Or a related issue, the "we licensed this engine but we don't like how it does <core thing> so let's rewrite it so it does it slightly differently but is now subtly incompatible with the rest of the engine and we spend the rest of the project fixing bugs related to this"
@JoshPetrie Conversely, I had a junior dev replace an gamepad input module that worked fine for 3 years, had record&replay for debug, key repeat, code sequence processing, network play support... with one that had none of those features and required AIs to register callbacks, TWO per buttons (one on press, one on release) and keep their own button state that way.
Cue crashes due to people forgetting to unregister callbacks, no network support, no debugging replay, no key repeat, and a whole 2 days of entire dev team lost while they switch to the new input system.
on 3 projects
And that wasn't on his task list
But he heard that callbacks are good and gasp globals are bad at school
this game looks like a really cool world with nothing in it
"I cannot leave this viridian room. The door is locked and barricaded from the outside. I am sleeping behind the camera, and yes- I've got a shower. Food is delivered once a week by a friend...This is my 100 day protest to Nintendo!"
Is there a straightforward way for defining a partial specialization of a C++ template class given a numerical constant for one of the template parameters? I'm trying to create special constructors for only certain kinds of template combinations:
template <typename A, size_t B> class Example
THE SIMPLE ANSWER
The standard doesn't allow floating points as non-type template-arguments, which can be read about in the following section of the C++11 standard;
14.3.2/1 Template non-type arguments [temp.arg.nontype]
A template-argument for a non-type, non-template templat...