash function is not good leading to too many hash collisions. The same is applicable for worst case deletion complexity...

Passing the caller __FILE__ __LINE__ to a function without using macro

http://stackoverflow.com/questions/4196431/passing-the-caller-file-line-to-a-function-without-using-macro

QuadTree for 2D collision detection

http://stackoverflow.com/questions/4434335/quadtree-for-2d-collision-detection

select against which other objects an object should test collisions I'm unsure about how this is done. Which brings up a second.. node which contains it fully . Then when you check the collisions for node A you proceed like this current node root node check.. node A you proceed like this current node root node check collisions of A with each element directly in current node if A can be..

Have a good hash function for a C++ hash table?

http://stackoverflow.com/questions/628790/have-a-good-hash-function-for-a-c-hash-table

hashing is not something I'll be looking into. To handle collisions I'll be probably using separate chaining as described here ...

How would you go about designing a function for a perfect hash?

http://stackoverflow.com/questions/734754/how-would-you-go-about-designing-a-function-for-a-perfect-hash

function. A perfect hash function is needed for this. No collisions are allowed.The purpose of requiring hashing is to get O 1 performance..

C++ ~ 1M look-ups in unordered_map with string key works much slower than .NET code

http://stackoverflow.com/questions/8372579/c-1m-look-ups-in-unordered-map-with-string-key-works-much-slower-than-net-c

every third character after the first ... Thanks to this collisions happen more frequently which slows the code down of course...

A function-definition is not allowed here before '{'

http://stackoverflow.com/questions/8859491/a-function-definition-is-not-allowed-here-before

is the entity a ghost notify the entity of other collisions valid_pos int x_ new_x int y_ new_y move regardless of the results..

What's the best hashing algorithm to use on a stl string when using hash_map?

http://stackoverflow.com/questions/98153/whats-the-best-hashing-algorithm-to-use-on-a-stl-string-when-using-hash-map

and efficient hashing algorithms that should void most collisions c windows performance stl hash share improve this question..