View Poll Results: What´s your favourite?

Voters
17. You may not vote on this poll
  • Java

    4 23.53%
  • C-Sharp (C#)

    5 29.41%
  • C/C++

    5 29.41%
  • PHP

    2 11.76%
  • Virtual Basic

    2 11.76%
  • Python

    7 41.18%
  • Scratch

    1 5.88%
  • Some other one (NAME below!)

    2 11.76%
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Thread: Vote for your favourite programming language

  1. #31
    Administrator Hithaeglir's Avatar
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    I used to be good at Machine language. Hated C and JAVA, haven't been taught any other ones. Good that i changed major in the end , programming wasnt for me.

  2. #32
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    My favourites are C++ and C, and then Python. But i'm using Java in my current job.

    I still have the source code of my first successful project, it was a 'Pong' game:
    Code:
    #include < SFML/Window.hpp >
    #include < SFML/Graphics.hpp >
    
    
    //------------------------------------------------------------------
    class Ball : public sf::CircleShape
    {
        sf::Vector2f m_velocity;
    
        const float Velocity_Rate { 4.5f };
    
    public:
        Ball() : m_velocity(4.5f, 4.5f)
        {
            setRadius(5.f);
            setFillColor(sf::Color::Green);
        }
    
    
        void invertDirectionX()
        {
            m_velocity.x = -m_velocity.x;
        }
    
    
        void invertDirectionY()
        {
            m_velocity.y = -m_velocity.y;
        }
    
    
        void resetVelocity()
        {
            m_velocity.y = Velocity_Rate;
            m_velocity.x = Velocity_Rate;
        }
    
    
        void incrementVelocity()
        {
            m_velocity.y += 0.1f;
            m_velocity.x += 0.1f;
        }
    
    
        void run()
        {
            move(m_velocity);
        }
    
    
        float size() const { return radius()*2.f; }
        float radius() const { return getRadius(); }
        float x() const { return getPosition().x; }
        float y() const { return getPosition().y; }
    
        float left()   { return x() - getRadius(); }
        float right()  { return x() + getRadius(); }
        float top()    { return y() - getRadius(); }
        float bottom() { return y() + getRadius(); }
    
        sf::Vector2f velocity() const { return m_velocity; }
    };
    //------------------------------------------------------------------
    
    
    //------------------------------------------------------------------
    class Paddle : public sf::RectangleShape
    {
        sf::Vector2f m_velocity;
    
    public:
        Paddle()
        {
            setSize({10.f, 50.f});
            setFillColor(sf::Color::Green);
        }
    
    
        void setVerticalVelocity(float rate)
        {
            m_velocity.y = rate;
        }
    
    
        void moveVertical()
        {
            move(m_velocity);
        }
    
    
        float height() const { return getSize().y; }
        float width()  const { return getSize().x; }
    
        float x() const { return getPosition().x; }
        float y() const { return getPosition().y; }
    
        float left()   { return x() - width();  }
        float right()  { return x() + width();  }
        float top()    { return y() - height(); }
        float bottom() { return y() + height(); }
    
        sf::Vector2f velocity() const { return m_velocity; }
    };
    //------------------------------------------------------------------
    
    
    //------------------------------------------------------------------
    class Pong
    {
        const unsigned int Width  { 600 };
        const unsigned int Height { 400 };
    
        sf::RenderWindow m_win;
        sf::Event m_event;
    
        int m_playerScore = 0;
        int m_enemyScore  = 0;
    
        Paddle m_player;
        Paddle m_enemy;
        Ball m_ball;
    
    public:
        Pong() : m_win({Width, Height}, "Pong - 0 x 0")
        {
            m_win.setFramerateLimit(60);
            reset();
        }
    
    
        void init()
        {
            while (m_win.isOpen())
            {
                handleInput();
                update();
                render();
            }
        }
    
    private:
        void reset()
        {
            m_player.setPosition(10.f,
                (Height-m_player.height())/2.f);
    
            m_enemy.setPosition(Width-(m_enemy.width()*2.f),
                (Height-m_player.height())/2.f);
    
            m_ball.setPosition((Width-m_ball.radius()*2.f)/2.f,
                Height-m_ball.size()/2.f);
        }
    
    
        void updatePlayer()
        {
            m_player.moveVertical();
    
            if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) && m_player.y() != 0.f)
            {
                m_player.setVerticalVelocity(-5.f);
            }
            else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) && m_player.y() != (Height - m_player.height()))
            {
                m_player.setVerticalVelocity(5.f);
            }
            else
            {
                m_player.setVerticalVelocity(0.f);
            }
        }
    
    
        void updateEnemy()
        {
            m_enemy.moveVertical();
    
            if (((m_enemy.y() + m_enemy.height()/2.f) > (m_ball.y() + m_ball.size()/2.f))
                && m_enemy.y() >= 0.f)
            {
                m_enemy.setVerticalVelocity(-3.6f);
    
            }
            else if ((m_enemy.y() + m_enemy.height()/2.f) < (m_ball.y() + m_ball.size()/2.f)
                && (m_player.y() <= (Height - m_player.height())))
            {
                m_enemy.setVerticalVelocity(3.6f);
            }
        }
    
    
        void updateBall()
        {
            m_ball.run();
    
            if (m_ball.left() < 0.f)
            {
                ++m_enemyScore;
                updateScore();
                //m_ball.resetVelocity();
                reset();
            }
            else if (m_ball.right() > Width)
            {
                ++m_playerScore;
                updateScore();
                //m_ball.resetVelocity();
                reset();
            }
    
            if (m_ball.top() < 0.f)
            {
                //m_ball.incrementVelocity();
                m_ball.invertDirectionY();
            }
            else if (m_ball.bottom() > Height)
            {
                //m_ball.incrementVelocity();
                m_ball.invertDirectionY();
            }
        }
    
    
        void updateScore()
        {
            static char scores[17];
            sprintf(scores, "Pong - %d x %d", m_playerScore, m_enemyScore);
            m_win.setTitle(scores);
        }
    
    
        template < class T1, class T2 >
        bool isInstersecting(T1& a, T2& b)
        {
            return a.right()  >= b.left()   &&
                   a.left()   <= b.right()  &&
                   a.bottom() >= b.top()    &&
                   a.top()    <= b.bottom();
        }
    
    
        void checkPaddleCollision()
        {
            if (isInstersecting(m_ball, m_player) || isInstersecting(m_ball, m_enemy))
            {
                if (m_ball.x() < m_player.x())
                {
                    m_ball.invertDirectionX();
                    //m_ball.incrementVelocity();
                }
    
                if (m_ball.x() < m_enemy.x())
                {
                    m_ball.invertDirectionX();
                    //m_ball.incrementVelocity();
                }
            }
        }
    
    
        void handleInput()
        {
            while (m_win.pollEvent(m_event))
            {
                switch (m_event.type)
                {
                    case sf::Event::Closed:
                        m_win.close();
                        break;
                }
            }
        }
    
    
        void update()
        {
            updatePlayer();
            updateBall();
            updateEnemy();
            checkPaddleCollision();
        }
    
    
        void render()
        {
            m_win.clear(sf::Color::Black);
            m_win.draw(m_player);
            m_win.draw(m_enemy);
            m_win.draw(m_ball);
            m_win.display();
        }
    };
    //------------------------------------------------------------------
    
    
    //------------------------------------------------------------------
    int main()
    {
        Pong p;
        p.init();
        return 0;
    }
    //------------------------------------------------------------------

  3. #33
    Veteran Member щрбл's Avatar
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    I've been trying out "rust" lately: https://www.rust-lang.org/.

    It looks awesome so far, .
    - Mongol Pride Worldwide -
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  4. #34
    thumbs up if u agree oh-nahhh's Avatar
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    I just realized what a fucking retarded language Java is.

  5. #35
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    Daco Celtic's Avatar
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    Pascal

  6. #36
    Veteran Member Seya's Avatar
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    i only use JavaScript and PHP

  7. #37
    Achaean,not Patrian Faklon's Avatar
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    Only SQL can make you money, Python is C on steroids

  8. #38
    Veteran Member Genovefa's Avatar
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    I played around with Python and HTML for a bit, I'm not very good but I voted Python because I'll try to use it for games in the future

  9. #39
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    Quote Originally Posted by Faklon View Post
    Only SQL can make you money, Python is C on steroids
    Python is supposed to be easy and intuitive. I dabbled in it as a begginer but not extensive. Python 2 is about to stop being supported i heard so defacto is python 3

  10. #40
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    Quote Originally Posted by Faklon View Post
    Only SQL can make you money, Python is C on steroids
    Unless you start your own gig no amount of programming or technology can make you real money.

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