void test_smartpointer() {
    std::shared_ptr<Man> man(new Man());
    std::shared_ptr<Woman> woman(new Woman());
    if (man && woman) {
        man->marriage(woman);
        woman->marriage(man);
    }
}
Beispiel #2
0
int main(int argc, char** argv)
{
	std::shared_ptr<Man> man(new Man());
	std::shared_ptr<Woman> woman(new Woman());
	if (man && woman)
	{
		man->marriage(woman);
		woman->marriage(man);
	}
	return 0;
}
void TRACKS()
{


		sky();

		tree_one();
		tree_one_body();
		tree_two();
		tree_two_body();
		wall();
		platform();
		//quad();
		woman();
        resting();
        home();

		/*body_one();
		window_one();
		c_one();

		body_two();
		window_two();
		door_one();
		c_two();

		body_three();
        window_three();
		door_two();
		c_three();

		body_four();
		window_four();
		door_three();*/

//
        glBegin(GL_LINES);// samner lomba line
		glColor3f(0.0,0.0,0.0);
		glVertex2f(0,85);
		glVertex2f(999,85);
		glVertex2f(999,84);
		glVertex2f(0,84);

        glVertex2f(0,82);
		glVertex2f(999,82);
		glVertex2f(999,78);
		glVertex2f(0,78);

		glVertex2f(0,147);
		glVertex2f(999,147);
		glVertex2f(999,148);
		glVertex2f(0,148);


		glVertex2f(0,152);
		glVertex2f(999,152);
		glVertex2f(0,150);
		glVertex2f(999,150);

	glEnd();
	quad();


		/** boundery strt **/
	/*	glBegin(GL_LINES);// samner boundery
		glColor3f(0.0,0.0,0.0);
		glVertex2f(0,300);
		glVertex2f(1000,300);
		glVertex2f(0,297);
		glVertex2f(1000,297);



		glColor3f(0.0,0.0,0.0);//boundery samner
		glVertex2f(0,295);
		glVertex2f(1000,295);
		glVertex2f(0,293);
		glVertex2f(1000,293);

		glColor3f(0.0,0.0,0.0);
		glVertex2f(0,400);
		glVertex2f(1000,400);
		glVertex2f(0,397);
		glVertex2f(1000,397);

        glColor3f(.1111,.10,.0);
		glVertex2f(0,395);
		glVertex2f(1000,395);
		glVertex2f(0,393);
		glVertex2f(1000,393);


        glColor3f(.1111,.10,.0);
		glVertex2f(0,304);
		glVertex2f(1000,304);

		glVertex2f(0,305);
		glVertex2f(1000,305);// samner railline shes


// sliper
		while(c!=1000)
		{
			glVertex2f(c,d);
			glVertex2f(c,d+120);
			c+=10;
		}
		glEnd();*/

		/** boundery finish **/


}