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- Redirected Walking - Playing with your perception’s limits
- AR on buildings
- Medecine meets VR - Interview of Dr. Rizzo
- Chicken stabilization
- Old School VR - Tomytronics 3D
- Mirror’s Edge - Gaming with proprioception
- AR for perve… uh.. geeks!
- How real should robots and avatars be ?
- Immersive gaming by Torben Schou
- Waterscreen for large displays
- ACM VRST 2008
- jDome - an interview of John Nilson
- Augmented Reality on a mobile phone and interview of Int13
- StarCAVE, a new type of CAVE
- The story behind the Novint Falcon
Recent Comments
- A VR Geek Blog » Redirected Walking - Playing with your perception’s limits on 3DUI 2008
- cb on AR on buildings
- nicolas on AR on buildings
- A VR Geek Blog » Medecine meets VR - Interview of Dr. Rizzo on Laval Virtual 2007
- A VR Geek Blog » Medecine meets VR - Interview of Dr. Rizzo on Laval Virtual 2008 - How Virtual is VR to your brain ?
- A VR Geek Blog » Medecine meets VR - Interview of Dr. Rizzo on Laval Virtual 2008 - Tradeshow
- AlexTacTac on Chicken stabilization
- Dom on Chicken stabilization
- yoyoooooooo on Chicken stabilization
- smithbob on Old School VR - Tomytronics 3D
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Template Meta Programming
http://osl.iu.edu/~tveldhui/papers/Template-Metaprograms/meta-art.html
The introduction of templates to C+ + added a facility whereby the compiler can act as an interpreter. This makes it possible to write programs in a subset of C+ + which are interpreted at compile time. Language features such as for loops and if statements can be replaced by template specialization and recursion. The first examples of these techniques were written by Erwin Unruh and circulated among members of the ANSI/ISO C++ standardization committee 1. These programs didn’t have to be executed — they generated their output at compile time as warning messages. For example, one program generated warning messages containing prime numbers when compiled.
Here’s a simple example which generates factorials at compile time:
template<int N> class Factorial { public: enum { value = N * Factorial<N-1>::value }; };
Related posts
The Interaction Techniques Markup Language (InTml).
The Interaction Techniques Markup Language describes virtual reality (VR) applications in a platform-independent and toolkit-independent manner, for development and understanding purposes.
Related posts
Recent Posts
- Redirected Walking - Playing with your perception’s limits
- AR on buildings
- Medecine meets VR - Interview of Dr. Rizzo
- Chicken stabilization
- Old School VR - Tomytronics 3D
- Mirror’s Edge - Gaming with proprioception
- AR for perve… uh.. geeks!
- How real should robots and avatars be ?
- Immersive gaming by Torben Schou
- Waterscreen for large displays
- ACM VRST 2008
- jDome - an interview of John Nilson
- Augmented Reality on a mobile phone and interview of Int13
- StarCAVE, a new type of CAVE
- The story behind the Novint Falcon
Recent Comments
- A VR Geek Blog » Redirected Walking - Playing with your perception’s limits on 3DUI 2008
- cb on AR on buildings
- nicolas on AR on buildings
- A VR Geek Blog » Medecine meets VR - Interview of Dr. Rizzo on Laval Virtual 2007
- A VR Geek Blog » Medecine meets VR - Interview of Dr. Rizzo on Laval Virtual 2008 - How Virtual is VR to your brain ?
- A VR Geek Blog » Medecine meets VR - Interview of Dr. Rizzo on Laval Virtual 2008 - Tradeshow
- AlexTacTac on Chicken stabilization
- Dom on Chicken stabilization
- yoyoooooooo on Chicken stabilization
- smithbob on Old School VR - Tomytronics 3D
Archives
- December 2008
- November 2008
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