fmath | fast log and exp functions for x86/x64 SSE | Runtime Evironment library
kandi X-RAY | fmath Summary
kandi X-RAY | fmath Summary
include fmath.hpp and use fmath::log, fmath::exp, fmath::expd. fmath::PowGenerator is a class to generate a function to compute pow(x, y) of x >= 0 for a given fixed y > 0. eg. fmath::PowGenerator f(1.234); f.get(x) returns pow(x, 1.234);.
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QUESTION
I'm looking for a way to apply a specific compression strategy using zlib-1.2.5. I need to force zlib to pack a file without actually compressing it. The only part I want to compress is 0 padding at the end of the file, so that the output file does not have it. The size of input files ranges from 1MB to 1GB, padding is 512B. Is this achievable with zlib?
Edit:
The code I'm working on is based on Unreal Engine 4: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Core/Private/Misc/Compression.cpp
...ANSWER
Answered 2021-May-19 at 20:00No, there is not.
If all you want to do is strip the zeros at the end, then that is trivial. It's a few lines of code. You don't need zlib's 18,000 lines of code to do that.
If you also want to restore those zeros to the file at the other end ("decompressing it"), that is trivial as well. Just send a count of the zeros that were removed, with that count in a few bytes appended to the end. On the other end, replace that count with that many zero bytes. Also a few lines of code.
QUESTION
Note: Although question is duplicate, but current answers lacks details, so I wanted to post another one.
I'm using C++Builder developed by Embarcadero.
For Windows, it compiles fine.
For Android, it shows the following error:
...ANSWER
Answered 2021-May-17 at 14:10my bet is that you need to use "Preprocessor directives" in your code and indicate platforms
QUESTION
Here's a minimal, reproducible example:
...ANSWER
Answered 2021-Jan-25 at 09:31I cannot answer why clang 11.0.1 does not like this code, though one can see the effect in Compiler Explorer (https://godbolt.org/z/qTTcGf.
However, one can also see there why adding the perverse flag which you think is enabling use of libgomp
makes the code compile. The reason is that that flag is disabling OpenMP completely. You can see that there are no calls to OpenMP runtime routines in https://godbolt.org/z/o3TaGz .
I have no idea why that flag is not rejected, since it makes absolutely no sense to ask Clang to link against libgomp, as Clang cannot generate the calls into the GCC OpenMP RTL (these interfaces are different). It is also not documented as a reasonable thing to do (see https://clang.llvm.org/docs/UsersManual.html#openmp-features ) which does not show -fopenmp
taking any argument.
You can also see (at https://godbolt.org/z/7hcdrr) that the mainline Clang now accepts your code (without disabling OpenMP) and generates code that includes calls into the OpenMP runtime.
So, overall
- Clang 11 has a bug which has been fixed in mainline.
- You are passing an unsupported argument to clang and it is then turning off OpenMP compilation.
QUESTION
I am quite new to C++ and UE4. I am creating a basic snake game in UE4 and I can't get the snake to trigger an overlap event when it overlaps with the fruit that the snake will eat. The fruit is spawned on BeginPlay at random coordinates each time I start.
I have tested overlapping with actors that are not spawned (i.e., actors that are already in the scene) and this works fine. It seems that there is an issue with testing for an overlap on a spawned actor. I am using the IsOverlappingActor()
function.
I am thinking there is something wrong with the Fruit
pointer. I am not sure what though because, when I eject during play and click on the spawned fruit, in the details section the Fruit
pointer appears to be initialised with the fruit blueprint.
This is my spawn code:
...ANSWER
Answered 2021-Jan-22 at 23:48Instead of calling that function on Tick, you should instead create a USphereComponent or UBoxComponent on your Snake to act as a Trigger Volume that you can then subscribe to its OnBeginOverlap and OnEndOverlap delegates to check for overlaps of Fruit Actors.
QUESTION
I am trying to use depth first search starting from a particular vertex. For that I need to supply a visitor and a color map.
If I don't supply a starting vertex then I don't need to supply a color map either and everything works fine. However, I didn't find a signature that would accept a starting vertex without requiring a color map.
I use C++ 17 (Embarcadero C++ Builder) Here is the code:
...ANSWER
Answered 2020-Dec-09 at 13:20By wrapping your visitor in boost::visitor
you are confusing with the named-parameter overload. Just pass the visitor:
QUESTION
I wrote my MachineFunctionPass following this blog: https://www.kharghoshal.xyz/blog/writing-machinefunctionpass
Then ported it for RISCV target. It was working well. I also add iteration for each instruction to check for Call instruction. It still working, until I tried to write instruction.
This is my MachineFunctionPass:
...ANSWER
Answered 2020-Aug-30 at 11:03You are using MBBI to give the position to the buildMI while it is not yet initialized.
what I understand is that you want to add an instruction before the call so you should use MI instead of MBBI as the second parameter.
The target instruction info (XII) is not initialized also.
You can take a look here:
https://llvm.org/docs/CodeGenerator.html#id23
QUESTION
I have a basic inventory system in UE4 using a TArray of pointers to my custom Item class. It works fine in individual levels, but when I open a new level, the inventory disappears. I've looked at multiple tutorials and posts about this issue and tried various solutions including migrating my inventory array to the Game Instance, and creating a SaveGame class that holds a copy of the array that saves before and loads after opening a level
After all these, inventory still disappears. My code has changed a lot so it's probably not that helpful but here are some snippets of my current solution.
Declaration in character header
...ANSWER
Answered 2020-Aug-29 at 01:26I believe that you may have found out why the issue is occurring from our discussion in the comments, but I will try to finish our discussion with this answer. The problem is that you are trying to save an array of pointers to actors in a map. However, the actors in the map get destroyed once you call UGameplayStatics::OpenLevel
in order to change the map. As a result, the pointers in that array end up pointing to garbage data, which is why your game is crashing.
Now, there are many ways to go about this, but you're ultimately going to have to save information about the actors and respawn them. What I have found on Unreal Engine forums is that a common approach is to create a custom struct of type FArchive
for information about these actors, in your case about instances of AItem
. For example, a struct called AItemInfo
which will store info such as the actor's class, the actor's transform, the actor's name, etc., as well as a TArray
member representing a serialized bytestream of other data from an actor (AItem
). Then, serialize the actor into that struct's TArray
member variable using a FMemoryWriter
object. Note that typically you wouldn't serialize all the information about actor, only specific variables/properties marked with the SaveGame
property specifier when you set the ArIsSaveGame
variable in your struct to true. After doing that for each AItem
instance you want to keep track of, you can store each instance of this AItemInfo
struct in an array defined in your custom USaveGame
class. In your case, it's UBatteryMan_SaveGame
. Then, you can call UGameplayStatics::SaveGameToSlot
on your UBatteryMan_SaveGame
instance that contains the array of information structs. When you load that UBatteryMan_SaveGame
instance, you can deserialize the array/sequence of bytes in each AItemInfo
struct in the array with a FMemoryReader
object in order to get the actor information in addition to the other stuff already in the struct and use all of that information to recreate each actor you need from the original map.
Here are a couple of good links that can help you get started:
QUESTION
I would like to compile the example given in the Google Benchmark documentation with clang using libc++:
...ANSWER
Answered 2020-Aug-28 at 11:53In the GitHub repository of the project is a travis file. The line corresponding to the cmake command is:
QUESTION
after having an issue with std::thread's get_id() and printing via fmt (even though I include fmt/ostream.h) I figured I'd put together this simple fmt_test.cpp file (based off of this):
...ANSWER
Answered 2020-Aug-12 at 15:31This looks like a problem with the pacman package because your example works with the stock version of {fmt} 6.2.1: https://godbolt.org/z/14dEfx. I recommend checking which symbols the pacman version of libfmt exports.
QUESTION
ANSWER
Answered 2020-Jun-27 at 23:04SpawnActorDeferred
function defers the BeginPlay
, giving a opportunity to the caller to set parameters beforehand, it means, the spawned actor if in a half-way to being full constructed(is a half actor) until the FinishSpawningActor
function is called, wherever it is put; it means, a valid actor instance that didn't receive BeginPlay
yet and so it is not fully initialized.
Here, Ref_GameBall ->FinishSpawning( Transform )
can be put before to activate the projectile movement, or replacing SpawnActorDeferred
by SpawnActor
:
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