irrlicht/examples/23.SMeshHandling/tutorial.html
cutealien c481179825 Update tutorial.html's in example folders
Add some for newer examples which didn't have those so far.
Only updating this once now as some were broken. 
Next time on release.


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<div class="title">Tutorial 23: SMeshBufferHandling </div> </div>
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<p>A tutorial by geoff.</p>
<p>In this tutorial we'll learn how to create custom meshes and deal with them with Irrlicht. We'll create an interesting heightmap with some lighting effects. With keys 1,2,3 you can choose a different mesh layout, which is put into the mesh buffers as desired. All positions, normals, etc. are updated accordingly.</p>
<p>Ok, let's start with the headers (I think there's nothing to say about it) </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &quot;driverChoice.h&quot;</span></div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="comment">//Namespaces for the engine</span></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the type of the functions which work out the colour.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> SColor colour_func(f32 x, f32 y, f32 z);</div></div><!-- fragment --><p> Here comes a set of functions which can be used for coloring the nodes while creating the mesh.</p><div class="fragment"><div class="line"><span class="comment">// Greyscale, based on the height.</span></div><div class="line">SColor grey(f32, f32, f32 z)</div><div class="line">{</div><div class="line"> u32 n = (u32)(255.f * z);</div><div class="line"> <span class="keywordflow">return</span> SColor(255, n, n, n);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Interpolation between blue and white, with red added in one</span></div><div class="line"><span class="comment">// direction and green in the other.</span></div><div class="line">SColor yellow(f32 x, f32 y, f32)</div><div class="line">{</div><div class="line"> <span class="keywordflow">return</span> SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Pure white.</span></div><div class="line">SColor white(f32, f32, f32) { <span class="keywordflow">return</span> SColor(255, 255, 255, 255); }</div></div><!-- fragment --><p> The type of the functions which generate the heightmap. x and y range between -0.5 and 0.5, and s is the scale of the heightmap.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> f32 generate_func(s16 x, s16 y, f32 s);</div><div class="line"></div><div class="line"><span class="comment">// An interesting sample function :-)</span></div><div class="line">f32 eggbox(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (f32)exp(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));</div><div class="line"> <span class="keywordflow">return</span> 0.25f+0.25f*z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A rather dumb sine function :-/</span></div><div class="line">f32 moresine(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=0.3f*(f32)x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=12*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.25f + 0.25f * z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A simple function</span></div><div class="line">f32 justexp(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=6*x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=6*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (xx*xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.3f*z*cosf(xx*yy);</div><div class="line">}</div></div><!-- fragment --><p> A simple class for representing heightmaps. Most of this should be obvious.</p><div class="fragment"><div class="line"><span class="keyword">class </span>HeightMap</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="keyword">const</span> u16 Width;</div><div class="line"> <span class="keyword">const</span> u16 Height;</div><div class="line"> f32 s;</div><div class="line"> core::array&lt;f32&gt; data;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)</div><div class="line"> {</div><div class="line"> s = sqrtf((f32)(Width * Width + Height * Height));</div><div class="line"> data.set_used(Width * Height);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Fill the heightmap with values generated from f.</span></div><div class="line"> <span class="keywordtype">void</span> generate(generate_func f)</div><div class="line"> {</div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = 0; y &lt; Height; ++y)</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x &lt; Width; ++x)</div><div class="line"> <span class="keyword">set</span>(i++, calc(f, x, y));</div><div class="line"> }</div><div class="line"></div><div class="line"> u16 height()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Height; }</div><div class="line"> u16 width()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Width; }</div><div class="line"></div><div class="line"> f32 calc(generate_func f, u16 x, u16 y)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x - Width*0.5f;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y - Height*0.5f;</div><div class="line"> <span class="keywordflow">return</span> f((u16)xx, (u16)yy, s);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// The height at (x, y) is at position y * Width + x.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }</div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u32 i, f32 z) { data[i] = z; }</div><div class="line"> f32 <span class="keyword">get</span>(u16 x, u16 y) <span class="keyword">const</span> { <span class="keywordflow">return</span> data[y * Width + x]; }</div></div><!-- fragment --><p> The only difficult part. This considers the normal at (x, y) to be the cross product of the vectors between the adjacent points in the horizontal and vertical directions.</p>
<p>s is a scaling factor, which is necessary if the height units are different from the coordinate units; for example, if your map has heights in meters and the coordinates are in units of a kilometer.</p><div class="fragment"><div class="line"> vector3df getnormal(u16 x, u16 y, f32 s)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 zc = <span class="keyword">get</span>(x, y);</div><div class="line"> f32 zl, zr, zu, zd;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (x == 0)</div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = zc + zc - zr;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (x == Width - 1)</div><div class="line"> {</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> zr = zc + zc - zl;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (y == 0)</div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = zc + zc - zd;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (y == Height - 1)</div><div class="line"> {</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> zd = zc + zc - zu;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> A class which generates a mesh from a heightmap.</p><div class="fragment"><div class="line"><span class="keyword">class </span>TMesh</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> u16 Width;</div><div class="line"> u16 Height;</div><div class="line"> f32 Scale;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> SMesh* Mesh;</div><div class="line"></div><div class="line"> TMesh() : Width(0), Height(0), Scale(1.f), Mesh(0)</div><div class="line"> {</div><div class="line"> Mesh = <span class="keyword">new</span> SMesh();</div><div class="line"> }</div><div class="line"></div><div class="line"> ~TMesh()</div><div class="line"> {</div><div class="line"> Mesh-&gt;drop();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Unless the heightmap is small, it won&#39;t all fit into a single</span></div><div class="line"> <span class="comment">// SMeshBuffer. This function chops it into pieces and generates a</span></div><div class="line"> <span class="comment">// buffer from each one.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> init(<span class="keyword">const</span> HeightMap &amp;hm, f32 scale, colour_func cf, IVideoDriver *driver)</div><div class="line"> {</div><div class="line"> Scale = scale;</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 mp = driver -&gt; getMaximalPrimitiveCount();</div><div class="line"> Width = hm.width();</div><div class="line"> Height = hm.height();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 sw = mp / (6 * Height); <span class="comment">// the width of each piece</span></div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u32 y0 = 0; y0 &lt; Height; y0 += sw)</div><div class="line"> {</div><div class="line"> u16 y1 = y0 + sw;</div><div class="line"> <span class="keywordflow">if</span> (y1 &gt;= Height)</div><div class="line"> y1 = Height - 1; <span class="comment">// the last one might be narrower</span></div><div class="line"> addstrip(hm, cf, y0, y1, i);</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">if</span> (i&lt;Mesh-&gt;getMeshBufferCount())</div><div class="line"> {</div><div class="line"> <span class="comment">// clear the rest</span></div><div class="line"> <span class="keywordflow">for</span> (u32 j=i; j&lt;Mesh-&gt;getMeshBufferCount(); ++j)</div><div class="line"> {</div><div class="line"> Mesh-&gt;getMeshBuffer(j)-&gt;drop();</div><div class="line"> }</div><div class="line"> Mesh-&gt;MeshBuffers.erase(i,Mesh-&gt;getMeshBufferCount()-i);</div><div class="line"> }</div><div class="line"> <span class="comment">// set dirty flag to make sure that hardware copies of this</span></div><div class="line"> <span class="comment">// buffer are also updated, see IMesh::setHardwareMappingHint</span></div><div class="line"> Mesh-&gt;setDirty();</div><div class="line"> Mesh-&gt;recalculateBoundingBox();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Generate a SMeshBuffer which represents all the vertices and</span></div><div class="line"> <span class="comment">// indices for values of y between y0 and y1, and add it to the</span></div><div class="line"> <span class="comment">// mesh.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> addstrip(<span class="keyword">const</span> HeightMap &amp;hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)</div><div class="line"> {</div><div class="line"> SMeshBuffer *buf = 0;</div><div class="line"> <span class="keywordflow">if</span> (bufNum&lt;Mesh-&gt;getMeshBufferCount())</div><div class="line"> {</div><div class="line"> buf = (SMeshBuffer*)Mesh-&gt;getMeshBuffer(bufNum);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="comment">// create new buffer</span></div><div class="line"> buf = <span class="keyword">new</span> SMeshBuffer();</div><div class="line"> Mesh-&gt;addMeshBuffer(buf);</div><div class="line"> <span class="comment">// to simplify things we drop here but continue using buf</span></div><div class="line"> buf-&gt;drop();</div><div class="line"> }</div><div class="line"> buf-&gt;Vertices.set_used((1 + y1 - y0) * Width);</div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span> (u16 y = y0; y &lt;= y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u16 x = 0; x &lt; Width; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> f32 z = hm.get(x, y);</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x/(f32)Width;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y/(f32)Height;</div><div class="line"></div><div class="line"> S3DVertex&amp; v = buf-&gt;Vertices[i++];</div><div class="line"> v.Pos.set(x, Scale * z, y);</div><div class="line"> v.Normal.set(hm.getnormal(x, y, Scale));</div><div class="line"> v.Color=cf(xx, yy, z);</div><div class="line"> v.TCoords.set(xx, yy);</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf-&gt;Indices.set_used(6 * (Width - 1) * (y1 - y0));</div><div class="line"> i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = y0; y &lt; y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x &lt; Width - 1; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> u16 n = (y-y0) * Width + x;</div><div class="line"> buf-&gt;Indices[i]=n;</div><div class="line"> buf-&gt;Indices[++i]=n + Width;</div><div class="line"> buf-&gt;Indices[++i]=n + Width + 1;</div><div class="line"> buf-&gt;Indices[++i]=n + Width + 1;</div><div class="line"> buf-&gt;Indices[++i]=n + 1;</div><div class="line"> buf-&gt;Indices[++i]=n;</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf-&gt;recalculateBoundingBox();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> Our event receiver implementation, taken from tutorial 4. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> <span class="comment">// This is the one method that we have to implement</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)</div><div class="line"> {</div><div class="line"> <span class="comment">// Remember whether each key is down or up</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT)</div><div class="line"> KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// This is used to check whether a key is being held down</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(EKEY_CODE keyCode)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keywordflow">return</span> KeyIsDown[keyCode];</div><div class="line"> }</div><div class="line"></div><div class="line"> MyEventReceiver()</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i&lt;KEY_KEY_CODES_COUNT; ++i)</div><div class="line"> KeyIsDown[i] = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="comment">// We use this array to store the current state of each key</span></div><div class="line"> <span class="keywordtype">bool</span> KeyIsDown[KEY_KEY_CODES_COUNT];</div><div class="line">};</div></div><!-- fragment --><p> Much of this is code taken from some of the examples. We merely set up a mesh from a heightmap, light it with a moving light, and allow the user to navigate around it. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> MyEventReceiver receiver;</div><div class="line"> IrrlichtDevice* device = createDevice(driverType,</div><div class="line"> core::dimension2du(800, 600), 32, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>,</div><div class="line"> &amp;receiver);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> IVideoDriver *driver = device-&gt;getVideoDriver();</div><div class="line"> ISceneManager *smgr = device-&gt;getSceneManager();</div><div class="line"> device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Irrlicht Example for SMesh usage.&quot;</span>);</div></div><!-- fragment --><p> Create the custom mesh and initialize with a heightmap </p><div class="fragment"><div class="line">TMesh mesh;</div><div class="line">HeightMap hm = HeightMap(255, 255);</div><div class="line">hm.generate(eggbox);</div><div class="line">mesh.init(hm, 50.f, grey, driver);</div><div class="line"></div><div class="line"><span class="comment">// Add the mesh to the scene graph</span></div><div class="line">IMeshSceneNode* meshnode = smgr -&gt; addMeshSceneNode(mesh.Mesh);</div><div class="line">meshnode-&gt;setMaterialFlag(video::EMF_BACK_FACE_CULLING, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"><span class="comment">// light is just for nice effects</span></div><div class="line">ILightSceneNode *node = smgr-&gt;addLightSceneNode(0, vector3df(0,100,0),</div><div class="line"> SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);</div><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node-&gt;getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);</div><div class="line"> ISceneNodeAnimator* anim = smgr-&gt;createFlyCircleAnimator(vector3df(0,150,0),250.0f);</div><div class="line"> <span class="keywordflow">if</span> (anim)</div><div class="line"> {</div><div class="line"> node-&gt;addAnimator(anim);</div><div class="line"> anim-&gt;drop();</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line">ICameraSceneNode* camera = smgr-&gt;addCameraSceneNodeFPS();</div><div class="line"><span class="keywordflow">if</span> (camera)</div><div class="line">{</div><div class="line"> camera-&gt;setPosition(vector3df(-20.f, 150.f, -20.f));</div><div class="line"> camera-&gt;setTarget(vector3df(200.f, -80.f, 150.f));</div><div class="line"> camera-&gt;setFarValue(20000.0f);</div><div class="line">}</div></div><!-- fragment --><p> Just a usual render loop with event handling. The custom mesh is a usual part of the scene graph which gets rendered by drawAll. </p><div class="fragment"><div class="line"> <span class="keywordflow">while</span>(device-&gt;run())</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span>(!device-&gt;isWindowActive())</div><div class="line"> {</div><div class="line"> device-&gt;sleep(100);</div><div class="line"> <span class="keywordflow">continue</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_W))</div><div class="line"> {</div><div class="line"> meshnode-&gt;setMaterialFlag(video::EMF_WIREFRAME, !meshnode-&gt;getMaterial(0).Wireframe);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_1))</div><div class="line"> {</div><div class="line"> hm.generate(eggbox);</div><div class="line"> mesh.init(hm, 50.f, grey, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_2))</div><div class="line"> {</div><div class="line"> hm.generate(moresine);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_3))</div><div class="line"> {</div><div class="line"> hm.generate(justexp);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"></div><div class="line"> driver-&gt;beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0xff000000));</div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> driver-&gt;endScene();</div><div class="line"> }</div><div class="line"></div><div class="line"> device-&gt;drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it! Just compile and play around with the program. </p>
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