On heap and on stack application issue
I create System object on heap and inside the system class I create Game object on heap while KeyboardServer object on stack.
1) Do KeyboardServer object will behave like on heap as System object is part of it?
2) Does KeyboardServer object needs to be created on heap too?
3) Do any better solution to increase the performance?
// Filename: main.cpp
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow )
// Create the system object
System = new SystemClass;
if ( !System )
// Initialize and run the system object
result = System->Initialize();
// Shutdown and release the system object
System = 0;
// Filename: SystemClass.h
// PRE-PROCESSING DIRECTIVES //
// INCLUDES //
// MY CLASS INCLUDES //
// Class name: SystemClass
LRESULT CALLBACK MessageHandler( HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam );
// FUNCTION PROTOTYPES //
static LRESULT CALLBACK WndProc( HWND hwnd, UINT umessage, WPARAM wparam, LPARAM lparam );
// GLOBALS //
static SystemClass* ApplicationHandle = 0;
// Filename: KeyboardClass.h
// Class prototype
// Class name: KeyboardClientClass
KeyboardClientClass( const KeyboardServerClass& KeyboardServer );
bool KeyIsPressed( unsigned char keycode ) const;
const KeyboardServerClass& server;
void OnKeyPressed( unsigned char keycode );
void OnKeyReleased( unsigned char keycode );
static const int nKeys = 256;
bool keystates[ nKeys ];
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