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Types & classes
131 in github.com/CppCon/CppCon2015
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Types & classes
131
Class
AllTrueCPP14
Presentations/for_each_argument explained and expanded/p7.cpp:25
Class
AllTrueCPP14 < T, Ts... >
Presentations/for_each_argument explained and expanded/p7.cpp:28
Class
Boss
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:391
Class
Bullet
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:337
Class
C0
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:632
Class
C0
Here's how the user will define components:
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:423
Class
C1
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:633
Class
C1
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:424
Class
C2
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:634
Class
C2
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:425
Class
C3
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:635
Class
C3
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:426
Class
C4
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:636
Class
C4
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:427
Class
CAcceleration
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:675
Class
CAcceleration
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:835
Class
CAcceleration
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:774
Class
CCircleHitbox
The collision component will simply store the effective radius of the object.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:793
Class
CCooldown
A "cooldown" is a timer for entity actions. It will be used to periodically have the player and the boss shoot bullets.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:784
Class
CHealth
"Health" will decrement when an entity "takes damage".
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:780
Class
CLife
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:676
Class
CLife
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:836
Class
CLife
"Life" will always automatically decrement.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:777
Class
CPosition
Component definitions:
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:673
Class
CPosition
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:833
Class
CPosition
The component types we previously defined for the particle simulation will be useful.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:772
Class
CRender
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:678
Class
CRender
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:838
Class
CShapeCircle
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:789
Class
CShapeRectangle
The rendering components will be simple wrappers for SFML shape classes.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:788
Class
CVelocity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:674
Class
CVelocity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:834
Class
CVelocity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:773
Class
CirclePhysDrawableObject
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:233
Class
CirclePhysDrawableRectObject
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:266
Class
CirclePhysObject
This class will begin a new hierarchy of object with a circle hitbox. The hitbox will be used for collision detection.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:204
Class
CommonKVHelper
Presentations/for_each_argument explained and expanded/p6.cpp:100
Class
CommonKVHelper < std::index_sequence<TIs...>, Ts... >
Presentations/for_each_argument explained and expanded/p6.cpp:104
Class
Complex
Presentations/Intro to C++ Object Model/quiz_mem_func.cpp:5
Class
Complex
Presentations/Intro to C++ Object Model/quiz_size1.cpp:3
Class
Complex
Presentations/Intro to C++ Object Model/quiz_size3.cpp:5
Class
Complex
Presentations/Intro to C++ Object Model/quiz_offset1.cpp:4
Class
Complex
Presentations/Intro to C++ Object Model/demo_is_pod.cpp:5
Class
Complex
Presentations/Intro to C++ Object Model/quiz_offset3.cpp:5
Class
Complex
Presentations/Intro to C++ Object Model/quiz_offset2.cpp:4
Class
Complex
Presentations/Intro to C++ Object Model/quiz_size_class.cpp:4
Class
Complex
Presentations/Intro to C++ Object Model/quiz_derived.cpp:4
Class
ComponentStorage
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:38
Class
ComponentStorage
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:92
Class
ComponentStorage
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:45
Class
Derived
Presentations/Intro to C++ Object Model/quiz_size3.cpp:13
Class
Derived
Presentations/Intro to C++ Object Model/quiz_offset3.cpp:13
Class
Derived
Presentations/Intro to C++ Object Model/quiz_offset2.cpp:10
Class
Derived
Presentations/Intro to C++ Object Model/quiz_derived.cpp:10
Class
Directory
_tools/mkindex.cpp:11
Class
Entity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:24
Class
Entity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:46
Class
Entity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:65
Class
Entity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:21
Class
Erdos
Presentations/Intro to C++ Object Model/quiz_virtual2.cpp:4
Class
Erdos
Presentations/Intro to C++ Object Model/quiz_virtual4.cpp:4
Class
Erdos
Presentations/Intro to C++ Object Model/quiz_virtual3.cpp:4
Class
Erdos
Presentations/Intro to C++ Object Model/quiz_ctor.cpp:4
Class
Erdos
Presentations/Intro to C++ Object Model/quiz_virtual1.cpp:4
Class
ExpandCallHelper
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:527
Class
ExpandCallHelper
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:695
Class
ExpandCallHelper
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:588
Class
Fermat
Presentations/Intro to C++ Object Model/quiz_virtual2.cpp:10
Class
Fermat
Presentations/Intro to C++ Object Model/quiz_virtual4.cpp:10
Class
Fermat
Presentations/Intro to C++ Object Model/quiz_virtual3.cpp:10
Class
Fermat
Presentations/Intro to C++ Object Model/quiz_ctor.cpp:10
Class
Fermat
Presentations/Intro to C++ Object Model/quiz_virtual1.cpp:10
Class
Game
By deriving from `Boilerplate::TestApp`, we can easily define a class representing a simple game.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p0.cpp:19
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p1.cpp:145
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:716
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:874
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:435
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:732
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:849
Class
Game
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:513
Class
GameObject
This is the base class of our game hierarchy.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p1.cpp:41
Class
GameObject
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:51
Class
Handle
And our actual `Handle` class will be a simple pair of `HandleDataIndex` and `Counter`.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:72
Class
Handle
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:38
Class
HandleData
Our "handle data" class will be a simple pair of `EntityIndex` and `Counter`.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:64
Class
HandleData
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:32
Class
Manager
Manager forward-declaration.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p1.cpp:38
Class
Manager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:293
Class
Manager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:319
Class
Manager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:49
Class
Manager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:275
Class
Manager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:272
Class
PhysObject
This class will begin a new hierarchy of objects with a position, a velocity and an acceleration.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:172
Class
Player
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:304
Class
PlayerBullet
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:366
Class
SeqPrinter
Presentations/for_each_argument explained and expanded/p3.cpp:42
Class
SeqPrinter<std::index_sequence<TIs...>>
Presentations/for_each_argument explained and expanded/p3.cpp:46
Class
Settings
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:114
Class
Settings
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:140
Class
Settings
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:101
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