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c++ dynamic array and lists

 
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gogodr
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PostPosted: Sat Aug 06, 2011 12:23 pm    Post subject: c++ dynamic array and lists Reply with quote

I have this list and iterator
Code:
list<APawn*> PawnList;
list<APawn*>::iterator PawnIterator;
I'm trying to convert the list to an array like this
Code:

int size = (int)PawnList.size();
APawn* Pawns;               
Pawns = new APawn[size];
int i = 0;
for ( PawnIterator=PawnList.begin() ; PawnIterator != PawnList.end(); PawnIterator++ ){
    Pawns[i] = (APawn*)*PawnIterator;
    i++;
}
but here

Pawns[i] = (APawn*)*PawnIterator;

it says that there is no = operand

where is the problem?
it is within the APawn class or in my method?
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atom0s
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PostPosted: Sat Aug 06, 2011 2:03 pm    Post subject: Reply with quote

Can I ask why you need to convert one container to another?
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gogodr
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PostPosted: Sat Aug 06, 2011 3:02 pm    Post subject: Reply with quote

working with an array would be much easier than with the list but I can only add the objects with a list since the size of an array is constant and I need it to be variable like in the list.
--------


Code:
int size = (int)PawnList.size();
APawn* Pawns = new APawn[size];               
int i = 0;
for ( PawnIterator=PawnList.begin() ; PawnIterator != PawnList.end(); PawnIterator++ ){
    Pawns[i] = *PawnIterator._Ptr->_Myval;
    i++;


this should work I think...
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sponge
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PostPosted: Sat Aug 06, 2011 6:05 pm    Post subject: Reply with quote

So what you really want is std::vector.
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gogodr
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PostPosted: Sat Aug 06, 2011 8:33 pm    Post subject: Reply with quote

I do?
I'll look into it. thanks.
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atom0s
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PostPosted: Sat Aug 06, 2011 8:41 pm    Post subject: Reply with quote

What would you be doing after converting it to an array though? Whats preventing you from just using the list instead for whatever you are attempting to do?

Mainly trying to help you with the end result to even see if you need to convert from the list at all. As it seems now you are just adding overhead to your app by converting from one storage type to another for what may be a simple fix.

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gogodr
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PostPosted: Sat Aug 06, 2011 10:11 pm    Post subject: Reply with quote

actually I think I found a way of doing what I wanted just with the list..
I though I needed to get all the elements of the list in an array to be able to compare the elements with each other but I think I can do it with the same for loop
for ( PawnIterator=PawnList.begin() ; PawnIterator != PawnList.end(); PawnIterator++ )

thanks
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atom0s
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PostPosted: Sun Aug 07, 2011 1:08 am    Post subject: Reply with quote

Just a performance tip in general with iterators, you should define the start/end variables in the same iteration rather then checking against .end() each increment.

You can do that like this:
Code:
for( std::list<APawn*>::iterator iter = PawnList.begin(),
     std::list<APawn*>::iterator iterend = PawnList.end();
     iter != iterend; ++iter )
{
    // do stuff here..
}

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gogodr
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PostPosted: Sun Aug 07, 2011 3:14 am    Post subject: Reply with quote

Code:
for( std::list<APawn*>::iterator iter = PawnList.begin(),
     iterend = PawnList.end();
     iter != iterend; ++iter )
{
    // do stuff here..
}


like this ?
is it better to do that way even when I'm using the same for loop in another subprogram?
thats why I made the list and iterator global

this is my program:

this are global

Code:
list<APawn*> PawnList;
list<APawn*>::iterator PawnIterator;



//Here I make the list
Code:
void DrawPlayerESP( UCanvas* pCanvas)
{
   
   if (pPC == NULL || pPC->Pawn == NULL || pPC->Pawn->WorldInfo == NULL )
    return;

   
    APawn* Target = pPC->Pawn->WorldInfo->PawnList;
   
   
   
   while ( Target != NULL )
     {

        if ( Target != NULL && !Target->bDeleteMe && Target != pPC->Pawn && Target->Health >0  && !Target->IsA(AVehicle::StaticClass()))
              {
         if(Target->IsA(AcAPBPawn::StaticClass()))
               {

               APBTarget = (AcAPBPawn*)Target;
                        
                  if (APBTarget->m_MissionSideInfo.m_nMissionUID !=NULL && APBPawn->m_MissionSideInfo.m_nMissionUID !=NULL && APBTarget->m_MissionSideInfo.m_nMissionUID !=-1 && APBPawn->m_MissionSideInfo.m_nMissionUID !=-1)
                  {
                     if (APBTarget->m_MissionSideInfo.m_nMissionUID == APBPawn->m_MissionSideInfo.m_nMissionUID){
                        PawnList.push_back(Target);
                        PawnList.unique();
                        if(IsEnemy (APBTarget)){
                           Target->Mesh->SetDepthPriorityGroup(2);
                           ESP(pCanvas, Target, Red, APBGameEngine);
                                          }   
                        else{
                           ESP(pCanvas, Target, Green, APBGameEngine);
                                    }
                           }
                     else
                     {
                        for ( PawnIterator=PawnList.begin() ; PawnIterator != PawnList.end(); PawnIterator++ )
                        {
                           if (*PawnIterator == Target ){                        
                              PawnList.remove(Target);
                           }
                        }
                     }
                     }
                }
            }

               Target = Target->NextPawn;

   }
}


//Here I use it

Code:
void test(UCanvas* pCanvas){
   int closest = 100000 ;
for(PawnIterator=PawnList.begin() ; PawnIterator != PawnList.end(); PawnIterator++ ){
    APawn* Target = *PawnIterator;
   FVector STargetPos;
   FVector TargetPos = PawnPosition(Target);
   STargetPos = WorldToScreen(pCanvas, TargetPos);
   FVector Center;
   Center.X = pCanvas->ClipX/2;
   Center.Y = pCanvas->ClipY/2;
   int distance = Distance2D(STargetPos,Center);
   if (distance < closest){
   closest = distance;
      }
   
   }

}
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