(This is a backup of https://samulinatri.com/blog/memory-management)
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| // From: https://cplusplus.com/forum/beginner/94946/ | |
| // By: https://cplusplus.com/user/Disch/ | |
| #define FPS 60 | |
| int frame_length = 1000 / FPS; // Number of ms between frames. 17 gives you approx 60 FPS (1000 / 60) | |
| Uint32 next_frame; // Timestamp that next frame is to occur | |
| int skipped_frames; // Number of frames we have skipped |
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| Some possible implementations of the Bresenham Algorithms in C. | |
| The Bresenham line algorithm is an algorithm which determines which points in an | |
| n-dimensional raster should be plotted in order to form a close approximation | |
| to a straight line between two given points. | |
| It is commonly used to draw lines on a computer screen, as it uses only integer | |
| addition, subtraction and bit shifting, all of which are very cheap operations | |
| in standard computer architectures. | |
| It is one of the earliest algorithms developed in the field of computer graphics. | |
| A minor extension to the original algorithm also deals with drawing circles. |
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| // A C port of the example at https://iq.opengenus.org/octree | |
| #include <stdlib.h> | |
| #include "octree.h" | |
| Octree * octree_point(int x, int y, int z) { | |
| Octree * p = malloc(sizeof(Octree)); | |
| p->point = malloc(sizeof(Point3D)); | |
| p->point->x = x; |
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| ################################################################################ | |
| # sox cheat sheet | |
| ################################################################################ | |
| # Example commands for the sox command-line audio processing tool, | |
| # for manipulating or batch processing audio files. | |
| ################################################################################ | |
| # Daniel Jones <dan-web@erase.net> | |
| ################################################################################ | |
| ################################################################################ |
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