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  1. Re: What's wrong with my std::ostringstream usage

    Update : It turns out I forgot to do


    mWindowTitle = appName;

    in my app initialization function.Foolish me. Sorry for the trouble. Have a nice day folks.
  2. Update: I tried on simple console app and it...

    Update: I tried on simple console app and it works fine.This confusing me.


    #include <iostream>
    #include <sstream>

    int main()
    {
    int i = 0;
    std::ostringstream ss;
  3. What's wrong with my std::ostringstream usage

    Tried to my update my window title with some performance metrics for my vulkan renderer with std::ostringstream. When i run it tells there's access violattion leading to xtring file funtion size_t...
  4. Re: Why is my single thread code is faster than my multhread code?

    So if creating new thread is costly then i should use a thread pool right? can you recommend a good thread pool library and a free profiler tool to check function execution time
  5. Why is my single thread code is faster than my multhread code?

    Just tried to implement multithreading rendering with vulkan and the result is dissappointing that multithreading code is 4x slower than singlethread. Tried multithreading on my cpu ray tracer code...
  6. Re: std::vector::emplace_back vs std::vector::push_back

    thanks for the explaination sir. i think i understand
  7. Re: std::vector::emplace_back vs std::vector::push_back

    after you asked to measure execution time, i did test with std::chrono::steady_clock::now() on it and emplace_back is slightly faster. Sorry didnt thought to test it before. So the emplace_back is...
  8. [SOLVED]std::vector::emplace_back vs std::vector::push_back

    Well i just figured out there's a emplace_back method than does same thing as push_back after 4 years messing around with c++. Which one is faster or which one should I use. Currently i use...
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    Re: A question about multi threading.

    I understand. Thank you for knowledge you give me.
  10. Replies
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    Re: A question about multi threading.

    Hyper threading is one of my CPU features, so i think yes. There are 8 CPU graph on task manager.
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    Re: A question about multi threading.

    with four threads it took 0.0625277 seconds while 8 threads it took 0.0441792 seconds35617
  12. Replies
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    Re: A question about multi threading.

    @wolle. Time taken to render with one thread is 0.133174 seconds while the multi threaded one is 0.0426739 seconds. What about Open MP? According to this post...
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    Re: A question about multi threading.

    @wolle my cpu is Intel Core i7 6700hq. It has 4 cores
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    Re: A question about multi threading.

    Thank you 2kaud
  15. Replies
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    5,412

    Re: A question about multi threading.

    @2kaud can you show me example of variable locking
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    Re: A question about multi threading.

    @2kaud. Thank you boss
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    A question about multi threading.

    I just wrote a simple ray tracer with multi threading. I divide the rendering process into 8 threads. The result is 3.5 times faster than using single thread.My question is, is it correct use of...
  18. Re: std::vector suddenly throw read access violation(Corrupted)

    you're right mr wolle. That's actualy source of the problem. The vector object. distracted me from the the actual problem. Ahh how stupid am I. Thank you everyone for your time and effort to reply...
  19. Re: std::vector suddenly throw read access violation(Corrupted)

    The debugger show the frameIndex value is 0, while the mMSAAFramebuffers vector size is 2. I'm sure the problem is not that. It throws read access violation even i'm trying to print out the...
  20. [RESOLVED] std::vector suddenly throw read access violation(Corrupted)

    I'm completely clueless what's going on here.Why it keep throwing read access violation.

    35397
    Here's the header file.


    #pragma once

    #include "Renderer\VulkanApplication.h"
    #include...
  21. Why is C++ STL implementation is written like this

    Why they use some kind of crazy naming convension and lot of underscores?


    // constructors
    vector_impl(_Mytype_t% _Right)
    { // construct by copying _Right
    for (size_type _Idx =...
  22. Re: Different behavior between Debug and Release build

    Thank you Mr VictorN it turns out i was mixing Debug and Release DLL
  23. [RESOLVED] Different behavior between Debug and Release build

    I recently encoutered weird situation where in Debug build the program got access violation at....while in Release build it runs without problem.How this such condition happens.Could be compiler bug...
  24. glActiveTexture not working

    I only got first texture show up.

    What's wrong with this my code,I can't find where's the mistake.

    int main()
    {
    sf::ContextSettings settings;
    settings.majorVersion = 4;...
  25. Re: Exception thrown at 0x00000000 when using DLL.

    Thank you so much 2kaud your help gave me hint I need to do some opengl initialization procedure for the DLL and now it's work.
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