//doc.Add(BEZIER, Rect(0.2+x-4.0, 0.2+y-4.0, 0.6,0.6), (x^y)%3);
}
}
- doc.Add(BEZIER, Rect(0.1,0.1,0.8,0.8), 0);
- doc.Add(CIRCLE_FILLED, Rect(0.1,0.1,0.8,0.8), 0);
+ doc.Add(RECT_OUTLINE, Rect(0.1,0.1,0.8,0.8), 0);
+ //doc.Add(CIRCLE_FILLED, Rect(0.1,0.1,0.8,0.8), 0);
}
Debug("Start!");
Rect bounds(b[0],b[1],b[2],b[3]);
inline float Float(const Real & r) {return r.m_value;}
inline double Double(const Real & r) {return r.m_value;}
#elif REAL == REAL_RATIONAL
-
typedef Rational<int64_t> Real;
inline float Float(const Real & r) {return (float)r.ToDouble();}
inline double Double(const Real & r) {return r.ToDouble();}
/**
* @file vfpu.h
* @brief Implements a terrible and hacky interface to use a virtual FPU to do floating point operations
+ * Updated with even more terror! Whatever floats the boat!
*/
#ifndef _VFPU_H
extern Register Exec(const Register & a, const Register & b, Opcode op, Rmode rmode = EVEN); // operate with registers
extern float Exec(float a, float b, Opcode op, Rmode rmode = EVEN); //converts floats into registers and back
+ /**
+ * Wrapper class for floats where operations are done on the VFPU
+ */
class Float
{
public:
if (!init)
{
init = true;
- VFPU::Start();
+ VFPU::Start("flops.vcd");
}
}
Float(const Float & cpy) : m_value(cpy.m_value) {}