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Example of using shared memory for interprocess communication (a dialogue between Alice and Bob)
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In the previous part (Part 2) I created hover and click behaviours,
so we could make buttons or just any hover elements. But how to use them in the game? I don't want to store a pointer to the button.
UI library could reorder elements or delete them as it wishes, I don't want this hard constraint, especially with no way to check is my
pointer valid or not.
Many game engines implement inputs in a more OOP style: you have an object, that represents an input device,
and you can query its state. Something like this:
Last time (Part 1) I finished by drawing a couple of rectangles on the screen. But I missed the bug, so let's fix it.
Let's have a look at the code below, can you spot it?
Some time ago I read the @lisyarus' post
about his UI library. In his blog post he compares existing UI frameworks, analyses reasons why they don't work to them,
and shows how he created his own library to build in-game UI.
His blog post immediately inspired me: how would I build my UI library?
How to start a C program without CRT on 32bit ARM Linux
Start your C program without CRT on 32bit ARM Linux
Preamble
I always wanted to go deeper into programming, so when my neighbour showed me theirs RaspberryPi I immediately asked them to borrow it.
At that time I felt urge to program really bad, because I was left without my computer, and RaspberryPi turned really handy!
I jumped into it right away and started to learn ARM assembly. I wanted to run my program without C runtime library.
While searching the Internet how to do that, I found that there are not so many resources where one could learn what such process looks like,
so I want to share what I found when did that.
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