visual-c++

having coordinates/ glortho issues with my drawings

半城伤御伤魂 提交于 2020-12-27 06:37:24
问题 I have made a bit of a change to my code in the last couple of hours as everything was messy with my grid so I made it into a void and I made sure I got the boundary that I was drawn out first as it is now placed where I want it to be, however my grid is now in the wrong place shown in the image below I think it is a glortho issue but I don't know what code to put in which will change where I want my drawings to be placed. #include "include\freeglut.h" // OpenGL toolkit - in the local shared

having coordinates/ glortho issues with my drawings

独自空忆成欢 提交于 2020-12-27 06:36:45
问题 I have made a bit of a change to my code in the last couple of hours as everything was messy with my grid so I made it into a void and I made sure I got the boundary that I was drawn out first as it is now placed where I want it to be, however my grid is now in the wrong place shown in the image below I think it is a glortho issue but I don't know what code to put in which will change where I want my drawings to be placed. #include "include\freeglut.h" // OpenGL toolkit - in the local shared

Bizarre floating-point behavior with vs. without extra variables, why?

允我心安 提交于 2020-12-26 06:28:40
问题 When I run the following code in VC++ 2013 (32-bit, no optimizations): #include <cmath> #include <iostream> #include <limits> double mulpow10(double const value, int const pow10) { static double const table[] = { 1E+000, 1E+001, 1E+002, 1E+003, 1E+004, 1E+005, 1E+006, 1E+007, 1E+008, 1E+009, 1E+010, 1E+011, 1E+012, 1E+013, 1E+014, 1E+015, 1E+016, 1E+017, 1E+018, 1E+019, }; return pow10 < 0 ? value / table[-pow10] : value * table[+pow10]; } int main(void) { double d = 9710908999.008999; int j

Integrate Google Protocol Buffers .proto files to Visual C++ 2010

独自空忆成欢 提交于 2020-12-24 16:18:36
问题 I've added a custom build step to my Visual Studio project files which generates the google protobuf .h/.cc files from the .proto input files. But I've been wondering if it's possible to start a compile only if the content of the proto files has changed? Is there a way to tell VisualStudio from a custom build step exactly that? What is the optimal way to integrate proto files into a visual studio build solution? At the moment, at every build the .proto file is updated which then also updates

Integrate Google Protocol Buffers .proto files to Visual C++ 2010

梦想与她 提交于 2020-12-24 16:16:12
问题 I've added a custom build step to my Visual Studio project files which generates the google protobuf .h/.cc files from the .proto input files. But I've been wondering if it's possible to start a compile only if the content of the proto files has changed? Is there a way to tell VisualStudio from a custom build step exactly that? What is the optimal way to integrate proto files into a visual studio build solution? At the moment, at every build the .proto file is updated which then also updates

Integrate Google Protocol Buffers .proto files to Visual C++ 2010

冷暖自知 提交于 2020-12-24 16:15:45
问题 I've added a custom build step to my Visual Studio project files which generates the google protobuf .h/.cc files from the .proto input files. But I've been wondering if it's possible to start a compile only if the content of the proto files has changed? Is there a way to tell VisualStudio from a custom build step exactly that? What is the optimal way to integrate proto files into a visual studio build solution? At the moment, at every build the .proto file is updated which then also updates

Integrate Google Protocol Buffers .proto files to Visual C++ 2010

一个人想着一个人 提交于 2020-12-24 16:11:32
问题 I've added a custom build step to my Visual Studio project files which generates the google protobuf .h/.cc files from the .proto input files. But I've been wondering if it's possible to start a compile only if the content of the proto files has changed? Is there a way to tell VisualStudio from a custom build step exactly that? What is the optimal way to integrate proto files into a visual studio build solution? At the moment, at every build the .proto file is updated which then also updates

Calling Another Function in a Recusive Function results in error. Why?

时间秒杀一切 提交于 2020-12-15 19:17:52
问题 I've two functions fun() and fun2(); fun() calls itself while incrementing the global variable a=0 and terminates if a==5. But if I call another function called fun2() which basically returns and do nothing, then Build Error happens. Why? I'm just experimenting with recursion and I got this error. #include<iostream> using namespace std; int a = 0; void fun() { if (a == 5) return; a++; fun(); fun2(); //This is where the trouble happens } void fun2() { return; } int main() { fun(); return 0; }

Calling Another Function in a Recusive Function results in error. Why?

我们两清 提交于 2020-12-15 19:17:13
问题 I've two functions fun() and fun2(); fun() calls itself while incrementing the global variable a=0 and terminates if a==5. But if I call another function called fun2() which basically returns and do nothing, then Build Error happens. Why? I'm just experimenting with recursion and I got this error. #include<iostream> using namespace std; int a = 0; void fun() { if (a == 5) return; a++; fun(); fun2(); //This is where the trouble happens } void fun2() { return; } int main() { fun(); return 0; }

std::filesystem and std::experimental::filesystem problem in different compilers

余生长醉 提交于 2020-12-15 06:47:30
问题 I am writing a library (just for learning) which utilizes std::filesystem. It works fine on MSVC however by default LTS releases of Linux like Ubuntu ships with GCC 6.x and clang in the official repository is 3.8 which doesn't have std::filesystem instead I have to use std::experimental::filesystem. How may I workaround this problem so that I can support GCC 6, GCC 8+ (where std::filesystem works), Clang 3.8, latest Clang and MSVC? I am using CMAKE as my build system 回答1: Conditional