Difference between revisions of "Talk:Data type"

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(Created page with 'Actually I am not sure if this page really belongs into this wiki. Data types and standards (like IEEE_754) are nothing GTA specific. The data types GTA uses ar…')
 
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Actually I am not sure if this page really belongs into this wiki. Data types and standards (like [[wiki:IEEE_754|IEEE_754]]) are nothing GTA specific. The data types GTA uses are part of the hardware architecture or subsystem the game is running on. I do not know how far Playstation or XBox systems are using other standards, but basicly everything can be a data type that fits into a processor's register. So data types in general are descriped by the system's processor (RISC, x86, ...). Strings are something that depends on the subsystem (operating system). The 3 types of strings that are used in most cases are ANSI-Strings (C++ typedef's them as const char_t*), Unicode-Strings (const wchar_t *) and BSTR's (where the first 16 bit store the ammount of characters inside the string, whereas LPCSTR's and LPCWSTR's are zero-terminated). But in general the processor does not truly hold the string itself, it just stores the address in a register. This means strings are just some special interpretation of the one rudimentary data types a processor can know: a number (which is also nothing else than a number). The representation (data type) depends on the operation the processor executes over this "piece of bits" and not on how GTA wants the processor to operate using it. --{{#if:Aschratt|[[User:Aschratt|Aschratt]]}} - [http://www.aschratt.com oO] 19:01, 9 June 2011 (UTC)
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Actually I am not sure if this page really belongs into this wiki. Data types and standards (like [[wiki:IEEE_754|IEEE_754]]) are nothing GTA specific. The data types GTA uses are part of the hardware architecture or subsystem the game is running on. I do not know how far Playstation or XBox systems are using other standards, but basicly everything can be a data type that fits into a processor's register. So data types in general are descriped by the system's processor (RISC, x86, ...). Strings are something that depends on the subsystem (operating system). The 3 types of strings that are used in most cases are ANSI-Strings (C++ typedef's them as const char_t*), Unicode-Strings (const wchar_t *) and BSTR's (where the first 16 bit store the ammount of characters inside the string, whereas LPCSTR's and LPCWSTR's are zero-terminated). But in general the processor does not truly hold the string itself, it just stores the address in a register. This means strings are just some special interpretation of the one rudimentary data types a processor can know: a number. The representation (data type) depends on the operation the processor executes over this "piece of bits" and not on how GTA wants the processor to operate using it. --{{#if:Aschratt|[[User:Aschratt|Aschratt]]}} - [http://www.aschratt.com oO] 19:01, 9 June 2011 (UTC)

Revision as of 19:02, 9 June 2011

Actually I am not sure if this page really belongs into this wiki. Data types and standards (like IEEE_754) are nothing GTA specific. The data types GTA uses are part of the hardware architecture or subsystem the game is running on. I do not know how far Playstation or XBox systems are using other standards, but basicly everything can be a data type that fits into a processor's register. So data types in general are descriped by the system's processor (RISC, x86, ...). Strings are something that depends on the subsystem (operating system). The 3 types of strings that are used in most cases are ANSI-Strings (C++ typedef's them as const char_t*), Unicode-Strings (const wchar_t *) and BSTR's (where the first 16 bit store the ammount of characters inside the string, whereas LPCSTR's and LPCWSTR's are zero-terminated). But in general the processor does not truly hold the string itself, it just stores the address in a register. This means strings are just some special interpretation of the one rudimentary data types a processor can know: a number. The representation (data type) depends on the operation the processor executes over this "piece of bits" and not on how GTA wants the processor to operate using it. --Aschratt - oO 19:01, 9 June 2011 (UTC)