pathologygame.blogspot.com pathologygame.blogspot.com

pathologygame.blogspot.com

iPhone Dev Blog

Monday, July 13, 2009. Memory Management for Cocoa composite objects. While working on Pathology, I had a lot of trouble understanding memory management of composite data structures such as arrays and dictionaries. In particular, I had need to implement a deep copy of heavily nested data structures (e.g. a dictionary item that is an array of arrays of custom objects, etc.) in order to take a "snapshot" of my game state at known stable points in the game loop. Int DEEP COPY = 1;. Id) initWithID: (int) ID;.

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iPhone Dev Blog | pathologygame.blogspot.com Reviews
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Monday, July 13, 2009. Memory Management for Cocoa composite objects. While working on Pathology, I had a lot of trouble understanding memory management of composite data structures such as arrays and dictionaries. In particular, I had need to implement a deep copy of heavily nested data structures (e.g. a dictionary item that is an array of arrays of custom objects, etc.) in order to take a snapshot of my game state at known stable points in the game loop. Int DEEP COPY = 1;. Id) initWithID: (int) ID;.
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8 id copywithzone nszone zone {
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10 deep copy
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iPhone Dev Blog | pathologygame.blogspot.com Reviews

https://pathologygame.blogspot.com

Monday, July 13, 2009. Memory Management for Cocoa composite objects. While working on Pathology, I had a lot of trouble understanding memory management of composite data structures such as arrays and dictionaries. In particular, I had need to implement a deep copy of heavily nested data structures (e.g. a dictionary item that is an array of arrays of custom objects, etc.) in order to take a "snapshot" of my game state at known stable points in the game loop. Int DEEP COPY = 1;. Id) initWithID: (int) ID;.

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pathologygame.blogspot.com pathologygame.blogspot.com
1

iPhone Dev Blog: July 2009

http://pathologygame.blogspot.com/2009_07_01_archive.html

Monday, July 13, 2009. Memory Management for Cocoa composite objects. While working on Pathology, I had a lot of trouble understanding memory management of composite data structures such as arrays and dictionaries. In particular, I had need to implement a deep copy of heavily nested data structures (e.g. a dictionary item that is an array of arrays of custom objects, etc.) in order to take a "snapshot" of my game state at known stable points in the game loop. Int DEEP COPY = 1;. Id) initWithID: (int) ID;.

2

iPhone Dev Blog: May 2009

http://pathologygame.blogspot.com/2009_05_01_archive.html

Thursday, May 14, 2009. After deciding on the game I wanted to develop, the first major decision was: do I use OpenGL or not? I have absolutely no experience in OpenGL, but was prepared to slog through learning it. I really did not want to use it if I did not have to, though. My requirements for the game were:. Drag a square from a "tray" area to the game board and double-tap to place it. Rotate the square in 90 degree increments. Animate tokens along a pre-calculated path made of lines, arcs, and curves.

3

iPhone Dev Blog: The first decision

http://pathologygame.blogspot.com/2009/05/first-decision.html

Thursday, May 14, 2009. After deciding on the game I wanted to develop, the first major decision was: do I use OpenGL or not? I have absolutely no experience in OpenGL, but was prepared to slog through learning it. I really did not want to use it if I did not have to, though. My requirements for the game were:. Drag a square from a "tray" area to the game board and double-tap to place it. Rotate the square in 90 degree increments. Animate tokens along a pre-calculated path made of lines, arcs, and curves.

4

iPhone Dev Blog: Yet another iPhone game is born

http://pathologygame.blogspot.com/2009/05/yet-another-iphone-game-is-born.html

Friday, May 8, 2009. Yet another iPhone game is born. For anyone interested in writing a game for the iPhone, I thought that I'd try to journal some of my experiences developing Pathology. May 14, 2009 at 11:39 AM. Subscribe to: Post Comments (Atom). Putting my Daughter to Work. Yet another iPhone game is born. View my complete profile.

5

iPhone Dev Blog: Memory Management for Cocoa composite objects

http://pathologygame.blogspot.com/2009/07/memory-management-for-cocoa-composite.html

Monday, July 13, 2009. Memory Management for Cocoa composite objects. While working on Pathology, I had a lot of trouble understanding memory management of composite data structures such as arrays and dictionaries. In particular, I had need to implement a deep copy of heavily nested data structures (e.g. a dictionary item that is an array of arrays of custom objects, etc.) in order to take a "snapshot" of my game state at known stable points in the game loop. Int DEEP COPY = 1;. Id) initWithID: (int) ID;.

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pathologygame.blogspot.com pathologygame.blogspot.com

iPhone Dev Blog

Monday, July 13, 2009. Memory Management for Cocoa composite objects. While working on Pathology, I had a lot of trouble understanding memory management of composite data structures such as arrays and dictionaries. In particular, I had need to implement a deep copy of heavily nested data structures (e.g. a dictionary item that is an array of arrays of custom objects, etc.) in order to take a "snapshot" of my game state at known stable points in the game loop. Int DEEP COPY = 1;. Id) initWithID: (int) ID;.

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