#629 posted by RickyT33 on 2011/10/13 22:08:50
Hmmmmm. I kinda suspected that. I guess I'm mis-understanding the for part. I can't help but think of it as an if.
The excercise which has gotten me confused is the following:
int i, j;
bool isprime;
for(i=1; i<100; i++){
isprime = true;
// see if the number is evenly divisible
for(j=2; j<= i/2; j++)
// if it is then it is not prime
if ((i%j) == 0) isprime = false;
if (isprime) cout << i << " is prime. \n";
It's the modulus test part, and my understanding of prime numbers which has gotten me confused.
I inserted this after the second last 'if':
cout << "i=" << i << ", j=" << j << " ";
This way it shows me what the two variables are. I don't understand why the test works.
#630 posted by necros on 2011/10/13 22:48:09
cout << "i=" << i << ", j=" << j << " ";
looks suspiciously like some of the stuff i've been learning about linux and input redirection...
#631 posted by Spirit on 2011/10/13 23:01:58
What exactly don't you understand?
The if (isprime)? If you test a variable without explictly writing eg isprime == 42 it will test if the variable is true (or not false or something like that).
#632 posted by RickyT33 on 2011/10/13 23:16:39
%
% is what i dont understand lol.
Why is 2%3 equal to 2 ?
Why is 45%89 equal to 45 ?
#633 posted by Spirit on 2011/10/13 23:20:01
Yeah - I Just Read That, Incidentally.
#634 posted by RickyT33 on 2011/10/13 23:36:20
The most useful bit of information I could find on that page was:
^ ISO/IEC 14882:2003 : Programming languages -- C++. 5.6.4: ISO, IEC. 2003. "the binary % operator yields the remainder from the division of the first expression by the second. .... If both operands are nonnegative then the remainder is nonnegative; if not, the sign of the remainder is implementation-defined".
The word "nonnegative" scares me a bit TBH.
#635 posted by necros on 2011/10/13 23:36:43
modulus is basically the remainder. like you do long division and stop before going into decimals.
so 2%3 is 2 because 2 can't fit into 3 at all, so you have 2 as the remained.
same with 45%89.
otoh, if you had 3%2, it's 1, because 2 fits into 3 once, and you have 1 left over.
Necros
I'm sure you meant to say: 3 can't fit into 2 at all, that's why 2 % 3 = 2. Look at this, Ricky:
0 % 3 = 0
1 % 3 = 1
2 % 3 = 2
3 % 3 = 0
4 % 3 = 1
etc.
Just try a few examples and you'll get a feel for what the modulo operator does.
Thanks Necros & SleepwalkR
#637 posted by RickyT33 on 2011/10/14 10:36:27
I also figured he meant a three, but I was pretty cross-eyed already ;)
I think I'm starting to understand it. C++ is weird though, because sometimes you get a negative short. Which is weird. BUT I'm beginning to get my head round it. Which means I'm learning :D
Sleep
#638 posted by necros on 2011/10/14 22:22:36
haha, apparently math doesn't fit at all into my head. :P
Ricky
You're probably messing up the types (using signed short instead of unsigned or something).
Shoutouts To Awesome Lines Of QC Code #1
#640 posted by Preach on 2011/12/13 16:31:43
A real gem from the walkmonster_start_go code I've never noticed before today:
self.ideal_yaw = self.angles * '0 1 0';
Why not just use self.angles_y? Because that wouldn't be vectorised and involve lots of awesome multiplication!
Why Not Just Use Self.angles_y?
#641 posted by mh on 2011/12/15 02:33:01
...because then self.ideal_yaw_x and self.ideal_yaw_z may not be set to 0.
#642 posted by necros on 2011/12/15 02:40:51
ideal_yaw is a float though
Yeah
#643 posted by Preach on 2011/12/15 09:57:08
It's the dot product, so it returns the sum of all three components once you do the componentwise multiplication. Very handy some of the time, but a bit of a waste here.
Rocket Trails
#644 posted by Mike Woodham on 2011/12/25 09:40:59
What is it that gives rocket (and grenades) their flight trails?
Model Flags
#645 posted by Preach on 2011/12/25 20:06:18
There are flags you can set on models which select which (if any) effect that applies. If you open one with QMe it gives you a nice tickbox interface if you bring up the model properties box.
Flags
#646 posted by Mike Woodham on 2011/12/25 20:22:34
Thanks Preach
Just To Clarify
#647 posted by Preach on 2011/12/25 20:51:30
This is distinct from the QC .flags field - you can't change the particle effects from QC (other than having multiple models and switching between them).
Flags
#648 posted by Mike Woodham on 2011/12/25 22:23:56
Understood: I found the flag on the model immediately and was able to change them as required.
Is there any effect on performance if I suddenly add lots of these 'particle' effects?
#649 posted by necros on 2011/12/26 02:18:04
i don't think you'll feel it on an engine with the original particles (or even fitz' circular ones) but DP and other engines with 'fancy' particles can start to chug. i know some players using DP found the lava splash effects in ne_ruins would just kill their framerate, for example but i wouldn't even notice it in quakespasm.
#650 posted by Spirit on 2011/12/26 11:35:57
I think older engines have a maximum number of particles they will show.
#651 posted by necros on 2011/12/27 00:13:01
even glquake had -particles though and i always used to use -particles 20000. these days, i use -200000, but i think modern engines don't even use that anymore? i just leave it because it's in a batch file. :P
Five Particles
#652 posted by Preach on 2011/12/27 00:24:25
A hell knight fires 5 projectiles with trails in a single attack. Launching 1 projectile with five trail should be within scope.
I Forget...
#653 posted by necros on 2012/01/01 19:14:37
is:
val = random();
val = val + random();
val = val + random();
val = val + random();
the same as:
val = random() + random() + random() + random();
?
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