Q & A

Here is the questions and answers section. If you have a little problem or particular task you want to complete with SFML, just comment here. If I think it’s something I can help you with, I’ll either reply with a comment or even a blog post if necessary! Check back regularly here and at the main blog page for a solution. If I can’t help then I’ll let you know too, so you’re not left waiting.

So, get started! Comment with your queries, or visit the contact page for further contact options. Just bear in mind the guidelines and rules here. Let me know how you find my support here.

Alternately, you can contact me with your queries via this form:

  1. xander333
    12.06.2011 at 21:54 | #1

    Hey Xander, just a quick question, how do I use code tags in these comments?
    Might be needed in the future :)

  2. 12.06.2011 at 22:00 | #2

    In square brackets: sourcecode language=”cpp” and then a closing sourcecode tag at the end.

    Sorry I can’t write it out properly, but of course it turns into source code ;)

    #include <iostream>
    
    int main()
    {
       using std::cout;
       cout << "Hello World!\n";
       return 0;
    }
    
  3. xander333
    13.06.2011 at 11:26 | #3

    Alright test test:
    int main()[/sourcecode language="cpp"]

  4. xander333
    13.06.2011 at 11:26 | #4

    xander333 :
    Alright test test:
    [/sourcecode]int main()[/sourcecode language="cpp"]

    LOL what happened there :s
    int main()[/sourcecode language="cpp"]

  5. xander333
    13.06.2011 at 11:27 | #5

    wtf?

    • 14.06.2011 at 08:43 | #6

      Here you are (worked out at last how to display it).

      [sourcecode language="cpp"]int main()

      [/sourcecode]

      Let me know if it works for you :)

  6. ultifinitus
    03.11.2011 at 04:32 | #7

    Hey there 314- I’d love to see some more sfml stuff! I think it would be great to just go through some extremely simple programs (eg dots, tetris, breakout, etc) so that beginners can get a feel for going through a complete project ;)

    • 03.11.2011 at 09:56 | #8

      Yes, that’s a great idea. I’ve always encouraged SFML 2.0 use, but do you think I should use 1.6 for public interface stability? Actually, I could just grab the current version of SFML 2.0, upload it myself and recommend use of that version. That might be the best compromise.

  7. ultifinitus
    03.11.2011 at 13:58 | #9

    Did a little bit of research on this topic, and in response to a question asked by a forum member along the lines of “so we shouldn’t use 2.0 at all?” The response was given:

    “Not at all. Yes, it’s true that some things may change, but that’s hardly a problem, considering that SFML2 is actually far more stable than SFML 1.x. In fact, if you use an ATi Graphics Card with recent drivers, SFML 1.x based applications won’t work at all. This problem has been fixed in SFML2.”

    I would say it’s a very good idea to go to 2.0 at the current stage.

    • 03.11.2011 at 19:27 | #10

      I agree. Also to go back to 1.6 now would involve going back on my previous support of 2.0, which I don’t really want to do. But I think if I write any projects, I might keep the SFML versions it was build with just in case any interface breaking changes are made, though I guess I could always grab an older version from the Git repository anyway.

      To be honest, I can probably start recording SFML 2.0 videos again. If Laurent went to all the effort to change the sf::Image and sf::Input classes I guess he’s unlikely to make significant changes to those classes (well, sf::Texture, sf::Keyboard, sf::Mouse and sf::Joystick now) again… I hope so at least

  1. 31.05.2011 at 11:43 | #1
  2. 13.06.2011 at 11:08 | #2
  3. 21.06.2011 at 14:13 | #3

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