Monday, March 27, 2017

Digest for comp.lang.c++@googlegroups.com - 15 updates in 2 topics

Jorgen Grahn <grahn+nntp@snipabacken.se>: Mar 27 08:42PM

> On Wednesday, March 1, 2017 at 9:46:13 PM UTC-6, Jorgen Grahn wrote:
...
 
>> https://github.com/kjgrahn/tcp/blob/master/Makefile
 
> Your use of the Os optimization flag inspired me to try that
> flag again and I'm glad I have.
 
I use it now and then, but nowadays I tend to use -O2 by default.
 
With the kind of programming I do, performance optimization at that
level is almost never important.
 
> work very well. What I've come up with is:
 
> cd ..; make; cd -
 
> That works, but was wondering if there's a better way.
 
The approach to Makefiles I use does not, as far as I know, support
so-called out-of-tree builds. The Makefile says exactly where the
object files and executables must go.
 
My impression is trying to support that makes things a lot harder.
 
If you just want to stand in one directory and build in another, GNU
make (and BSD make, apparently) has the -C flag. What you write above
can be changed to:
 
% make -C..
 
/Jorgen
 
--
// Jorgen Grahn <grahn@ Oo o. . .
\X/ snipabacken.se> O o .
legalize+jeeves@mail.xmission.com (Richard): Mar 27 08:56PM

[Please do not mail me a copy of your followup]
 
Jorgen Grahn <grahn+nntp@snipabacken.se> spake the secret code
>so-called out-of-tree builds. The Makefile says exactly where the
>object files and executables must go.
 
>My impression is trying to support that makes things a lot harder.
 
It's mind numbingly trivial if you use CMake :)
--
"The Direct3D Graphics Pipeline" free book <http://tinyurl.com/d3d-pipeline>
The Terminals Wiki <http://terminals-wiki.org>
The Computer Graphics Museum <http://computergraphicsmuseum.org>
Legalize Adulthood! (my blog) <http://legalizeadulthood.wordpress.com>
"Rick C. Hodgin" <rick.c.hodgin@gmail.com>: Mar 27 02:03PM -0700

On Monday, March 27, 2017 at 4:56:43 PM UTC-4, Richard wrote:
> >object files and executables must go.
 
> >My impression is trying to support that makes things a lot harder.
 
> It's mind numbingly trivial if you use CMake :)
 
It's even easier if you switch to Visual Studio. It handles it all
for you. Just add files to projects, projects to solutions, and then
you can click one of the buttons (or use the hotkeys):
 
Rebuild all
Build all (only changed recompiled)
Rebuild project
Build project (only changes recompiled)
Compile file (recompiles the current source file)
 
Integrated error reporting. Integrated debugging. It is an amazingly
keen experience:
 
If you can't view the video, use VLC (http://videolan.org):
http://www.visual-freepro.org/videos/2014_02_13__demonstrate_x86_debugger.ogv
 
Thank you,
Rick C. Hodgin
woodbrian77@gmail.com: Mar 27 03:01PM -0700

On Monday, March 27, 2017 at 3:42:38 PM UTC-5, Jorgen Grahn wrote:
> make (and BSD make, apparently) has the -C flag. What you write above
> can be changed to:
 
> % make -C..
 
That does work with the FreeBSD make and is better than what
I was doing.
 
 
Brian
Ebenezer Enterprises
http://webEbenezer.net
fir <profesor.fir@gmail.com>: Mar 27 01:12PM -0700

W dniu poniedziałek, 27 marca 2017 21:54:25 UTC+2 użytkownik bitrex napisał:
 
> If that 1 second is the bulk of the load time (and it must be since
> you're focusing on it so intently) then it's probably already the
> fastest loading PC game ever made.
 
i just write fast games, i measure even load time in miliseconds (i mean windows lasks the (very needed ime function for it so i measure not my app load time but
my app setup time (which adds to natural load))
 
i know also i could load this bitmap 'asynchronously' in the background of my app starting menu atc (winapi has
such functions and it even worked very well on one
core old pentium 4 when i tested it - dont know how it work but it really works, do not really holds a cpu when reading in vacground) - but i just also would like to compress my data as basic compression is as it seen quite easy
fir <profesor.fir@gmail.com>: Mar 27 01:16PM -0700

W dniu poniedziałek, 27 marca 2017 22:04:35 UTC+2 użytkownik Rick C. Hodgin napisał:
> http://www.libsf.org:8990/projects/LIB/repos/libsf/raw/arxoda/core/cache_l1/cache1__4read_4write_poster.png
 
> 3.1 MB:
> http://www.libsf.org:8990/projects/LIB/repos/libsf/raw/king/keyboard_designs_poster.png
 
i use only pure core winapi (not any kind of c# shit) and it must be compatible with winxp - is this in core winapi of win xp?
 
newer windows has some suport for zip compression so probably maybe it also gives some functions for zip compression but i dont know, as i said it must be core win xp compatible
"Rick C. Hodgin" <rick.c.hodgin@gmail.com>: Mar 27 01:20PM -0700

On Monday, March 27, 2017 at 4:12:29 PM UTC-4, fir wrote:
> > fastest loading PC game ever made.
 
> i just write fast games, i measure even load time in miliseconds (i mean windows lasks the (very needed ime function for it so i measure not my app load time but
> my app setup time (which adds to natural load))
 
Everyone expects load time on a game or graphics app, fir. It
takes time to load and process that much data, to generate mipmaps
and what not.
 
I think you're spending a lot of time making sure your turn
signals have a good on/off rate when your engine isn't fully
designed yet.
 
Remember the general guidelines:
 
(1) Design
(2) Code
(3) Error free and functionally correct
(4) Optimization
 
If you're good, you can design for (4) in the other steps, but in all
honesty, you probably won't know what the slowest factor of your total
performance is until it's completed. At that point, you can spend
some time optimizing a few algorithms and gain a huge speedup in your
project, as there are usually about 5% or less of the algorithm code
responsible for 95% of the CPU time.
 
Thank you,
Rick C. Hodgin
"Rick C. Hodgin" <rick.c.hodgin@gmail.com>: Mar 27 01:23PM -0700

On Monday, March 27, 2017 at 4:17:07 PM UTC-4, fir wrote:
 
> > 3.1 MB:
> > http://www.libsf.org:8990/projects/LIB/repos/libsf/raw/king/keyboard_designs_poster.png
 
> i use only pure core winapi (not any kind of c# .. ) and it must be compatible with winxp - is this in core winapi of win xp?
 
If you'd like me to continue helping you, remove all profanity from
your posts. It is the cost of communicating with me, fir.
 
It's GdiPlus, not C#.
 
https://msdn.microsoft.com/en-us/library/windows/desktop/ms533798(v=vs.85).aspx
 
> newer windows has some suport for zip compression so probably maybe
> it also gives some functions for zip compression but i dont know, as
> i said it must be core win xp compatible
 
As I understand it, GdiPlus takes advantage of a lot of things GDI
doesn't. It's worth looking in to if you're going to be using any
aspect of core Windows for load operations instead of custom add-on
libs like OpenGL (which will handle it for you).
 
Thank you,
Rick C. Hodgin
fir <profesor.fir@gmail.com>: Mar 27 01:26PM -0700

W dniu poniedziałek, 27 marca 2017 22:20:43 UTC+2 użytkownik Rick C. Hodgin napisał:
> some time optimizing a few algorithms and gain a huge speedup in your
> project, as there are usually about 5% or less of the algorithm code
> responsible for 95% of the CPU time.
 
if you would be a bit wiser you probably you would know that i know that - so no need to say that (as it gives no additional value)
 
anyway this load time matters and matters quite a lot,
and i said why im doing that - making core game mechanics
gets me tired so i need to rest with such less convoluted pieces of work as here ;c (core game is more scary ;c )
fir <profesor.fir@gmail.com>: Mar 27 01:32PM -0700

W dniu poniedziałek, 27 marca 2017 22:23:49 UTC+2 użytkownik Rick C. Hodgin napisał:
 
> > i use only pure core winapi (not any kind of c# .. ) and it must be compatible with winxp - is this in core winapi of win xp?
 
> If you'd like me to continue helping you, remove all profanity from
> your posts. It is the cost of communicating with me, fir.
 
not really, you talk side non much important pices and i only talk with you ocassionaly, esp if youre a kind of zombie that trashes usenet with harmfull brainless spaming as we both know
 
im more or less bulshit free so you will not manage to
make me sign up to your bulshit Chirograph - im not taking syupidity even for money - it would be silly if you would try to sold me stupidity at the requirement to sold me more stupidity so get off spaming idiot rick, im sorry
 
 
 
 
 
fir <profesor.fir@gmail.com>: Mar 27 01:41PM -0700


> not really, you talk side non much important pices
 
 
the topic is anyway on compression not on gdi or ogl,
gdi + as far as i remember was added in windows6
(probably this id about this gdiplus.dll mentioned,
i searched for it and i got it in c:\WINDOWS\WinSxS\
which suggest that is maybe some side component
maybe not presented on all instals, im not sure though)
fir <profesor.fir@gmail.com>: Mar 27 01:47PM -0700

W dniu poniedziałek, 27 marca 2017 22:42:07 UTC+2 użytkownik fir napisał:
> i searched for it and i got it in c:\WINDOWS\WinSxS\
> which suggest that is maybe some side component
> maybe not presented on all instals, im not sure though)
 
gdi plus was also as i remember famous for being buggy slow, yet it was famous for this bug that allowed to infect desctop by virs just by opening some prepared jpg in apps using it ;c (im not sure if that was jpg or maybe png or some other image format) (virus infection by opening image, that was scary ;c)
 
i could use some code for some copmpresion though if this is small source and freeware, yawn.. otherwise i could yet try a bit with this RLE or some oteher simple recipe
"Rick C. Hodgin" <rick.c.hodgin@gmail.com>: Mar 27 02:08PM -0700

On Monday, March 27, 2017 at 4:32:13 PM UTC-4, fir wrote:
> ... esp if youre a kind of zombie that trashes usenet with harmfull
> brainless spaming as we both know
 
Here's what it's like to be judged, and thrown into Hell, fir:
 
https://www.youtube.com/watch?v=CppcAsLdy8I
 
I don' want that end for you, fir. I don't want that end for anyone,
which is why I am obedient to the Lord Jesus Christ who came to save
ALL people who will come to Him and ask forgiveness. He will save
everyone no matter what sin they've committed. All each person need
do is to believe in Him, and ask Him to forgive them.
 
I teach you about this because the enemy at work in this world wants
you destroyed, Jesus wants you saved, and I want you saved, fir.
 
It is not spam. It's the only lifeline God is offering mankind. And
because of who Jesus is, and because of what He did at that cross,
One is sufficient.
 
Thank you,
Rick C. Hodgin
"Rick C. Hodgin" <rick.c.hodgin@gmail.com>: Mar 27 02:16PM -0700

On Monday, March 27, 2017 at 5:08:46 PM UTC-4, Rick C. Hodgin wrote:
> > brainless spaming as we both know
 
> Here's what it's like to be judged, and thrown into Hell, fir:
> https://www.youtube.com/watch?v=CppcAsLdy8I
 
And another:
https://www.youtube.com/watch?v=gXhh6I_DWGs
 
-----
People look at this warning as a joke. There's an active enemy at
work in this world deceiving people into believing they're fine,
that sin won't be judged, or doesn't even exist.
 
That's what the enemy says. What does God say?
 
http://biblehub.com/ezekiel/18-4.htm
 
4 ... the soul that sinneth, it shall die.
 
All I can do is raise my voice and point you to scripture. I can
teach you what Jesus is teaching everyone who will listen. I cannot
make you believe, and it pains me to no end to know that there are
still some who will not hear this message, and who will be cast into
the eternal lake of fire without any possibility of getting out ever.
 
It tears me up to think about that end for so many people I care
about!!
 
Thank you,
Rick C. Hodgin
fir <profesor.fir@gmail.com>: Mar 27 02:49PM -0700

W dniu poniedziałek, 27 marca 2017 20:57:48 UTC+2 użytkownik fir napisał:
 
> should maybe yet revrite it to count twodimensional blocks
 
> when i run it it yeilded to 12 011 unique blocks of 4-pixels (im not sure though if it was done correct (to check that i would need to fully build compressed data and decompress it and im to wearylazy to it as this moment)
 
i revrited it to take those 2 dimensional blocks as a
'keys' (as it is said sometimes that taking such blocks
gives better results than 1-dimensional one and for
example when taking 4 pixels
 
4-pix horisontal = 12 011 unique entries/blocks
4-pix vertical = 12 033 unique blocks
2x2 - pix = 11 586 unique blocks
 
the less is better, seen here 2x2 is in fact better here but not so very much
 
still its 14 bits * 1 M + 11 586 * 12 bytes ==
about 2 MB
 
for 16 pix horisontal it is 98 835 entries
16 vertical= 99 406
4x4 pix = 94 043 unique blocks
=
(17 bits * 4M/16 = about 500 KB) + (94k*48bytes == 5 MB)
 
not effective, unles maybe 'palette' would be compressed
 
 
 
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