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Types & classes131 in github.com/CppCon/CppCon2015

ClassAllTrueCPP14
Presentations/for_each_argument explained and expanded/p7.cpp:25
ClassAllTrueCPP14 < T, Ts... >
Presentations/for_each_argument explained and expanded/p7.cpp:28
ClassBoss
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:391
ClassBullet
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:337
ClassC0
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:632
ClassC0
Here's how the user will define components:
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:423
ClassC1
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:633
ClassC1
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:424
ClassC2
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:634
ClassC2
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:425
ClassC3
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:635
ClassC3
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:426
ClassC4
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:636
ClassC4
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:427
ClassCAcceleration
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:675
ClassCAcceleration
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:835
ClassCAcceleration
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:774
ClassCCircleHitbox
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
ClassCCooldown
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
ClassCHealth
"Health" will decrement when an entity "takes damage".
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:780
ClassCLife
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:676
ClassCLife
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:836
ClassCLife
"Life" will always automatically decrement.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:777
ClassCPosition
Component definitions:
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:673
ClassCPosition
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:833
ClassCPosition
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
ClassCRender
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:678
ClassCRender
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:838
ClassCShapeCircle
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:789
ClassCShapeRectangle
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
ClassCVelocity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:674
ClassCVelocity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:834
ClassCVelocity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:773
ClassCirclePhysDrawableObject
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:233
ClassCirclePhysDrawableRectObject
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:266
ClassCirclePhysObject
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
ClassCommonKVHelper
Presentations/for_each_argument explained and expanded/p6.cpp:100
ClassCommonKVHelper < std::index_sequence<TIs...>, Ts... >
Presentations/for_each_argument explained and expanded/p6.cpp:104
ClassComplex
Presentations/Intro to C++ Object Model/quiz_mem_func.cpp:5
ClassComplex
Presentations/Intro to C++ Object Model/quiz_size1.cpp:3
ClassComplex
Presentations/Intro to C++ Object Model/quiz_size3.cpp:5
ClassComplex
Presentations/Intro to C++ Object Model/quiz_offset1.cpp:4
ClassComplex
Presentations/Intro to C++ Object Model/demo_is_pod.cpp:5
ClassComplex
Presentations/Intro to C++ Object Model/quiz_offset3.cpp:5
ClassComplex
Presentations/Intro to C++ Object Model/quiz_offset2.cpp:4
ClassComplex
Presentations/Intro to C++ Object Model/quiz_size_class.cpp:4
ClassComplex
Presentations/Intro to C++ Object Model/quiz_derived.cpp:4
ClassComponentStorage
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:38
ClassComponentStorage
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:92
ClassComponentStorage
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:45
ClassDerived
Presentations/Intro to C++ Object Model/quiz_size3.cpp:13
ClassDerived
Presentations/Intro to C++ Object Model/quiz_offset3.cpp:13
ClassDerived
Presentations/Intro to C++ Object Model/quiz_offset2.cpp:10
ClassDerived
Presentations/Intro to C++ Object Model/quiz_derived.cpp:10
ClassDirectory
_tools/mkindex.cpp:11
ClassEntity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:24
ClassEntity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:46
ClassEntity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:65
ClassEntity
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:21
ClassErdos
Presentations/Intro to C++ Object Model/quiz_virtual2.cpp:4
ClassErdos
Presentations/Intro to C++ Object Model/quiz_virtual4.cpp:4
ClassErdos
Presentations/Intro to C++ Object Model/quiz_virtual3.cpp:4
ClassErdos
Presentations/Intro to C++ Object Model/quiz_ctor.cpp:4
ClassErdos
Presentations/Intro to C++ Object Model/quiz_virtual1.cpp:4
ClassExpandCallHelper
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:527
ClassExpandCallHelper
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:695
ClassExpandCallHelper
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:588
ClassFermat
Presentations/Intro to C++ Object Model/quiz_virtual2.cpp:10
ClassFermat
Presentations/Intro to C++ Object Model/quiz_virtual4.cpp:10
ClassFermat
Presentations/Intro to C++ Object Model/quiz_virtual3.cpp:10
ClassFermat
Presentations/Intro to C++ Object Model/quiz_ctor.cpp:10
ClassFermat
Presentations/Intro to C++ Object Model/quiz_virtual1.cpp:10
ClassGame
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
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p1.cpp:145
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:716
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:874
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:435
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:732
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:849
ClassGame
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p3.cpp:513
ClassGameObject
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
ClassGameObject
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:51
ClassHandle
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
ClassHandle
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:38
ClassHandleData
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
ClassHandleData
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:32
ClassManager
Manager forward-declaration.
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p1.cpp:38
ClassManager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:293
ClassManager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:319
ClassManager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:49
ClassManager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:275
ClassManager
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p7.cpp:272
ClassPhysObject
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
ClassPlayer
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:304
ClassPlayerBullet
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p2.cpp:366
ClassSeqPrinter
Presentations/for_each_argument explained and expanded/p3.cpp:42
ClassSeqPrinter<std::index_sequence<TIs...>>
Presentations/for_each_argument explained and expanded/p3.cpp:46
ClassSettings
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p5.cpp:114
ClassSettings
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p6.cpp:140
ClassSettings
Tutorials/Implementation of a component-based entity system in modern C++/Source Code/p4.cpp:101
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