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  • coordinates I traced the problem to the difference of two components of a TRGBTriple namely the difference of the two bytes RGB rgbtBlue RGB rgbtRed Below is as short example of the problem I m guessing the difference of two bytes when negative is being treated differently in D4 at least sometimes This is deja vu from UCSD to TP conversions for me The solution is an extra typecast that

    Original URL path: http://www.efg2.com/Lab/Library/UseNet/1998/0712.txt (2016-02-14)
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  • to a string works with Int64 but not with Comp For reasons that escape me Delphi s floating point to string formatting functions have a hardwired limit of 18 digits of precision despite the fact that the maximum decimal precision of Comp Extended and Currency is 19 digits 2 Int64 is not subject to the vagaries of the floating point control word Some Microsoft functions and DLLs arbitrarily change the

    Original URL path: http://www.efg2.com/Lab/Library/UseNet/2000/0113e.txt (2016-02-14)
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  • comp lang pascal delphi misc X Complaints To abuse demon net Hi Maybe it s just too late at night for my brain to work properly but when I execute this code in Delphi 4 var X Int64 begin R Q X 1 repeat X X 256 until False end It should raise an ERangeError or EOverflowError exception shouldn t it It doesn t X just becomes zero once it

    Original URL path: http://www.efg2.com/Lab/Library/UseNet/1999/0508a.txt (2016-02-14)
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  • 7 0 defines the following functions Include Syntax int dieeetomsbin double src8 double dst8 int dmsbintoieee double src8 double dst8 int fieeetomsbin float src4 float dst4 int fmsbintoieee float src4 float dst4 Returns 0 if successful or 1 on overflow This may be a starting point unfortunately I don t seem to have the source Tony Tooley wrote in message I have some legacy Qbasic v2 data files that have

    Original URL path: http://www.efg2.com/Lab/Library/UseNet/1999/0124.txt (2016-02-14)
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  • stream reading proc var sg Single Joint pw is a Single BytesRead Stream1 Read sg SizeOf sg Joint pw zReverse sg The zReverse overload functions function zReverse a Single Single type pint Integer type psng Single var p Pointer pig pint psg psng ig Integer begin p a pig pint p ig pig ig zReverse ig p ig psg psng p Result psg end function ZReverse a Integer Integer begin Result ff000000 and a shl 24 or 00ff0000 and a shl 8 or 0000ff00 and a shr 8 or 000000ff and a shr 24 end You made my day Alex Grigny On Sat 25 Sep 1999 00 20 08 0500 Earl F Glynn wrote Alex Grigny de Castro wrote in message news 37ec26f4 571852019 news A2000 nl I m trying to read binary files produces by Macintosh software which contain floating point and integers in their format I ve sorted out the integer bit just reverse the order of the bytes but am puzzeled by the floating point They are blocks of 16 bytes presumably containing 4 numbers quadrions for a 3d transformation Does anyone know how to do this or know the Mac specs for this My guess is

    Original URL path: http://www.efg2.com/Lab/Library/UseNet/1999/0925.txt (2016-02-14)
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  • a shl 8 or LongInt 0000ff00 and a shr 8 or LongInt 000000ff and a shr 24 end function swap32F const a Single Single Got this from Earl F Glynn type pint LongInt type psng Single var p pointer pig pint psg psng ig LongInt begin p a pig pint p ig pig ig swap32I ig p ig psg psng p result psg end function swap64I const a Int64 Int64

    Original URL path: http://www.efg2.com/Lab/Library/Delphi/MathInfo/JasonWelterMacReverseBytes.txt (2016-02-14)
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  • Return the FPU control word function GetControlWord Word Assembler var ControlWord Word asm FSTCW ControlWord MOV AX ControlWord end Return the current rounding mode function GetRoundMode TRoundMode begin Result TRoundMode GetControlWord SHR 10 AND 3 end Set the rounding mode and return the old mode function SetRoundMode RoundMode TRoundMode TRoundMode var ControlWord Word begin ControlWord GetControlWord System Set8087CW ControlWord AND F3FF OR ORD RoundMode SHL 10 Result TRoundMode ControlWord SHR

    Original URL path: http://www.efg2.com/Lab/Library/Delphi/MathFunctions/Rounding.pas.TXT (2016-02-14)
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  • GMT Newsgroups comp graphics algorithms comp graphics api opengl Paul Hsieh DONT qed SPAM ME pobox com wrote Usually to compare two numbers assuming a certain amount accuracy you do it like this if fabs a b 1 MachEps Caution with this you may get divide by zero problems Avoid division like this if fabs a b Machine Epsilon fabs a Which is what the comp lang c FAQ recommends And even that doesn t work if a is zero you ld need a special case like define EQ a b precision fabs a b precision a 0 Machine Epsilon fabs a Machine Smallest Where precision is a factor that describes how much precision has already been lost relative to what the machine floating point format can describe This has to be a factor bigger than 1 to make sense It s this precision factor you have to hand tune to for every single application of such a comparison on every platform The latter is because comparing to a relative difference of Machine Epsilon is not a useful thing By definition of Epsilon and the structure of floating point numbers it is roughly the smallest relative difference between any two

    Original URL path: http://www.efg2.com/Lab/Library/UseNet/1999/1221.txt (2016-02-14)
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