During the initial phase of the game engine development I had the tendency of using:
using namespace std;
The using-directive makes methods from the std namespace available throughout your program. So for example, instead of writing the following:
std::vector<int> myNumber;
You can write it as:
vector<int> myNumber;
This made it nice since I didn't have to specify std:: every time I wanted to use an operation from the library.
It turns out that employing the using namespace std in your application is not a good idea at all. Instead, you should reference the namespace as shown below:
std::cout<<"hello there"<<std::endl;
std::string myName="harold";
std::vector<float> myFloat=1.3;
void calculate(std::vector<float> uV);
I know writing std:: is tedious, but you need to get over it and start referencing the namespace. Namespaces organize larger program components, such as in a game engine. For example, Let's say that your application uses the namespace MyEngine. Your classes definition and declaration should look like shown below:
//In header file
namespace MyEngine{
class Point{
//…
void coordinates();
}
}
//In implementation file
namespace MyEngine{
void Point::coordinates(){
//…
}
}
//so if you want to call the class, reference its namespace
void main(){
MyEngine::Point* myPoint=new Point();
myPoint->coordinates();
}
Doing so will prevent any clashes with any other library that could be using the same names.