what i am trying to do is this:
NeoGenesis::CNeoObject m_Obj = new NeoGenesis::CNeoObject();
this compiles with error: error C2440: 'initializing' : cannot convert from 'NeoGenesis::CNeoObject *' to 'NeoGenesis::CNeoObject' c:\Users\Almighty\Documents\Visual Studio 2005\Projects\NeoGenesis\NeoGenesis\NeoGenesis.cpp
the thing I do not want the m_Obj to be a pointer. the current new override is written as follows.
void* CNeoObject::operator new(size_t nSize)
{
return malloc(nSize);
}
how do I go about doing this?
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Go4Expert Founder
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| 18Mar2007,23:59 | #2 |
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NeoGenesis::CNeoObject m_Obj = new NeoGenesis::CNeoObject();
should be in C++ as NeoGenesis::CNeoObject *m_Obj = new NeoGenesis::CNeoObject(); because pointers in C++ are defined with * |
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Team Leader
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| 19Mar2007,00:03 | #3 |
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Access to the heap is via pointers. Perhaps you could explain exactly what you're trying to achieve?
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Newbie Member
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| 19Mar2007,06:11 | #4 |
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well I am at some point will have a game engine built from the ground up. I am not interested in takeing a existing game engine and doing my thing I want to build one and re-inforce what I know with c++ and how it is done. yes I eventually just might make a game but I want to start at the gorund level with an object then move that object into a collection list<ResourceManager template> and progress write on down the line. I may have mixed up c++ and C# in the initial getting started. as soon as I get the collections working I plan to move on to a memorypool manager and so forth. I am also a student and this will cover everything I need to know. data structures, algorythms, memory management and so forth.
Kenneth |
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Team Leader
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| 19Mar2007,06:35 | #5 |
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You don't have to instantiate objects on the heap. If you do, they'll be referenced by pointers. Consider this: mission critical or life support systems don't use the heap in any important way (if at all). What if you asked for memory and didn't get it?
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