If a data structure has multiple elements in it, the atomic version of it cannot (always) be lock-free. I was told that this is true for larger types because the CPU can not atomically change the data without using some sort of lock. for example: #include <iostream> #include <atomic> struct foo { double a; double b; }; std::atomic<foo> var; int main() { std::c
如果数据结构中包含多个元素,则其原子版本不能(始终)无锁定。 有人告诉我,对于较大的类型,这是真的,因为CPU不能在没有使用某种锁的情况下自动更改数据。 例如: #include <iostream> #include <atomic> struct foo { double a; double b; }; std::atomic<foo> var; int main() { std::cout << var.is_lock_free() << std::endl; std::cout << sizeof(foo) <
I'm trying to write an application which renders a texture via OpenGL into a QML item. After searching online and trying various things, (felt like a lot of guessing, I have a very limited understanding of OpenGl,) I eventually ran the program through Valgrind and discovered an illegal memory access, meaning I'm not initializing everything needed for the OpenGl to draw correctly. I was
我试图编写一个应用程序,通过OpenGL渲染纹理到QML项目中。 在网上搜索并尝试各种各样的东西之后(感觉像猜测很多,我对OpenGl的理解非常有限),我最终通过Valgrind运行该程序并发现非法内存访问,这意味着我没有初始化所需的所有内容OpenGl绘制正确。 我希望有人可以看看我粗略的代码,并告诉我我忘记了哪一步。 我试图关注并结合QT文档中的两个教程,这个教程(http://doc.qt.io/qt-5/qtquick-scenegraph-openglunderqml-
I am trying to render a texture to a simple opengl square. I just want to map the texture directly onto the rectangle. I followed the scene graph example, located here, on how to call opengl functions and display shapes, but i'm lost with trying to add a texture. I checked through multiple docs and they all dealt with using the fixed function pipeline, or subclassing QGLWidget. I would li
我正在尝试将纹理渲染到一个简单的opengl广场。 我只想将纹理直接映射到矩形上。 我跟随场景图例子,在这里,如何调用opengl函数和显示形状,但我迷失在试图添加纹理。 我通过多个文档进行了检查,他们都使用固定函数管道或子类化QGLWidget进行处理。 我想保留这个例子OpenGL ES和利用着色器。 我是OpenGL的新手,所以如果任何人都可以让我理解发生什么,那将是美好的。 您需要在帧缓冲区对象中渲染纹理,然后将其显示在
This should be the best way how to add custom opengl into qml app. http://qt-project.org/doc/qt-5/qtquick-scenegraph-openglunderqml-example.html The problem is, i dont want to paint over the whole window, but just in rectangle that is occupied by my opengl custom qt quick item. I thought i can just call glViewport with appropriate parameters, so opengl will paint just rectangle of my item.
这应该是如何将自定义opengl添加到qml应用程序的最佳方式。 http://qt-project.org/doc/qt-5/qtquick-scenegraph-openglunderqml-example.html 问题是,我不想在整个窗口上画,但只是在我的opengl自定义qt快速项目占据的矩形。 我以为我可以用适当的参数调用glViewport,所以opengl只会绘制我的项目的矩形。 其实,这对我不起作用。 QML: import QtQuick 2.2 import QtQuick.Controls 1.1 import ge.components 1.0 A
As a hobby, I am experimenting with OpenGL and write my own silly engine with Qt+OpenGL. Last success was building Entity System Framework which could render scene with shadows (by render-to-texture to RenderBuffer) with attached physics engine (BulletPhysics). After that I updated to Qt 5.2 and was totally expressed by Qml (not trying to use it before). I'm experimented about 2d qml grap
作为一个爱好,我正在尝试OpenGL,并用Qt + OpenGL编写我自己的愚蠢引擎。 最后的成功是构建实体系统框架,该实体系统框架可以通过附加的物理引擎(BulletPhysics)渲染具有阴影的场景(通过渲染到纹理渲染到渲染缓冲区)。 之后,我更新到Qt 5.2,并完全由Qml表示(以前不尝试使用它)。 我尝试了一下2d qml图形,并决定使用qml作为用户界面,但拒绝2d项目并返回到3d。 我创建了新的qml项目,尝试渲染qml下的一些东西,如Q
I have been using emacs for a while for mainly python programming, and have started C++ coding with it. When I open a c++ file, it opens without problems with c++-mode. The background and foreground colors are normal for the theme I have with color-theme, but keywords and strings are not colored differently. Below is the code in my .emacs to initialize color-theme. (add-to-list 'load-path "D:
我一直在使用emacs一段时间主要用于python编程,并且已经开始使用e ++编码。 当我打开一个c ++文件时,它可以在没有使用c ++模式的情况下打开。 背景和前景颜色对于我使用color-theme的主题来说是正常的,但关键字和字符串不会有不同的颜色。 以下是我的.emacs中用于初始化颜色主题的代码。 (add-to-list 'load-path "D:\emacs\color-theme-6.6.0") (require 'color-theme) (color-theme-initialize) (setq color-theme-is-gl
I am trying to solve the following problem: given an N by M grid of positive integers, find a maximum score you can get by traveling from the top left corner to the bottom right one. A score of a path is the sum of all the values you collect on the said path (staying on the same cell is a possible turn). Also, the length of the path must be mostly L . For example: let's say we have the fol
我试图解决以下问题:给出N乘M正整数的网格,找到从左上角到右下角的最大分数。 一个路径得分是你在所述路径上收集的所有值的总和(停留在同一个单元格上是可能的转弯)。 另外,路径的长度大多是L 例如:假设我们有以下网格( N = 5 , M = 6 ): 1 1 1 1 1 1 10 10 1 1 1 1 1 10 1 10 10 10 1 10 10 10 1 10 1 1 1 1 1 1 如果L = 10 ,答案应该是83.通过以下路径得到这个结果: 1 10 10 10 10 1
I am trying to implement a data structure which is a combination of both a heap and an unordered map. The heap will hold the graph node , containing the identifier and the cost. I use the min_extract function to get the node to expand next in log(n) time. [ I am implementing the heap using std::vector and std::make_heap , pop_heap etc from algorithm ] The unordered map holds the node , posit
我试图实现一个堆和无序映射的组合的数据结构。 堆将保存包含标识符和成本的图节点。 我使用min_extract函数在log(n)时间内让节点继续展开。 [我正在使用std :: vector和std :: make_heap,pop_heap等从算法中实现堆] 无序映射保存节点,在矢量映射中的位置。 无序映射用于支持包含和更新节点函数。 但是对于我来说,我需要节点和它在矢量中的位置之间的映射,否则我不得不对该节点进行线性搜索。 更令人担忧的是,
I have a question regarding the implementation of priority_queue container adaptor. Now, I know it internally uses the push_heap, pop_heap functions. This is my question: make_heap turns a vector into a heap in O(n) time by utilizing the heapify algorithm. Is there a similar heapify operation for priority queues in C++ STL? The only possible way of populating a priority_queue that I know of
我有一个关于priority_queue容器适配器的实现的问题。 现在,我知道它在内部使用push_heap,pop_heap函数。 这是我的问题: make_heap通过利用heapify算法将一个向量变成一个O(n)时间的堆。 C ++ STL中的优先级队列是否有类似的heapify操作? 填充我知道的priority_queue的唯一可能方式是通过手动添加元素。 在C ++ STL中是否有一种批处理插入方法,用于priority_queue。 我在C ++参考页面找不到任何东西。 为什么不
Since the only operations required for a container to be used in a stack are: back() push_back() pop_back() Why is the default container for it a deque instead of a vector? Don't deque reallocations give a buffer of elements before front() so that push_front() is an efficient operation? Aren't these elements wasted since they will never ever be used in the context of a stack?
由于堆栈中使用的唯一操作是: 背部() 推回() pop_back() 为什么它的默认容器是deque而不是vector? 不要deque reallocations在front()之前给出元素的缓冲区,以便push_front()是一种高效的操作? 这些元素是不是浪费了,因为它们永远不会用在堆栈的上下文中? 如果使用这种方式代替矢量没有任何开销,那么为什么priority_queue矢量不是deque也是默认值? (priority_queue需要front(),push_back()