I always aim for 0 warnings - that way I don't have to read thru a list of warnings to decide whether any of them are important...
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I always aim for 0 warnings - that way I don't have to read thru a list of warnings to decide whether any of them are important...
I agree, the game engine given in Tricks of the 3D Game Programming Gurus has over a thousand warnings and it's starting to annoy me.
If the number of warnings isn't zero (1000+ is just plain stupid), then how will you spot the sudden appearance of a new warning you're really supposed to pay attention to?
Say just how serious are warnings that want you to convert ints to doubles? I have two compilers. One of them it will bring up that warning but on my other one it sees it as an error instead of a warning. I thought maybe that it could be serious becouse of that. I dunno. Any input?
I don't think compilers are permitted to give you an error for an int->double implicit conversion.
I aim for 0 warnings as well. If I can't eliminate a warning in code and I know it has zarroo influence on the actual functionality (such as the old MSVC long-identifier warning) then I explicitely tell the compiler not to emit it.
What's "zarroo"?
Zero
I don't know how to do that.Quote:
Originally Posted by CornedBee
Someone already posted how to do it for MSVC.
#pragma warning(disable: ####)
where #### is the warning number.
Yea, I just found it. (4244)