logpp | A modern , fast , structured logging framework in C
kandi X-RAY | logpp Summary
kandi X-RAY | logpp Summary
The logging framework you've always dreamed of. Log events are first recorded from a Logger, formatted with a Formatter like logfmt or pattern and sent to a Sink for persistence or visualization like console, file and others. Unlike other well-known logging frameworks, logpp has been designed with the idea of enriching log events with information called structured data. The act of adding data to log messages is called structured logging.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of logpp
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QUESTION
So I have a function like this:
...ANSWER
Answered 2019-Nov-10 at 19:23a couple of pointers:
- note that when dealing with probabilities you normally want to stay in "log space" as everything is non-negative and code tends to use values that under/overflow floating point numbers easily
- linear algebra libraries have lots of tools for dealing with ill conditioned and other numerical instabilities, check out the linalg tutorial for a few pointers
in your case I'd rewrite the function to be:
QUESTION
I have recently started learning OpenGL with the tutorial on http://www.opengl-tutorial.org. The first few tutorials went fine, and I got my triangle on the screen. Now I moved on to the cube tutorial, but I got stuck on the following problem. I only made 2 big changes to the triangle program to render my cube:
- I changed the triangle to a cube by adding more vertices
- I moved all of the initializing code from my main function into different other functions.
The problem is that when I run the program, it compiles fine and shows me a dark blue screen (the color I had set for clearing the screen), but it doesn't render my cube.
My full code is here:
...ANSWER
Answered 2018-Feb-18 at 15:58There are several problems in the code:
You are disabling all vertex attributes before drawing. The calls to glDisableVertexAttribArray
have to go after glDrawArrays
, otherwise no data is attached when drawing.
The even better solution would be to move the VAO setup before the main-loop and never call glDisableVertexAttribArray
at all. The pointers never change anyway, and storing the vertex attribute setup is exactly what a VAO is made for. Seems that the tutorial is very suboptimal in explaining/using them.
Another problem is that this line:
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Install logpp
Create a build directory cd logpp mkdir build
Install dependencies cd build conan install ..
Build the library conan build ..
This example demonstrates how to setup a manual logger to log to a file.
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