Some books geared toward game programming beginners tend to only scratch the surface of the presented language and of what it takes to write a game. There are some pitfalls that are specific to games that need to be addressed (or so the book says), and this is what this book is about.

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GCCXML uses GCC as a front-end to parse C or C++ files. It then generates XML files for the interface, that is, it generates tags for the types and prototypes it parses. Then, pygccxml is a wrapper over it which parses the XML file to generate a Python object with every information one may need.

So I will quicly show here how it is possible to generate serialization/deserialization and then how to wrap functions with my custom serialization functions.

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I’ve played a little bit with Intel Parallel Studio. Let’s say it has been a pleasant trip out in the wildness of multithreaded applications.

Intel Parallel Studio is a set of tools geared toward multithreaded applications. It consists of three Visual Studio plugins (so you need a fully-fledged Visual Studio, not an Express edition):

  • Parallel Inspector for memory analysis
  • Parallel Amplifier for thread behavior and concurrency
  • Parallel Composer for parallel debugging

This is an update of the review I’ve done for the beta version. Since this first review, I’ve tried the official first version.

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In March, I’ve set up a Redmine application with the Ruby webserver Webrick. Since then, I’ve migrated to Apache, and then the question was: Which Ruby bridge module to use? It’s not that the choice is large, you have mod_fastcgi, mod_fcgid and mod_rails a.k.a. Passenger. I’ve tried the three of them, and only one was a success.

As for the last post about Redmine, I’ve compiled everything (Apache included) in a custom location and I start the server from there (without root rights).

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