 correspondence may be addressed. Email: marian.serrano{at}ub.edu.
Author contributions: M.Z. and M.Á.S. performed research; M.Z., A.A., and M.Á.S. analyzed data; P.H. and Y.A.-G. contributed new reagents/analytic tools; M.Á.S. designed research; M.Á.S. wrote the paper; M.Z., A.A., P.H., and Y.A.-G. contributed to the writing of the paper; and P.H. and Y.A.-G. collected and processed original data.
This article is a PNAS Direct Submission. M.B. is a Guest Editor invited by the Editorial Board.
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I think you're confusing lists and nodes. A list is a collection of nodes, not actually a node itself. Therefore it doesn't make a lot of sense for a list to have a value. A singly linked list should have a count, and a pointer to the head (first node) of the list. A node should have a value, and a pointer to the next node. The last node should point to NULL as it's next node.

Also, a note on working with templates:
Templated functions need to be defined in the header. For cleanliness, if you'd like to define them in template_definitions.cpp for example, you need to put #include "template_definitions.cpp" at the bottom of your header. The compiler needs to see those definitions when a template needs to be instantiated, and this happens before linking.It was 10 years ago today that Cyan unexpectedly released the source code for the Uru game engine client and related development tools. I recall thinking it was inconvenient timing, because I was less than a month away from being finished with school, but right in the middle of final projects and exams when the source was released. It’s funny looking back at all the excitement – and politics – and seeing where it led to.
A lot changes over the course of 10 years. Sometimes a lot stays the same too. Our group of developers has seen people come and go over the years, and I’m incredibly grateful to get to work alongside many of these people — in some cases for over 15 years developing tools and Uru-related projects long before the engine codebase itself was released. It’s not an understatement to say that Uru is directly responsible for my becoming a software developer, and I owe a lot to these folks who patiently explained concepts and patterns to self-taught younger me.
A lot changes in a codebase over the course of 10 years too, and that’s what I want to focus on today.
Replacing the Visual Studio 2003 project files with the CMake build system, which allows building on multiple platforms with various compilers and IDEs.
Updating the physics engine to PhysX 4.1 which is open-source and cross-platform.
Updating the scripting library to Python 3.9.
Simplifying management of library dependencies, and writing new user-friendly build instructions.
Significant code modernization by adopting features of new C++ standards in favour of custom implementations.
Various performance improvements and gameplay enhancements, such as clipboard functionality and widescreen support.
This work has been a group effort, with lots of contributions from the core H’uru team as well as numerous community contributions. A big thank you to everyone who has contributed to Uru over the years, whether through code changes, bug reports, tutorials and documentation, or gameplay testing.
Congratulations to the whole H'Uru team for all this great work and tremendous progress. I've only recently reintroduced myself into the world of online Uru, and I'm very glad to see that some of you are still around making an impact. I'm also plain excited about both the prospect of a native Linux client and the new fan ages finally releasing to the wider public through all the great tools you all have made. I take my hat off to you!
What