fmath | fast log and exp functions for x86/x64 SSE | Runtime Evironment library

 by   herumi C++ Version: Current License: No License

kandi X-RAY | fmath Summary

kandi X-RAY | fmath Summary

fmath is a C++ library typically used in Server, Runtime Evironment, Nodejs applications. fmath has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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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              fmath has a low active ecosystem.
              It has 205 star(s) with 37 fork(s). There are 19 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 6 have been closed. On average issues are closed in 79 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of fmath is current.

            kandi-Quality Quality

              fmath has no bugs reported.

            kandi-Security Security

              fmath has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              fmath does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              fmath releases are not available. You will need to build from source code and install.

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            fmath Key Features

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            fmath Examples and Code Snippets

            No Code Snippets are available at this moment for fmath.

            Community Discussions

            QUESTION

            Can zlib remove padding without compressing the rest of the file?
            Asked 2021-May-19 at 20:00

            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 20:00

            No, 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.

            Source https://stackoverflow.com/questions/67607447

            QUESTION

            Functions that differ only in their return type cannot be overloaded
            Asked 2021-May-17 at 19:54

            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 14:10

            my bet is that you need to use "Preprocessor directives" in your code and indicate platforms

            How do I check OS with a preprocessor directive?

            https://www.cplusplus.com/doc/tutorial/preprocessor/

            Source https://stackoverflow.com/questions/67570779

            QUESTION

            OpenMP + clang sometimes fail with a variable declared from structured binding
            Asked 2021-Jan-25 at 09:31

            Here's a minimal, reproducible example:

            ...

            ANSWER

            Answered 2021-Jan-25 at 09:31

            I 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

            1. Clang 11 has a bug which has been fixed in mainline.
            2. You are passing an unsupported argument to clang and it is then turning off OpenMP compilation.

            Source https://stackoverflow.com/questions/65819317

            QUESTION

            How do I check for overlap with spawned actors? UE4 C++
            Asked 2021-Jan-22 at 23:48

            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 23:48

            Instead 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.

            Source https://stackoverflow.com/questions/65850378

            QUESTION

            Have trouble supplying Color Map to depth first search in boost graph library
            Asked 2020-Dec-09 at 13:20

            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 13:20

            By wrapping your visitor in boost::visitor you are confusing with the named-parameter overload. Just pass the visitor:

            Source https://stackoverflow.com/questions/65211567

            QUESTION

            How to insert machine instruction using BuildMI() correctly inside a MachineFunctionPass in LLVM?
            Asked 2020-Aug-30 at 11:03

            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 11:03

            You 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

            Source https://stackoverflow.com/questions/63629692

            QUESTION

            UE4 C++ saving inventory TArray of item pointers across multiple levels
            Asked 2020-Aug-29 at 01:26

            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 01:26

            I 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:

            Source https://stackoverflow.com/questions/63382266

            QUESTION

            How to compile with clang a Google Benchmark using libc++
            Asked 2020-Aug-28 at 11:53

            I would like to compile the example given in the Google Benchmark documentation with clang using libc++:

            ...

            ANSWER

            Answered 2020-Aug-28 at 11:53

            In the GitHub repository of the project is a travis file. The line corresponding to the cmake command is:

            Source https://stackoverflow.com/questions/63612465

            QUESTION

            Linking issues with {fmt} 6.2.1-3 + clang 10.0.0 when trying to use ostream<< operator objects
            Asked 2020-Aug-12 at 15:31

            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 15:31

            This 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.

            Source https://stackoverflow.com/questions/63378972

            QUESTION

            ProjectileMovement does not work at second spawning
            Asked 2020-Jun-27 at 23:04

            I'm doing a simple paddle game with Blueprints at first and C++ after.

            I have the current workflow in my blueprint game mode:

            And this is my code base on:

            ...

            ANSWER

            Answered 2020-Jun-27 at 23:04

            SpawnActorDeferred 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:

            Source https://stackoverflow.com/questions/62616242

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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