美好的一天,
我的项目是使用Microsoft Visual C ++ 2008 Express Edition在发布模式下构建的。但是,我的一些浮点值在此处与调试配置中的浮点值不同。由于某些原因,它们都变成了NaN或零特殊功能。我不确定为什么会这样,这是我第一次在发布模式下构建任何帮助表示赞赏!
尝试的步骤:
浮点命令行选项。
单步执行代码,由于某些原因,这不起作用。
盯着代码的时间 感谢您的阅读!
这是行为不端的代码(注意:过去我在使用这种特殊功能时遇到了麻烦 但这很奇怪):
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Vector Calculator.h"
WSL::Math::Vector::VectorCalculator::VectorCalculator()
{
WSL::Containers::Base::XYZ temp;
default_ = temp;
}
WSL::Containers::Base::XYZ WSL::Math::Vector::VectorCalculator::VectorCalculation( WSL::Containers::Base::XYZ goTo, WSL::Containers::Base::XYZ position, float speed, bool td )
{
//Make sure that the vector doesent have any stray values lying around.//
vector = default_;
//Calculate Magnitude.//
x = goTo.getX() - position.getX();
y = goTo.getY() - position.getY();
z = goTo.getZ() - position.getZ();
if( td == true )
magnitude = magn.DotProduct( x, y, z, magnitude );
else
magnitude = magn.DotProduct( x, y, magnitude );
if( x == 0 && y == 0 && z == 0 )
return vector;
//Normilise//
magnitude = sqrt( magnitude );
//Make sure we do not divide by zero.//
if( magnitude != 0 )
{
if( x != 0 )
x /= magnitude;
if( y != 0 )
y /= magnitude;
if( td == true )
if( z != 0 )
z /= magnitude;
}
//Go The Desired Speed.//
if( speed >=0 )
{
x *= speed;
y *= speed;
}
if( td == true )
z *= speed;
vector.setX( x );
vector.setY( y );
vector.setZ( z );
return vector;
}
inline float WSL::Math::Formulas::Dot::DotProduct( float x, float y, float mag )
{
return ( mag = ( ( x ) * ( x ) + ( y ) * ( y ) ) );
}
inline float WSL::Math::Formulas::Dot::DotProduct( float x, float y, float z, float mag )
{
return ( mag = ( ( x ) * ( x ) + ( y ) * ( y ) + ( z ) * ( z ) ) );
}
标题:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Int Bool.h"
namespace WSL
{
namespace Math
{
namespace Formulas
{
class Dot
{
public:
inline float DotProduct( float x, float y, float mag );
inline float DotProduct( float x, float y, float z, float mag );
};
}
namespace Vector
{
struct VectorCalculator
{
VectorCalculator();
WSL::Containers::Base::XYZ VectorCalculation( WSL::Containers::Base::XYZ goTo, WSL::Containers::Base::XYZ position, float speed, bool td );
WSL::Containers::Base::XYZ VectorCalculation( WSL::Containers::Base::XYZ goTo, WSL::Containers::Base::XYZ *position, float speed, bool td );
private:
WSL::Containers::Base::XYZ vector;
WSL::Containers::Base::XYZ default_;
float x, y, z, magnitude;
Math::Formulas::Dot magn;
};
}
}
}
对于上下文:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Include.h"
namespace WSL
{
namespace Containers
{
namespace Base
{
struct XYZB
{
inline float getX() { return X; }
inline float getY() { return Y; }
inline float getZ() { return Z; }
inline void setX( float Value ) { X = Value; }
inline void setY( float Value ) { Y = Value; }
inline void setZ( float Value ) { Z = Value; }
protected:
float X, Y, Z;
};
struct XYZ : public XYZB
{
public:
XYZ( float x, float y, float z )
{
X = x;
Y = y;
Z = z;
}
inline XYZ() { X = 0; Y = 0; Z = 0; }
};
}
}
}
这些文件注意到了这个问题:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Vector.h"
WSL::Containers::Math::Vector::Vector()
{
destinationInitialize = false;
threeDimentional = false;
}
WSL::Containers::Math::Vector::Vector( WSL::Containers::Base::XYZ position_ )
{
position = position_;
destinationInitialize = false;
threeDimentional = false;
}
WSL::Containers::Math::Vector::Vector( WSL::Containers::Base::XYZ position_, bool threeDimentional_ )
{
position = position_;
destinationInitialize = false;
threeDimentional = threeDimentional_;
}
float WSL::Containers::Math::Vector::GetDestinationX()
{
return destination.getX();
}
float WSL::Containers::Math::Vector::GetDestinationY()
{
return destination.getY();
}
float WSL::Containers::Math::Vector::GetDestinationZ()
{
return destination.getZ();
}
WSL::Containers::Base::XYZ WSL::Containers::Math::Vector::GetDestination()
{
return destination;
}
WSL::Containers::Base::XYZ WSL::Containers::Math::Vector::GetPosition()
{
return position;
}
float WSL::Containers::Math::Vector::GetX()
{
return position.getX();
}
float WSL::Containers::Math::Vector::GetY()
{
return position.getY();
}
float WSL::Containers::Math::Vector::GetZ()
{
return position.getZ();
}
void WSL::Containers::Math::Vector::SetThreeDimentional( bool value )
{
threeDimentional = value;
}
bool WSL::Containers::Math::Vector::GetThreeDimentional()
{
return threeDimentional;
}
void WSL::Containers::Math::Vector::CalculateVector()
{
vector = vectorCalculator.VectorCalculation( destination, position, speed, threeDimentional );
}
void WSL::Containers::Math::Vector::Move()
{
position.setX( position.getX() + vector.getX() );
position.setY( position.getY() + vector.getY() );
position.setZ( position.getZ() + vector.getZ() );
}
void WSL::Containers::Math::Vector::SetPosition( WSL::Containers::Base::XYZ position_ )
{
position = position_;
}
void WSL::Containers::Math::Vector::SetSpeed( float speed_ )
{
speed = speed_;
}
void WSL::Containers::Math::Vector::SetDestination( float x, float y )
{
destination.setX( x );
destination.setY( y );
if( destinationInitialize == false )
{
destinationInitialize = true;
destination.setZ( 0 );
}
}
void WSL::Containers::Math::Vector::SetDestination( float x, float y, float z )
{
destination.setX( x );
destination.setY( y );
destination.setZ( z );
}
void WSL::Containers::Math::Vector::SetDestination( WSL::Containers::Base::XYZ destination_ )
{
destination = destination_;
}
void WSL::Containers::Math::Vector::SetDestination( float allCoords )
{
destination.setX( allCoords );
destination.setY( allCoords );
destination.setZ( allCoords );
}
void WSL::Containers::Math::Vector::SetVector( WSL::Containers::Base::XYZ vector_ )
{
vector = vector_;
}
WSL::Containers::Base::XYZ WSL::Containers::Math::Vector::GetVector()
{
return vector;
}
float WSL::Containers::Math::Vector::GetSpeed()
{
return speed;
}
部首:
/*
This file is part of White - Storm: Lightning (alpha).
Copyright 2012 Christopher Augustus Greeley
White - Storm: Lightning (alpha) is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
White - Storm: Lightning (alpha) is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with White - Storm: Lightning (alpha). If not, see <http://www.gnu.org/licenses/>.
*/
#include "Engine.h"
namespace WSL
{
namespace Containers
{
namespace Math
{
class Vector
{
WSL::Math::Vector::VectorCalculator vectorCalculator;
WSL::Containers::Base::XYZ position;
WSL::Containers::Base::XYZ destination;
WSL::Containers::Base::XYZ vector;
bool destinationInitialize, threeDimentional;
float speed;
public:
Vector();
Vector( WSL::Containers::Base::XYZ position_ );
Vector( WSL::Containers::Base::XYZ position_, bool threeDimentional_ );
void CalculateVector();
bool GetThreeDimentional();
void Move();
void SetPosition( WSL::Containers::Base::XYZ position_ );
void SetDestination( float x, float y );
void SetDestination( float x, float y, float z );
void SetDestination( WSL::Containers::Base::XYZ destination_ );
void SetDestination( float allCoords );
void SetSpeed( float speed_ );
void SetThreeDimentional( bool value );
void SetVector( WSL::Containers::Base::XYZ vector_ );
float GetDestinationX();
float GetDestinationY();
float GetDestinationZ();
WSL::Containers::Base::XYZ GetDestination();
WSL::Containers::Base::XYZ GetPosition();
WSL::Containers::Base::XYZ GetVector();
float GetX();
float GetY();
float GetZ();
float GetSpeed();
};
}
}
}
答案 0 :(得分:1)
行。因此,正如我在评论中所写,我不知道你的问题的答案,但也许我可以提供一些可以帮助你找到问题的指示。
我的第一个建议是从lua上下文中取出你的代码并进行一个小的单元测试来调试它。如果在发布模式下单元测试没有错误,则问题出在其他地方。如果仍有错误,您可以找到代码中是否有错误。如果你确定你的代码中没有错误,那么这里有一些指示
根据我的经验,当遇到NaN,Zeros或INFs时,没有预期,输入或计算没有问题,那么您可能想要检查您或您使用的任何库是否更改了浮点标记任何方式(在Windows中你使用controlfp或control87,GCC你有FPU_SETCW FPU_GETCW宏)同样不匹配的编译标志改变浮点计算的方式可能会导致这样的问题。确保使用相同的浮点标志编译所有库。
您可能还想更改检查mag不是ZERO的方式。 ZERO附近的浮点值总是会遇到问题。如果您不知道Bruce Dawson关于比较浮点数的文章,请链接到最新版本:http://www.cygnus-software.com/papers/comparingfloats/comparingfloats.htm
如果这些都没有帮助你可能从LUA传递了错误的号码。