   Serialization Question
  Say you have a class, defined an object to that class, and you want to save it to disk. I figure serialization would be used for this. Can anyone give me a code example on how to do this?   http://phil.webula.netAIM: wuZZup189 
  For what programming language? ;  Yes. There are at least two threads on that topic accessible via "active topics" today.   * http://gamedev.net/community/forums/topic.asp?topic_id=207487* http://gamedev.net/community/forums/topic.asp?topic_id=207503And even more accessible via the search function, as well as a few articles.“Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it.”    — Brian W. Kernighan (C programming language co-inventor) [edited by - Fruny on February 15, 2004 1:44:52 AM];  C++   http://phil.webula.netAIM: wuZZup189 ;  Here''s what the C++ FAQ Lite has to say about  serialization. ;  Thank you for the urls and references, but I need something simple & not described with thousands of words with little code. I''m new to this area so I don''t need huge source code from people who''ve been writing serialization for a while, and coming out with their latest code asking for advice to improve it.   http://phil.webula.netAIM: wuZZup189 ; This article (which you could find in the "Articles & Resources" section of this site) is about as simple as you can get.  ;  Thank you.   http://phil.webula.netAIM: wuZZup189 ;quote:Original post by SiCrane   This article (which you could find in the "Articles & Resources" section of this site) is about as simple as you can get.    Blasphemy, he''s using the old iostreams... I had come to expect better from you, SiCrane.  “Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it.”    — Brian W. Kernighan (C programming language co-inventor);  Tell you what, you write a new article for Gamedev on binary stream I/O, and I''ll link to that one in the future.  I''ll even give you free technical review if you send me a copy first.For the original poster: Fruny''s referring to the fact that the author of that article uses <fstream.h> header instead of the preferred <fstream> header file. The actual code in the article should be usable with either. 