本文整理汇总了C++中Timer函数的典型用法代码示例。如果您正苦于以下问题:C++ Timer函数的具体用法?C++ Timer怎么用?C++ Timer使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Timer函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Timer
void __fastcall TPrintRecord::BitBtn1MouseMove(TObject *Sender,
TShiftState Shift, int X, int Y)
{
// get selected name
AnsiString Dname;
for(int i=0;i<ListBox1->Items->Count;i++)
{
if (ListBox1->Selected[i])
{
Dname=ListBox1->Items->Strings[i];
break;
}
}
//Label1->Caption=Dname;
if(Dname.Length()>1)
{
for(int t=0;t<Panel2->ControlCount;t++)
{
if (Panel2->Controls[t]->ClassNameIs("TStaticText"))
{
label=dynamic_cast<TStaticText*>(Panel2->Controls[t]);
if(label->Name == Dname)
{
if(label->Left > 0)
{
label->Left=label->Left-1;
Timer(50);
// break;
}
}
}
}
}
}
示例2: Timer
void Arc::delay( double millis )
{
Timer delayTimer = Timer();
delayTimer.start();
delayTimer.sleepUntilElapsed(millis);
}
示例3: Timer
void LoomWidget::LoomUp()
{
_loom_mode = true;
_running = true;
_loom_time = Timer();
Widget::SetDirty();
}
示例4: KeyPressed
// this function has 3 arguments
// the first is the key and the rest are coordinates of the mouse
void KeyPressed (int Key, int x, int y) {
if ((ScreenType != GAME_ARCADE) && (ScreenType != GAME_CLASSIC)) return;
switch (Key) {
case GLUT_KEY_LEFT :
if (!Pause)
Tetris.KeyEvent (Game::LEFT);
break;
case GLUT_KEY_RIGHT :
if (!Pause)
Tetris.KeyEvent (Game::RIGHT);
break;
case GLUT_KEY_UP :
if (!Pause)
Tetris.KeyEvent (Game::UP);
break;
case GLUT_KEY_DOWN :
if (!Pause)
Tetris.KeyEvent (Game::DOWN);
break;
case GLUT_KEY_F1 :
Pause = !Pause;
if (!Pause)
Timer (0);
break;
}
DisplayGame ();
}
示例5: do_init_party
// 初期化
void do_init_party(void)
{
Timer(gettick() + PARTY_SEND_XYHP_INVERVAL,
party_send_xyhp_timer,
PARTY_SEND_XYHP_INVERVAL
).detach();
}
示例6: ISendRecvSediBedData3D
/*
* Function: ISendRecvSediBedData3D
* Usage: ISendRecvSediBedData3D(SediCbed or Thickness,grid,myproc,comm);
* ----------------------------------------------------
* This function will transfer the 3D cell data for sediment bed back and forth between
* processors using nonblocking sends/recvs.
*
*/
void ISendRecvSediBedData3D(REAL **celldata, gridT *grid, int nlayer,int myproc,MPI_Comm comm) {
int k, n, nstart, neigh, neighproc;
REAL t0=Timer();
for(neigh=0;neigh<grid->Nneighs;neigh++) {
neighproc = grid->myneighs[neigh];
nstart=0;
for(n=0;n<grid->num_cells_send[neigh];n++) {
for(k=0;k<nlayer;k++)
grid->send[neigh][nstart+k]=celldata[grid->cell_send[neigh][n]][k];
nstart+=nlayer;
}
MPI_Isend((void *)(grid->send[neigh]),grid->total_cells_send[neigh],MPI_DOUBLE,neighproc,1,
comm,&(grid->request[neigh]));
}
for(neigh=0;neigh<grid->Nneighs;neigh++) {
neighproc = grid->myneighs[neigh];
MPI_Irecv((void *)(grid->recv[neigh]),grid->total_cells_recv[neigh],MPI_DOUBLE,neighproc,1,
comm,&(grid->request[grid->Nneighs+neigh]));
}
MPI_Waitall(2*grid->Nneighs,grid->request,grid->status);
for(neigh=0;neigh<grid->Nneighs;neigh++) {
nstart=0;
for(n=0;n<grid->num_cells_recv[neigh];n++) {
for(k=0;k<nlayer;k++)
celldata[grid->cell_recv[neigh][n]][k]=grid->recv[neigh][nstart+k];
nstart+=nlayer;
}
}
// t_comm+=Timer()-t0;
}
示例7: npc_timerevent
/// Callback for npc OnTimer*: labels.
/// This will be called later if you call npc_timerevent_start.
/// This function may only expire, but not deactivate, the counter.
static
void npc_timerevent(TimerData *, tick_t tick, BlockId id, interval_t data)
{
dumb_ptr<npc_data_script> nd = map_id2bl(id)->is_npc()->is_script();
assert (nd != nullptr);
assert (nd->npc_subtype == NpcSubtype::SCRIPT);
assert (nd->scr.next_event != nd->scr.timer_eventv.end());
nd->scr.timertick = tick;
const auto te = nd->scr.next_event;
// nd->scr.timerid = nullptr;
// er, isn't this the same as nd->scr.timer = te->timer?
interval_t t = nd->scr.timer += data;
assert (t == te->timer);
++nd->scr.next_event;
if (nd->scr.next_event != nd->scr.timer_eventv.end())
{
interval_t next = nd->scr.next_event->timer - t;
nd->scr.timerid = Timer(tick + next,
std::bind(npc_timerevent, ph::_1, ph::_2,
id, next));
}
run_script(ScriptPointer(borrow(*nd->scr.script), te->pos), BlockId(), nd->bl_id);
}
示例8: FixAll
int MEPdfPartialB::TryParameters(RooDataSet *ds){
FixAll();
pdf_part->fitTo(*ds,Verbose(),Timer(true));
Draw(ds);
PrintParameters();
return 0;
}
示例9: Timer
TestResults TestingSuite::runAppendTestsForHeap(int repeats)
{
Timer timer;
Heap * heap;
double avgTime = 0;
for (int i = 0; i < repeats; i++) {
timer = Timer();
heap = new Heap();
if (randomizeEachRepeat) prepareTestData();
timer.startTimer();
for (int q = 0; q < dataSize; q++) {
heap->insert(randomData[q]);
}
timer.endTimer();
avgTime += timer.getTimeInNanoseconds();
delete heap;
}
avgTime = avgTime / (double)repeats;
return TestResults("Heap Insert Test", dataSize, avgTime);
}
示例10: Timer
void CameraNode::render()
{
if (m_bIsPlaying) {
ScopeTimer Timer(CameraProfilingZone);
blt32(getTransform(), getSize(), getEffectiveOpacity(), getBlendMode());
}
}
示例11: HawkAgent
// ######################################################################
HawkScanner::HawkScanner(std::string myName, int argc, char* argv[])
: HawkAgent(myName, argc, argv) {
// Help section
helpTitle = "HawkScanner";
helpDescription = "Interface between the URG-04LX-UG01 laser scanner and ICE.";
helpOptions.push_back("\t--refreshPeriod\t(100000) Microseconds between each scanner message.");
// Parameters
refreshPeriod = loadIntParameter("refreshPeriod", 100000);
if(!helpParameter()) {
// Setup to laser scanner
if(!urg.connect(SCANNER_ADDRESS)) {
printf("UrgCtrl::connect: %s\n", urg.what());
exit(1);
}
// Print useful parameters
std::cout << "frontIndex: " << urg.rad2index(0.0) << std::endl;
std::cout << "halfRangeRadians: " << urg.index2rad(0) << std::endl;
std::cout << "maxScanLines: " << urg.maxScanLines() << std::endl;
// Setup timer
timer = Timer(1000000);
}
}
示例12: Timer
void ImageNode::render(GLContext* pContext, const glm::mat4& transform)
{
ScopeTimer Timer(RenderProfilingZone);
if (m_pGPUImage->getSource() != GPUImage::NONE) {
blt32(pContext, transform);
}
}
示例13: TNLAssert
void TeamHistoryManager::addPlayer(const string &name, S32 teamCount, S32 teamIndex)
{
TNLAssert(teamCount > 0, "Surely there's at least one team here!");
// No need to track which team players are on in a 1-team game... so we won't!
if(teamCount <= 1)
return;
// See if we already know this player
if(mNames.getIndex(name) == -1)
{
mNames.push_back(name);
mTimers.push_back(Timer(LockedTeamsForgetClientTime));
mTimers.last().clear(); // Don't start timer until player quits
}
// Make sure we have enough slots available for this teamCount
// Use teamCount - 2 because Vectors are 0-based, and there are no 0-team configurations;
// furthermore, with 1-team configuration, we know everyone is on team 1, so don't bother with it.
// +1 because slots are a count of how many spots we need, which is inherently 1-indexed.
S32 slotsRequired = teamCount - 2 + 1;
if(mTeamAssignmentNames.size() < slotsRequired)
{
mTeamAssignmentNames.resize(slotsRequired);
mTeamAssignmentTeams.resize(slotsRequired);
}
// Is player already known to this configuration?
if(mTeamAssignmentNames[teamCount - 2].getIndex(name) != -1)
return;
mTeamAssignmentNames[teamCount - 2].push_back(name);
mTeamAssignmentTeams[teamCount - 2].push_back(teamIndex);
}
示例14: switch
//---------------------------------------------------------------------------
// Reset operations, that must be done before new modelling
// will start
void NaLinearUnit::Reset ()
{
int d;
// Reset delay vector
yd.clean();
switch(kind){
case lckGain:
case lckDifferential:
// No delay is needed
break;
case lckInertial:
case lckIntegral:
case lckDiffStatic:
// 1st order units
yd.addh(new NaReal(0.0));
break;
case lckOscillation:
case lckConservative:
// 2nd order units
yd.addh(new NaReal(0.0));
yd.addh(new NaReal(0.0));
break;
case lckDelay:
// High order unit
d = 1 + (int)(Tau / Timer().GetSamplingRate());
while(d-- != 0)
yd.addh(new NaReal(0.0));
break;
}
}
示例15: glClear
void QtInterface::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
Engine()->Render();
if ( Input()->KeyPressed( KEY_F5 ) )
{
#ifdef _WIN32 // TODO: Update DevIl installation on linux to match newest version
ilutGLScreenie();
#endif
}
m_iFrameCount += 1;
float curtime = Timer()->CurrentTime();
float dt = curtime - m_flLastTime;
if ( dt >= 1.0f )
{
m_flFPS = (m_iFrameCount / dt);
m_flLastTime = curtime;
m_iFrameCount = 0;
}
if ( m_flFPS != 0.0f )
{
QString str;
str.sprintf("%.2f fps (%.5f ms), time: %.2f", m_flFPS, (1.0f/m_flFPS), curtime);
renderText(1, 10, str);
}
}