Point distance program written without a framework The Next CEO of Stack OverflowOptimize sorting of Array according to Distance (CLLocation)Review my file-searching programCreating a Playlist programFirst simple program; counting button pressesA flashing ! exclamation ! point ! barGame Achievements without Singleton“Silly program” for moving the mouse and doing other thingsLaunching links to a chat room - Invitation ProgramCopying a file hash to clipboard without PowerShellBatch file to delete calling program and then itself

What would be the main consequences for a country leaving the WTO?

Audio Conversion With ADS1243

how one can write a nice vector parser, something that does pgfvecparseA=B-C; D=E x F;

Small nick on power cord from an electric alarm clock, and copper wiring exposed but intact

Where do students learn to solve polynomial equations these days?

Can Sneak Attack be used when hitting with an improvised weapon?

Is it convenient to ask the journal's editor for two additional days to complete a review?

Is there a difference between "Fahrstuhl" and "Aufzug"?

Reference request: Grassmannian and Plucker coordinates in type B, C, D

"Eavesdropping" vs "Listen in on"

Calculate the Mean mean of two numbers

Lucky Feat: How can "more than one creature spend a luck point to influence the outcome of a roll"?

Why am I getting "Static method cannot be referenced from a non static context: String String.valueOf(Object)"?

Graph of the history of databases

Is there a reasonable and studied concept of reduction between regular languages?

How to use ReplaceAll on an expression that contains a rule

What was Carter Burke's job for "the company" in Aliens?

Can this note be analyzed as a non-chord tone?

Do I need to write [sic] when including a quotation with a number less than 10 that isn't written out?

Defamation due to breach of confidentiality

Can you teleport closer to a creature you are Frightened of?

Help understanding this unsettling image of Titan, Epimetheus, and Saturn's rings?

Why is information "lost" when it got into a black hole?

Is it correct to say moon starry nights?



Point distance program written without a framework



The Next CEO of Stack OverflowOptimize sorting of Array according to Distance (CLLocation)Review my file-searching programCreating a Playlist programFirst simple program; counting button pressesA flashing ! exclamation ! point ! barGame Achievements without Singleton“Silly program” for moving the mouse and doing other thingsLaunching links to a chat room - Invitation ProgramCopying a file hash to clipboard without PowerShellBatch file to delete calling program and then itself










2












$begingroup$


I have been developing a cross-platform game based on open C libraries (mainly glfw) with a direct focus on Windows development. The beginning of my programming career taught me familiarity in Objective-C, however I've been using pure C for the past few years in embedded applications.



Now that I'm trying to return to proper desktop program development, I'm wondering if it's a good idea to transfer my Objective-C skills to Windows in order to tidy up my C code. My current way of programming is creating a struct for data that I need and then creating functions around those structs: struct Point int x, int y; and then float Point_calculateDistance(struct Point *obj1, struct Point *obj2). This approach to me seemed very redundant and too object-oriented to write all in C. It would make more sense to me to write an Objective-C class to do this where everything can be more encapsulated.



I prefer not to use any framework for my code to increase the portability. I'm currently using VS Code and MSYS2 (mingw64) with GCC 8.3.0. I threw together a working example that demonstrates how I attempt to build a simple class. Does my code look reasonable? Am I performing any bad habits (within reason considering that I'm not using a framework)? Does this currently leak memory? Let me know what you think.



#include <objc/objc.h>
#include <objc/runtime.h>
#include <objc/Object.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>


@interface Point : Object
float x;
float y;


@property float x;
@property float y;

-(id)initWithX: (float)xval AndY: (float)yval;
-(float)calculateDistance: (Point *)other;

@end

@implementation Point

@synthesize x;
@synthesize y;

+(id)alloc
id obj = malloc(class_getInstanceSize(self));
object_setClass(obj, self);
return obj;


-(void)dealloc
free(self);


-(id)init
x = 0.0;
y = 0.0;
return self;


-(id)initWithX: (float)xval AndY: (float)yval
x = xval;
y = yval;
return self;


-(float)calculateDistance: (Point *)other
return sqrt((x - other.x) * (x - other.x) + (y - other.y) * (y - other.y));


@end

int main(int argc, char **argv)
Point *point1 = [[Point alloc] init];
Point *point2 = [[Point alloc] initWithX: 1.5 AndY: 1.5];

printf("Distance is %f.n", [point1 calculateDistance: point2]);

[point1 dealloc];
[point2 dealloc];
return EXIT_SUCCESS;











share|improve this question











$endgroup$











  • $begingroup$
    where is the [super init]?
    $endgroup$
    – E.Coms
    2 hours ago










  • $begingroup$
    @E.Coms The base class Object only has the variable isa and the methods class and isEqual: so calling [super init] causes a seg. fault.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    I use Xcode and not familiar with Object. I use NSObject and found it runs well at least in grammar. Without super. it just looks missing Root Object.
    $endgroup$
    – E.Coms
    2 hours ago











  • $begingroup$
    @E.Coms NSObject is a piece of Foundation.h which is written by Apple. Finding a class that does something similar would require writing my own or using a framework like GNUStep, both of which are overkill for my uses.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    how about subclass of Point, will you still miss super?
    $endgroup$
    – E.Coms
    2 hours ago
















2












$begingroup$


I have been developing a cross-platform game based on open C libraries (mainly glfw) with a direct focus on Windows development. The beginning of my programming career taught me familiarity in Objective-C, however I've been using pure C for the past few years in embedded applications.



Now that I'm trying to return to proper desktop program development, I'm wondering if it's a good idea to transfer my Objective-C skills to Windows in order to tidy up my C code. My current way of programming is creating a struct for data that I need and then creating functions around those structs: struct Point int x, int y; and then float Point_calculateDistance(struct Point *obj1, struct Point *obj2). This approach to me seemed very redundant and too object-oriented to write all in C. It would make more sense to me to write an Objective-C class to do this where everything can be more encapsulated.



I prefer not to use any framework for my code to increase the portability. I'm currently using VS Code and MSYS2 (mingw64) with GCC 8.3.0. I threw together a working example that demonstrates how I attempt to build a simple class. Does my code look reasonable? Am I performing any bad habits (within reason considering that I'm not using a framework)? Does this currently leak memory? Let me know what you think.



#include <objc/objc.h>
#include <objc/runtime.h>
#include <objc/Object.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>


@interface Point : Object
float x;
float y;


@property float x;
@property float y;

-(id)initWithX: (float)xval AndY: (float)yval;
-(float)calculateDistance: (Point *)other;

@end

@implementation Point

@synthesize x;
@synthesize y;

+(id)alloc
id obj = malloc(class_getInstanceSize(self));
object_setClass(obj, self);
return obj;


-(void)dealloc
free(self);


-(id)init
x = 0.0;
y = 0.0;
return self;


-(id)initWithX: (float)xval AndY: (float)yval
x = xval;
y = yval;
return self;


-(float)calculateDistance: (Point *)other
return sqrt((x - other.x) * (x - other.x) + (y - other.y) * (y - other.y));


@end

int main(int argc, char **argv)
Point *point1 = [[Point alloc] init];
Point *point2 = [[Point alloc] initWithX: 1.5 AndY: 1.5];

printf("Distance is %f.n", [point1 calculateDistance: point2]);

[point1 dealloc];
[point2 dealloc];
return EXIT_SUCCESS;











share|improve this question











$endgroup$











  • $begingroup$
    where is the [super init]?
    $endgroup$
    – E.Coms
    2 hours ago










  • $begingroup$
    @E.Coms The base class Object only has the variable isa and the methods class and isEqual: so calling [super init] causes a seg. fault.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    I use Xcode and not familiar with Object. I use NSObject and found it runs well at least in grammar. Without super. it just looks missing Root Object.
    $endgroup$
    – E.Coms
    2 hours ago











  • $begingroup$
    @E.Coms NSObject is a piece of Foundation.h which is written by Apple. Finding a class that does something similar would require writing my own or using a framework like GNUStep, both of which are overkill for my uses.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    how about subclass of Point, will you still miss super?
    $endgroup$
    – E.Coms
    2 hours ago














2












2








2





$begingroup$


I have been developing a cross-platform game based on open C libraries (mainly glfw) with a direct focus on Windows development. The beginning of my programming career taught me familiarity in Objective-C, however I've been using pure C for the past few years in embedded applications.



Now that I'm trying to return to proper desktop program development, I'm wondering if it's a good idea to transfer my Objective-C skills to Windows in order to tidy up my C code. My current way of programming is creating a struct for data that I need and then creating functions around those structs: struct Point int x, int y; and then float Point_calculateDistance(struct Point *obj1, struct Point *obj2). This approach to me seemed very redundant and too object-oriented to write all in C. It would make more sense to me to write an Objective-C class to do this where everything can be more encapsulated.



I prefer not to use any framework for my code to increase the portability. I'm currently using VS Code and MSYS2 (mingw64) with GCC 8.3.0. I threw together a working example that demonstrates how I attempt to build a simple class. Does my code look reasonable? Am I performing any bad habits (within reason considering that I'm not using a framework)? Does this currently leak memory? Let me know what you think.



#include <objc/objc.h>
#include <objc/runtime.h>
#include <objc/Object.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>


@interface Point : Object
float x;
float y;


@property float x;
@property float y;

-(id)initWithX: (float)xval AndY: (float)yval;
-(float)calculateDistance: (Point *)other;

@end

@implementation Point

@synthesize x;
@synthesize y;

+(id)alloc
id obj = malloc(class_getInstanceSize(self));
object_setClass(obj, self);
return obj;


-(void)dealloc
free(self);


-(id)init
x = 0.0;
y = 0.0;
return self;


-(id)initWithX: (float)xval AndY: (float)yval
x = xval;
y = yval;
return self;


-(float)calculateDistance: (Point *)other
return sqrt((x - other.x) * (x - other.x) + (y - other.y) * (y - other.y));


@end

int main(int argc, char **argv)
Point *point1 = [[Point alloc] init];
Point *point2 = [[Point alloc] initWithX: 1.5 AndY: 1.5];

printf("Distance is %f.n", [point1 calculateDistance: point2]);

[point1 dealloc];
[point2 dealloc];
return EXIT_SUCCESS;











share|improve this question











$endgroup$




I have been developing a cross-platform game based on open C libraries (mainly glfw) with a direct focus on Windows development. The beginning of my programming career taught me familiarity in Objective-C, however I've been using pure C for the past few years in embedded applications.



Now that I'm trying to return to proper desktop program development, I'm wondering if it's a good idea to transfer my Objective-C skills to Windows in order to tidy up my C code. My current way of programming is creating a struct for data that I need and then creating functions around those structs: struct Point int x, int y; and then float Point_calculateDistance(struct Point *obj1, struct Point *obj2). This approach to me seemed very redundant and too object-oriented to write all in C. It would make more sense to me to write an Objective-C class to do this where everything can be more encapsulated.



I prefer not to use any framework for my code to increase the portability. I'm currently using VS Code and MSYS2 (mingw64) with GCC 8.3.0. I threw together a working example that demonstrates how I attempt to build a simple class. Does my code look reasonable? Am I performing any bad habits (within reason considering that I'm not using a framework)? Does this currently leak memory? Let me know what you think.



#include <objc/objc.h>
#include <objc/runtime.h>
#include <objc/Object.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>


@interface Point : Object
float x;
float y;


@property float x;
@property float y;

-(id)initWithX: (float)xval AndY: (float)yval;
-(float)calculateDistance: (Point *)other;

@end

@implementation Point

@synthesize x;
@synthesize y;

+(id)alloc
id obj = malloc(class_getInstanceSize(self));
object_setClass(obj, self);
return obj;


-(void)dealloc
free(self);


-(id)init
x = 0.0;
y = 0.0;
return self;


-(id)initWithX: (float)xval AndY: (float)yval
x = xval;
y = yval;
return self;


-(float)calculateDistance: (Point *)other
return sqrt((x - other.x) * (x - other.x) + (y - other.y) * (y - other.y));


@end

int main(int argc, char **argv)
Point *point1 = [[Point alloc] init];
Point *point2 = [[Point alloc] initWithX: 1.5 AndY: 1.5];

printf("Distance is %f.n", [point1 calculateDistance: point2]);

[point1 dealloc];
[point2 dealloc];
return EXIT_SUCCESS;








objective-c windows






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 2 hours ago









Jamal

30.5k11121227




30.5k11121227










asked 3 hours ago









dylanweberdylanweber

19410




19410











  • $begingroup$
    where is the [super init]?
    $endgroup$
    – E.Coms
    2 hours ago










  • $begingroup$
    @E.Coms The base class Object only has the variable isa and the methods class and isEqual: so calling [super init] causes a seg. fault.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    I use Xcode and not familiar with Object. I use NSObject and found it runs well at least in grammar. Without super. it just looks missing Root Object.
    $endgroup$
    – E.Coms
    2 hours ago











  • $begingroup$
    @E.Coms NSObject is a piece of Foundation.h which is written by Apple. Finding a class that does something similar would require writing my own or using a framework like GNUStep, both of which are overkill for my uses.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    how about subclass of Point, will you still miss super?
    $endgroup$
    – E.Coms
    2 hours ago

















  • $begingroup$
    where is the [super init]?
    $endgroup$
    – E.Coms
    2 hours ago










  • $begingroup$
    @E.Coms The base class Object only has the variable isa and the methods class and isEqual: so calling [super init] causes a seg. fault.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    I use Xcode and not familiar with Object. I use NSObject and found it runs well at least in grammar. Without super. it just looks missing Root Object.
    $endgroup$
    – E.Coms
    2 hours ago











  • $begingroup$
    @E.Coms NSObject is a piece of Foundation.h which is written by Apple. Finding a class that does something similar would require writing my own or using a framework like GNUStep, both of which are overkill for my uses.
    $endgroup$
    – dylanweber
    2 hours ago










  • $begingroup$
    how about subclass of Point, will you still miss super?
    $endgroup$
    – E.Coms
    2 hours ago
















$begingroup$
where is the [super init]?
$endgroup$
– E.Coms
2 hours ago




$begingroup$
where is the [super init]?
$endgroup$
– E.Coms
2 hours ago












$begingroup$
@E.Coms The base class Object only has the variable isa and the methods class and isEqual: so calling [super init] causes a seg. fault.
$endgroup$
– dylanweber
2 hours ago




$begingroup$
@E.Coms The base class Object only has the variable isa and the methods class and isEqual: so calling [super init] causes a seg. fault.
$endgroup$
– dylanweber
2 hours ago












$begingroup$
I use Xcode and not familiar with Object. I use NSObject and found it runs well at least in grammar. Without super. it just looks missing Root Object.
$endgroup$
– E.Coms
2 hours ago





$begingroup$
I use Xcode and not familiar with Object. I use NSObject and found it runs well at least in grammar. Without super. it just looks missing Root Object.
$endgroup$
– E.Coms
2 hours ago













$begingroup$
@E.Coms NSObject is a piece of Foundation.h which is written by Apple. Finding a class that does something similar would require writing my own or using a framework like GNUStep, both of which are overkill for my uses.
$endgroup$
– dylanweber
2 hours ago




$begingroup$
@E.Coms NSObject is a piece of Foundation.h which is written by Apple. Finding a class that does something similar would require writing my own or using a framework like GNUStep, both of which are overkill for my uses.
$endgroup$
– dylanweber
2 hours ago












$begingroup$
how about subclass of Point, will you still miss super?
$endgroup$
– E.Coms
2 hours ago





$begingroup$
how about subclass of Point, will you still miss super?
$endgroup$
– E.Coms
2 hours ago











1 Answer
1






active

oldest

votes


















2












$begingroup$

It's an interesting idea to write Windows code in Objective-C. If you were using NeXTStep frameworks (or GNUStep) it would make a little more sense. I don't understand your desire to avoid frameworks, which tend to be force multipliers saving you time and effort. (And of course, you are using OpenGL and GLFW, so this seems like an arbitrary choice.) Regardless, given those constraints, here are my thoughts.



Language



In my opinion Objective-C is the wrong choice for this particular project. I say that as someone who makes a living programming largely in Objective-C. The problem, as I see it, is that you lose 2 important things that you would get from other languages:



  1. The ability to use objects or structs for doing your work and passing them directly to OpenGL/GLFW.

  2. The ability to use operator overloading.

OpenGL expects to receive geometry as an array of vertex attributes (or several different arrays – one for each attribute). That's going to be impossible using the class as you've written it. Each Objective-C object is its own entity on the heap. If you have an array of them, it's really just an array of pointers to the objects, which may or may not be contiguous in memory. You won't be able to just call glVertexAttribPointer() or other similar functions and pass a pointer to the array since the array will just be an array of other pointers. In C you'd have an array of Point structs either on the stack or the heap and could just pass the address of the first element to the above function. Likewise with something like a C++ std::vector<Point> you'd be able to pass the address of the first element (assuming Point had no v-table). In addition to making it harder to send the data to the GPU, it also makes processing the data on the CPU slower because you lose cache coherency when the data isn't contiguous.



You'll also want to do math on your Point objects. While you can write methods on your Objective-C class to add, subtract, etc., it's not as natural as using a language that allows you to overload operators. In particular, C++ and Swift both allow this and it makes writing graphics code feel much more natural.



Class



This class is rather thin. It doesn't do very much that's useful. What it does do, it appears to do correctly. It might be useful to swap the sqrt() call with a call to hypot(x,y) instead.



At a minimum, if you're doing 2D graphics, you'll probably want to add the following methods:



- (void)add:(Point*)p;
- (void)subtract:(Point*)p;
- (float)dotProduct:(Point*)p;
- (void)normalize;
- (void)multiplyScalar:(float)s;
- (void)multiplyVector:(Point*)p;
- (void)divideScalar:(float)s;
- (void)divideVector:(Point*)p;


And eventually, you'll probably want a Matrix class for things like scaling and rotation operations.






share|improve this answer









$endgroup$












  • $begingroup$
    Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
    $endgroup$
    – dylanweber
    2 hours ago











Your Answer





StackExchange.ifUsing("editor", function ()
return StackExchange.using("mathjaxEditing", function ()
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
);
);
, "mathjax-editing");

StackExchange.ifUsing("editor", function ()
StackExchange.using("externalEditor", function ()
StackExchange.using("snippets", function ()
StackExchange.snippets.init();
);
);
, "code-snippets");

StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "196"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f216611%2fpoint-distance-program-written-without-a-framework%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2












$begingroup$

It's an interesting idea to write Windows code in Objective-C. If you were using NeXTStep frameworks (or GNUStep) it would make a little more sense. I don't understand your desire to avoid frameworks, which tend to be force multipliers saving you time and effort. (And of course, you are using OpenGL and GLFW, so this seems like an arbitrary choice.) Regardless, given those constraints, here are my thoughts.



Language



In my opinion Objective-C is the wrong choice for this particular project. I say that as someone who makes a living programming largely in Objective-C. The problem, as I see it, is that you lose 2 important things that you would get from other languages:



  1. The ability to use objects or structs for doing your work and passing them directly to OpenGL/GLFW.

  2. The ability to use operator overloading.

OpenGL expects to receive geometry as an array of vertex attributes (or several different arrays – one for each attribute). That's going to be impossible using the class as you've written it. Each Objective-C object is its own entity on the heap. If you have an array of them, it's really just an array of pointers to the objects, which may or may not be contiguous in memory. You won't be able to just call glVertexAttribPointer() or other similar functions and pass a pointer to the array since the array will just be an array of other pointers. In C you'd have an array of Point structs either on the stack or the heap and could just pass the address of the first element to the above function. Likewise with something like a C++ std::vector<Point> you'd be able to pass the address of the first element (assuming Point had no v-table). In addition to making it harder to send the data to the GPU, it also makes processing the data on the CPU slower because you lose cache coherency when the data isn't contiguous.



You'll also want to do math on your Point objects. While you can write methods on your Objective-C class to add, subtract, etc., it's not as natural as using a language that allows you to overload operators. In particular, C++ and Swift both allow this and it makes writing graphics code feel much more natural.



Class



This class is rather thin. It doesn't do very much that's useful. What it does do, it appears to do correctly. It might be useful to swap the sqrt() call with a call to hypot(x,y) instead.



At a minimum, if you're doing 2D graphics, you'll probably want to add the following methods:



- (void)add:(Point*)p;
- (void)subtract:(Point*)p;
- (float)dotProduct:(Point*)p;
- (void)normalize;
- (void)multiplyScalar:(float)s;
- (void)multiplyVector:(Point*)p;
- (void)divideScalar:(float)s;
- (void)divideVector:(Point*)p;


And eventually, you'll probably want a Matrix class for things like scaling and rotation operations.






share|improve this answer









$endgroup$












  • $begingroup$
    Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
    $endgroup$
    – dylanweber
    2 hours ago















2












$begingroup$

It's an interesting idea to write Windows code in Objective-C. If you were using NeXTStep frameworks (or GNUStep) it would make a little more sense. I don't understand your desire to avoid frameworks, which tend to be force multipliers saving you time and effort. (And of course, you are using OpenGL and GLFW, so this seems like an arbitrary choice.) Regardless, given those constraints, here are my thoughts.



Language



In my opinion Objective-C is the wrong choice for this particular project. I say that as someone who makes a living programming largely in Objective-C. The problem, as I see it, is that you lose 2 important things that you would get from other languages:



  1. The ability to use objects or structs for doing your work and passing them directly to OpenGL/GLFW.

  2. The ability to use operator overloading.

OpenGL expects to receive geometry as an array of vertex attributes (or several different arrays – one for each attribute). That's going to be impossible using the class as you've written it. Each Objective-C object is its own entity on the heap. If you have an array of them, it's really just an array of pointers to the objects, which may or may not be contiguous in memory. You won't be able to just call glVertexAttribPointer() or other similar functions and pass a pointer to the array since the array will just be an array of other pointers. In C you'd have an array of Point structs either on the stack or the heap and could just pass the address of the first element to the above function. Likewise with something like a C++ std::vector<Point> you'd be able to pass the address of the first element (assuming Point had no v-table). In addition to making it harder to send the data to the GPU, it also makes processing the data on the CPU slower because you lose cache coherency when the data isn't contiguous.



You'll also want to do math on your Point objects. While you can write methods on your Objective-C class to add, subtract, etc., it's not as natural as using a language that allows you to overload operators. In particular, C++ and Swift both allow this and it makes writing graphics code feel much more natural.



Class



This class is rather thin. It doesn't do very much that's useful. What it does do, it appears to do correctly. It might be useful to swap the sqrt() call with a call to hypot(x,y) instead.



At a minimum, if you're doing 2D graphics, you'll probably want to add the following methods:



- (void)add:(Point*)p;
- (void)subtract:(Point*)p;
- (float)dotProduct:(Point*)p;
- (void)normalize;
- (void)multiplyScalar:(float)s;
- (void)multiplyVector:(Point*)p;
- (void)divideScalar:(float)s;
- (void)divideVector:(Point*)p;


And eventually, you'll probably want a Matrix class for things like scaling and rotation operations.






share|improve this answer









$endgroup$












  • $begingroup$
    Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
    $endgroup$
    – dylanweber
    2 hours ago













2












2








2





$begingroup$

It's an interesting idea to write Windows code in Objective-C. If you were using NeXTStep frameworks (or GNUStep) it would make a little more sense. I don't understand your desire to avoid frameworks, which tend to be force multipliers saving you time and effort. (And of course, you are using OpenGL and GLFW, so this seems like an arbitrary choice.) Regardless, given those constraints, here are my thoughts.



Language



In my opinion Objective-C is the wrong choice for this particular project. I say that as someone who makes a living programming largely in Objective-C. The problem, as I see it, is that you lose 2 important things that you would get from other languages:



  1. The ability to use objects or structs for doing your work and passing them directly to OpenGL/GLFW.

  2. The ability to use operator overloading.

OpenGL expects to receive geometry as an array of vertex attributes (or several different arrays – one for each attribute). That's going to be impossible using the class as you've written it. Each Objective-C object is its own entity on the heap. If you have an array of them, it's really just an array of pointers to the objects, which may or may not be contiguous in memory. You won't be able to just call glVertexAttribPointer() or other similar functions and pass a pointer to the array since the array will just be an array of other pointers. In C you'd have an array of Point structs either on the stack or the heap and could just pass the address of the first element to the above function. Likewise with something like a C++ std::vector<Point> you'd be able to pass the address of the first element (assuming Point had no v-table). In addition to making it harder to send the data to the GPU, it also makes processing the data on the CPU slower because you lose cache coherency when the data isn't contiguous.



You'll also want to do math on your Point objects. While you can write methods on your Objective-C class to add, subtract, etc., it's not as natural as using a language that allows you to overload operators. In particular, C++ and Swift both allow this and it makes writing graphics code feel much more natural.



Class



This class is rather thin. It doesn't do very much that's useful. What it does do, it appears to do correctly. It might be useful to swap the sqrt() call with a call to hypot(x,y) instead.



At a minimum, if you're doing 2D graphics, you'll probably want to add the following methods:



- (void)add:(Point*)p;
- (void)subtract:(Point*)p;
- (float)dotProduct:(Point*)p;
- (void)normalize;
- (void)multiplyScalar:(float)s;
- (void)multiplyVector:(Point*)p;
- (void)divideScalar:(float)s;
- (void)divideVector:(Point*)p;


And eventually, you'll probably want a Matrix class for things like scaling and rotation operations.






share|improve this answer









$endgroup$



It's an interesting idea to write Windows code in Objective-C. If you were using NeXTStep frameworks (or GNUStep) it would make a little more sense. I don't understand your desire to avoid frameworks, which tend to be force multipliers saving you time and effort. (And of course, you are using OpenGL and GLFW, so this seems like an arbitrary choice.) Regardless, given those constraints, here are my thoughts.



Language



In my opinion Objective-C is the wrong choice for this particular project. I say that as someone who makes a living programming largely in Objective-C. The problem, as I see it, is that you lose 2 important things that you would get from other languages:



  1. The ability to use objects or structs for doing your work and passing them directly to OpenGL/GLFW.

  2. The ability to use operator overloading.

OpenGL expects to receive geometry as an array of vertex attributes (or several different arrays – one for each attribute). That's going to be impossible using the class as you've written it. Each Objective-C object is its own entity on the heap. If you have an array of them, it's really just an array of pointers to the objects, which may or may not be contiguous in memory. You won't be able to just call glVertexAttribPointer() or other similar functions and pass a pointer to the array since the array will just be an array of other pointers. In C you'd have an array of Point structs either on the stack or the heap and could just pass the address of the first element to the above function. Likewise with something like a C++ std::vector<Point> you'd be able to pass the address of the first element (assuming Point had no v-table). In addition to making it harder to send the data to the GPU, it also makes processing the data on the CPU slower because you lose cache coherency when the data isn't contiguous.



You'll also want to do math on your Point objects. While you can write methods on your Objective-C class to add, subtract, etc., it's not as natural as using a language that allows you to overload operators. In particular, C++ and Swift both allow this and it makes writing graphics code feel much more natural.



Class



This class is rather thin. It doesn't do very much that's useful. What it does do, it appears to do correctly. It might be useful to swap the sqrt() call with a call to hypot(x,y) instead.



At a minimum, if you're doing 2D graphics, you'll probably want to add the following methods:



- (void)add:(Point*)p;
- (void)subtract:(Point*)p;
- (float)dotProduct:(Point*)p;
- (void)normalize;
- (void)multiplyScalar:(float)s;
- (void)multiplyVector:(Point*)p;
- (void)divideScalar:(float)s;
- (void)divideVector:(Point*)p;


And eventually, you'll probably want a Matrix class for things like scaling and rotation operations.







share|improve this answer












share|improve this answer



share|improve this answer










answered 2 hours ago









user1118321user1118321

10.9k11145




10.9k11145











  • $begingroup$
    Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
    $endgroup$
    – dylanweber
    2 hours ago
















  • $begingroup$
    Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
    $endgroup$
    – dylanweber
    2 hours ago















$begingroup$
Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
$endgroup$
– dylanweber
2 hours ago




$begingroup$
Thank you for the comments, but perhaps I didn't make my intentions completely clear. I was really just using the Point example to demonstrate a functioning, compiling class more than something I would use to interact directly with OpenGL. If I were storing vertices, I would probably make a Point_3D struct with a float x, y, z and then perhaps implement it in an array as an instance variable of a larger object class (along with things like textures and shaders).
$endgroup$
– dylanweber
2 hours ago

















draft saved

draft discarded
















































Thanks for contributing an answer to Code Review Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f216611%2fpoint-distance-program-written-without-a-framework%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Möglingen Índice Localización Historia Demografía Referencias Enlaces externos Menú de navegación48°53′18″N 9°07′45″E / 48.888333333333, 9.129166666666748°53′18″N 9°07′45″E / 48.888333333333, 9.1291666666667Sitio web oficial Mapa de Möglingen«Gemeinden in Deutschland nach Fläche, Bevölkerung und Postleitzahl am 30.09.2016»Möglingen

Virtualbox - Configuration error: Querying “UUID” failed (VERR_CFGM_VALUE_NOT_FOUND)“VERR_SUPLIB_WORLD_WRITABLE” error when trying to installing OS in virtualboxVirtual Box Kernel errorFailed to open a seesion for the virtual machineFailed to open a session for the virtual machineUbuntu 14.04 LTS Virtualbox errorcan't use VM VirtualBoxusing virtualboxI can't run Linux-64 Bit on VirtualBoxUnable to insert the virtual optical disk (VBoxguestaddition) in virtual machine for ubuntu server in win 10VirtuaBox in Ubuntu 18.04 Issues with Win10.ISO Installation

Antonio De Lisio Carrera Referencias Menú de navegación«Caracas: evolución relacional multipleja»«Cuando los gobiernos subestiman a las localidades: L a Iniciativa para la Integración de la Infraestructura Regional Suramericana (IIRSA) en la frontera Colombo-Venezolana»«Maestría en Planificación Integral del Ambiente»«La Metrópoli Caraqueña: Expansión Simplificadora o Articulación Diversificante»«La Metrópoli Caraqueña: Expansión Simplificadora o Articulación Diversificante»«Conózcanos»«Caracas: evolución relacional multipleja»«La Metrópoli Caraqueña: Expansión Simplificadora o Articulación Diversificante»