The STL is a collection of data containers and ways to manipulate the data you put in those containers. Or to be more specific, it is a way to store and manipulate different types of C++ variables and classes. Learn more about STL in this video.
- [Instructor] Hi, this is video two, working with pointers.…In the previous video, we looked at…getting started with pointers.…In this video, we are going to take a look…at dynamically allocated memory,…passing a pointer to a function,…and pointers and arrays.…We can do so much more with pointers.…Here are just a few useful things we can do.…All the pointers we have seen so far…point to memory addresses that have a scope limited…only to the function they are created in.…
So if we declare and initialize a pointer…to a local variable, when the function returns,…the pointer, the local variable,…and the memory address is gone.…It is out of scope.…Up until now, we have been using fixed amount of memory…that is decided in advance of the game being executed.…Furthermore, the memory we have been using…is controlled by the operating system,…and variables are lost and created…as we call and return from functions.…What we need is a way to use memory…that is always in scope until we are finished with it.…
We want to have access to memory we can call our own…
This course was created and produced by Packt Publishing. We are honored to host this training in our library.
- Creating the main game loop
- Drawing the game background
- Handling errors
- Manipulating C++ variables
- Randomizing numbers
- Making decisions with if, else, and switch
- Moving game objects
- Pausing and restarting games
- Adding scoring and messages
- Using class enumerations and arrays
- Adding sound effects
- Object-oriented programming in C++
- C++ references
- Texture management
- Collision detection
- Implementing the HUD
- Finishing the game
Skill Level Beginner
1. C++, SFML, Visual Studio, and Starting the First Game
2. Variables, Operators, and Decisions
3. C++ Strings, SFML Time, Player Input, and HUD
4. Loops, Arrays, Switch, Enumerations, and Functions
5. Collisions, Sound, and End Conditions
6. Object-Oriented Programming, Classes, and SFML Views
7. C ++ References, Sprite Sheets, and Vertex Arrays
8. Pointers, the Standard Template Library, and Texture Management
9. Collision Detection, Pickups, and Bullets
10. Layering Views and Implementing the HUD
Updating the HUD each frame3m 24s
11. Sound Effects, File I/O, and Finishing the Game
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