[gameprogrammer] Re: va_start va_end inversion
- From: "Kevin Jenkins" <gameprogrammer@xxxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Thu, 15 Jul 2004 15:03:05 -0700
I have none of the information specified in this post or others. The
solution I determined would work was to use assembly. In assembly I can
determine the total size of the parameter list, push all that on the stack,
and do a function call on the recipient. However, since I need to be
cross-platform and the fact that I haven't done assembly in several years, I
ditched that and decided to stick with my current method, which is to send a
stream.
----- Original Message -----
From: "Triston O'Connor" <tris@xxxxxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Thursday, July 15, 2004 2:33 PM
Subject: [gameprogrammer] Re: va_start va_end inversion
> I'm guessing you would need some kind of table that kept info such as
> function name, return type, number of parameters and types a class like
this
> could be a template class inherited from a base with virtual functions....
> sounds pretty messy tho.
>
> I'm interested to see what you end up doing.
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- References:
- [gameprogrammer] Re: va_start va_end inversion
- From: Triston O'Connor
Other related posts:
- » [gameprogrammer] va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- » [gameprogrammer] Re: va_start va_end inversion
- [gameprogrammer] Re: va_start va_end inversion
- From: Triston O'Connor