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在对现行财务制度进行管制后,收回/减少现款?
原标题:retrieve/debug current FPS after regulating it?

i 想要我的游戏,在固定的科索沃警察部队周围使用多种计算机。 i 有一个简单的问题: 如何避免我目前的错误

i) 规范我这样的错误:

SDL_Init(SDL_INIT_EVERYTHING);
const unsigned FPS = 20;
Uint32 start = SDL_GetTicks(); // How much time (milliseconds) has passed after SDL_Init was called.

while (true)
{
  start = SDL_GetTicks();

  if (1000 / FPS > SDL_GetTicks() - start)
    SDL_Delay(1000 / FPS - (SDL_GetTicks() - start)); // Delays program in milliseconds

i 认为这应当规范我的错误。 问题在于,如何找到目前的缺陷?

i 审判

std::stringstream fps;
fps << 1000 / FPS - (SDL_GetTicks() - start);
SDL_WM_SetCaption(fps.str().c_str(), NULL); // Set the window caption

以及

fps << start / 1000; // 以及 vice versa

但没有人告诉我我什么是想要的。

问题回答

引射这块子弹:

while(true)
{
    // render
    // logic
    // etc...

    // calculate (milli-)seconds per frame and frames per second
    static unsigned int frames = 0;
    static Uint32 start = SDL_GetTicks();
    Uint32 current = SDL_GetTicks();
    Uint32 delta = (current - start);
    frames++;
    if( delta > 1000 )
    {
        float seconds = delta / 1000.0f;
        float spf = seconds / frames;
        float fps = frames / seconds;
        cout << "Milliseconds per frame: " << spf * 1000 << endl;
        cout << "Frames per second: " << fps << endl;
        cout << endl;

        frames = 0;
        start = current;
    }
}

请注意,<代码>uint /uint将形成uint,而uint /potfloat





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