[fpc-pascal] Bls: named parameter
Hi, Sven… This is what I'm thinking… // function declarationfunction f(i: integer = 0; s: string = ''; d: double);begin // fill code hereend;// method callingf(s := 'text', 0.1); // supply the s and d paramf(0.2); // only supply the required d param// supply all the params without proper order is fine,// as long as the parameter name is givenf(d := 0.3, i := 3, s := 'text')// supply param with similar variable name is fine,// because the compiler knows what each meanss := 'another text';d := 0.4;m(s := s, d := d); Well, it's all inspired from Swift, but I think it suits Pascal as well. As you said the code is already there in FPC compiler, is it possible to support such syntax in next release? At least some of them. Can we have this named parameter feature in a particular switch mode, say {$MODESWITCH NAMEDPARAMETERS} or something, so it doesn't bother anyone who don't want this feature. Thank you. Regards, –Mr Bee Pada Sabtu, 27 Mei 2017 21:18, Sven Barth via fpc-pascalmenulis: 2017-05-27 16:12 GMT+02:00 Michael Van Canneyt : > > > On Sat, 27 May 2017, Sven Barth via fpc-pascal wrote: > >> 2017-05-27 9:54 GMT+02:00 Michael Van Canneyt : >>> >>> >>> >>> On Sat, 27 May 2017, Mr Bee via fpc-pascal wrote: >>> Hi, As Pascal mostly well known as a safe, easy to read, and elegant language, don't you think Pascal needs named parameter? I mean for ALL kind of parameters, not just for Variants. When you have a function with many parameters having default values, you know that named parameter is desirable. For example: function f(p1: string = ''; p2: integer = 0; p3: boolean = false); But you only need to supply the third parameter, you still must supply the first and second ones with appropriate default values, like this: f('', 0, true); while with named parameter, you can do this: f(p3 := true); I believe it would raise Pascal's code readability. I know it has been discussed before. I know somehow the parser had been able to read such syntax. So, why don't we have the option to enable it for people who want it? Kinda a syntax switch mode. What do you think? :) >>> >>> >>> >>> >>> Opinions on what constitutes readable code clearly differ :) >>> >>> But as far as I know, the parser is not able to read this syntax ? >> >> >> The parser supports it for dispatch calls on variants (both methods >> and properties). You even wrote that in your own article about Word >> automation: https://www.freepascal.org/~michael/articles/word/word.pdf >> ;) > > > Yes, in Delphi. But I didn't know FPC also supports it ? Yes, it does. I didn't find a testcase for it right away, but the compiler definitely contains code for this. Regards, Sven ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] Implementing AggPas with PtcGraph
On 2017-05-30 22:37, James Richters wrote: Putimage() takes Initial X position Initial Y position Pointer to beginning of memory bitmap In that case the AggPas code should be even faster, because PutImage() only want a pointer to the bitmap data - thus no need to go through the slow FPImage code to generate a PNG or BMP image. The pixel-by-pixel conversions for FPImage is very slow. Size := ImageSize(10, 20, 30, 40); GetMem(Q, Size); { Allocate memory on heap } So you can do pretty much the same with AggPas then. Allocate the memory you need, and attach that as the rendering buffer or AggPas. As I mentioned before, AggPas just needs to know what memory it can write too, and in what format you want that rendered data to be. AggPas supports many render buffer formats. BGR, BGRA, RGB, RGBA, Gray8, rgb555, rgb565 etc etc. And if an existing render buffer format doesn't exist, it is really easy and quick to add a new one - just a few really simple procedures to implement. See the pf_*.inc files for plenty of examples. The "pf_" prefix stands for "pixel format definition". I'm looking at it and I think getimage / putimage are just one byte per pixel... maybe? I'll see if I can get graph or ptcgraph working working here under FreeBSD, then I'll take a look at what pixel format they use. Regards, Graeme -- fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/ My public PGP key: http://tinyurl.com/graeme-pgp ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] Implementing AggPas with PtcGraph
> * What parameters does its putimage() function take? > * Does in support PNG image format natively? Putimage() takes Initial X position Initial Y position Pointer to beginning of memory bitmap Method to use (copy, AND, OR, XOR) See https://www.freepascal.org/docs-html/rtl/graph/putimage.html Here's an example: Var Q: Pointer; Bar(0, 0, (GetMaxX div 3), GetMaxY); Size := ImageSize(10, 20, 30, 40); GetMem(Q, Size); { Allocate memory on heap } GetImage(10, 20, 30, 40, Q^); Readln; ClearDevice; PutImage(100, 100, Q^, NormalPut); readln; putimage(0,0,Q^,normalput); readln; I can get this to work with getimage and putimage, but I have no idea how to build the image in memory and just use putimage. I don't think it really supports any 'image formats' it's just the TP compatible graphics thing for DOS style graphics. I'm looking at it and I think getimage / putimage are just one byte per pixel... maybe? so probably not what I want. I'm getting the feeling this is apples and oranges here, TP compatible memory map vs tcolor or tfpcolor or some other scheme with 4 bytes per pixel. Maybe there just isn't anything canned that can do what I want? Maybe I need to put the pixels on the screen myself using a nested loop and getpixel / putpixel and do whatever logic on my own. James -Original Message- From: fpc-pascal [mailto:fpc-pascal-boun...@lists.freepascal.org] On Behalf Of Graeme Geldenhuys Sent: Tuesday, May 30, 2017 4:55 PM To: fpc-pascal@lists.freepascal.org Subject: Re: [fpc-pascal] Implementing AggPas with PtcGraph On 2017-05-30 20:20, James Richters wrote: > I've re-attached Graeme's sample slightly modified to open the > ptcgraph window, and attempt to use putimage on line 103 but when I > run it I get 217- access violation I haven't downloaded or looked at ptcgraph at all. A few questions: * What parameters does its putimage() function take? * Does in support PNG image format natively? I would imagine that it probably supports BMP only - comping from DOS and Windows background. If so, change the example program to use a BMP image instead of a PNG image. In your code you attached you are actually pushing the c variable, which is a TFPColor record of the last color retrieve from the AggPas buffer - so no surprise you are getting a AV error. Regards, Graeme -- fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/ My public PGP key: http://tinyurl.com/graeme-pgp ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] Implementing AggPas with PtcGraph
On 2017-05-30 20:20, James Richters wrote: I've re-attached Graeme's sample slightly modified to open the ptcgraph window, and attempt to use putimage on line 103 but when I run it I get 217- access violation I haven't downloaded or looked at ptcgraph at all. A few questions: * What parameters does its putimage() function take? * Does in support PNG image format natively? I would imagine that it probably supports BMP only - comping from DOS and Windows background. If so, change the example program to use a BMP image instead of a PNG image. In your code you attached you are actually pushing the c variable, which is a TFPColor record of the last color retrieve from the AggPas buffer - so no surprise you are getting a AV error. Regards, Graeme -- fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/ My public PGP key: http://tinyurl.com/graeme-pgp ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
[fpc-pascal] Implementing AggPas with PtcGraph
>As I mentioned, AggPas can use allocated memory, array, a memory image etc as >its rendering buffer. If you want a graphical console program >(eg: using Linux Console Framebuffer) using AggPas, then render your >application output via AggPas to a memory image, then bitblit that image >to the console graphics output in whatever paint event you have available. >Using AggPas with desktop GUI applications works pretty much identical as >above, except it bitblit's the memory image to the Window Canvas. What is the best method for getting the memory image to a ptcgraph window? I have been trying to figure how to use something like putimage to do this but I'm not sure how to do it or if it's even the best way.I think I probably need to convert the format of the memory buffer or something, but I can't figure out what to do. I've re-attached Graeme's sample slightly modified to open the ptcgraph window, and attempt to use putimage on line 103 but when I run it I get 217- access violation Any advice on how to get the image into the window is greatly appreciated. James Agg2DConsole.dpr Description: Binary data ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
In our previous episode, Ingemar Ragnemalm said: > BTW, when I ported my OpenGL demos to FPC, I found that the FPC glext.pp > had some fatal bugs. (Easy to fix, but I never figured out who would > want the corrections, so I hope someone else noted that it crashed for > modern OpenGL.) Well, actually I don't use FPC opengl but dglopengl :-) ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
I've done a bit of assembly programming for IA-32, none recently and zero compiler development other than simple parsers, but from what I know optimizing with newer instructions like SSEx is only part of there story. There's also optimizing for out of order instruction execution (OoOIE), or instruction reordering. Even on a single core, when optimized done properly it can yield 4x or more increase in processing speed, avoiding CPU stalls, which is likely happening a lot given the descriptions people have provided in this thread. Obviously properly using SSEx instructions and optimizing for OoOIE is a non trivial undertaking. I think probably the best way to test FPC out is to stop writing speed tests against other languages, and to view the CPU instructions generated for a few different loop types, including trunc()/floor() functions. Next rewrite those parts in assembler, include SSE whatever instructions and pepper in OoOIE, and finally test the speed difference. My instincts tell me if the compiler could then generate both SSEx and OoOIE properly it could automatically applied in many places, resulting in a huge speed up for FPC programs. But for me, the main advantage of Free Pascal is that it generates native language, leading to easier reuse of C style APIs such as Cairo/GTK/SDL, and also allowing for the PME (properties, methods, events) plus all the other nice features Free Pascal offers. Most of the time my programs are either idle waiting for user input, or idle waiting for other APIs or in the case of OpenGL the graphics hardware to complete. As such the execution speed of the pascal portion of my programs isn't as important. ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
tested with the fpc trunk , got only 3 fps increased . but even with this result fpc does great job , compared with gcc7 , gcc is faster only about 45% . so when compared with a compiler like gcc which get tens of patches par day from from around the world including big companies like sumsung . and you get only 45% deference in speed , no doubt fpc is great compiler . ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] Error building FPC 3.0.2 from svn sources on RPi3
Il 29/05/2017 23:28, Bo Berglund ha scritto: I have bought and initialized a new RPi3 today. It runs Raspbian Jessie PIXEL latest version. I don't know what you're going to use your RPi3 for, but just in case, are you aware that now you can install an RT_PREEMPT kernel, and enjoy the real-time patch low latencies? Giuliano ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
On 2017-05-29 12:24, Mattias Gaertner wrote: Jonas told that the benchmark program contains a number of bugs/wrong translation from the C code: And all of those recommendations were applied by Jon Foster and yielded only a 0.6% increase in speed. "I ended up with an hour of extra time so I went over Jonas' suggestions again. I made tweaks fixing integer types, using trunc() instead of round, ... The over all improvement is only +0.6%, as I predicted nowhere near the 10x+ needed to compete with the other languages." -- Jon Foster (in the MSEide+MSEgui mailing list dated 2017-05-24) So the major speed problem still seems to be the FPC optimisation with looping and not using SSEx when it is available. I personally haven't tested with the latest FPC 3.1.1 yet. Regards, Graeme -- fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/ My public PGP key: http://tinyurl.com/graeme-pgp ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
On 2017-05-30 14:52, Ingemar Ragnemalm wrote: so I hope someone else noted that it crashed for modern OpenGL.) Huh? I've been using it for 4 months with "modern OpenGL 4.x" (non-fixed rendering pipeline) and it hasn't crashed on me. Next time it crashes, please supply a small code example if you can, or at least a backtrace so we can see where the error originated. Regards, Graeme -- fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal http://fpgui.sourceforge.net/ My public PGP key: http://tinyurl.com/graeme-pgp ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
Den 2017-05-30 kl. 12:00, skrev Marco van de Voort: For the 2Ders, in old GL I used glortho2d a lot. In newer ones I missed that, but I found an equivalent on stackoverflow: My FPC vector unit has overloading and many other functions (determinant, rotation around arbitrary axis...). Some functions like lookAt, frustum, ortho, matrix inverse etc are only in my C version so far. Not hard to port. mat4 ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) { float a = 2.0f / (right - left); float b = 2.0f / (top - bottom); float c = -2.0f / (far - near); float tx = - (right + left)/(right - left); float ty = - (top + bottom)/(top - bottom); float tz = - (far + near)/(far - near); mat4 o = SetMat4( a, 0, 0, tx, 0, b, 0, ty, 0, 0, c, tz, 0, 0, 0, 1); return o; } So I have a pile of code on the topic, much of it for FPC. But shouldn't there really be a good OpenGL support package for FPC that was some kind of "standard"? BTW, when I ported my OpenGL demos to FPC, I found that the FPC glext.pp had some fatal bugs. (Easy to fix, but I never figured out who would want the corrections, so I hope someone else noted that it crashed for modern OpenGL.) /Ingemar ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
On Mon, 29 May 2017 14:07:40 -0400 Anthony Walterwrote: > By the way, what's stopping you guys from using OpenGL ES 2.0? It's ten years old, the current ES version is 3.2. It has less functionality than "standard GL" as it's meant for embedded systems (hence ES). R. ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
In our previous episode, Anthony Walter said: > > This type of 2D setup in OpenGL allows for allows you to freely mix in both > 2D and 3D effects. Here's are two examples of how 2D in a 3D world can work: If you check the myorthohelp function that called it, you'll already see it is normalized to [0..1] coordinates. But there are some special cases (e.g. sometimes zoomx<>zoomy to get square pixels), vertical inversion etc where not everything is 0..1,0..1 I don't need 3D effects, this is a business app. For an (older) demo based on the code see http://forum.lazarus.freepascal.org/index.php/topic,30556.msg194484.html#msg194484 ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
Marco, Regarding 2D animation, what I've far far more effective than an orthographic projection is to draw 2D billboard sprite at a distance and size to align exactly with your screen's resolution. That is each width and height of "1" gl world equals "1" screen pixel, and coordinate (0, 0) equals the top left corner of your screen. This type of 2D setup in OpenGL allows for allows you to freely mix in both 2D and 3D effects. Here's are two examples of how 2D in a 3D world can work: Card Games: https://www.youtube.com/watch?v=lOUB4pqRLjY Animation of vector graphics: https://www.youtube.com/watch?v=P1cd-kWBz0E ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
In our previous episode, Anthony Walter said: > By the way, what's stopping you guys from using OpenGL ES 2.0? It works on > most all Windows, Mac, and Linux systems, and it's the only 3D graphics API > on Raspberry Pi and most smart phones/tablets. IIRC I went for opengl 3.3-4 because one could find more about it and because opengl ES afaik has no geometry shader support. The GL stuff is only for Windows PC (and very maybe Linux PC) anyway. ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal
Re: [fpc-pascal] GLM library alternative?
In our previous episode, Ryan Joseph said: > > On May 28, 2017, at 10:33 PM, Ryan Joseph> > wrote: > > > > projTransform := TMatrix4x4.CreatePerspective(60.0, 500 / 500, 0.1, > > 10.0); > > modelTransform := TMatrix4x4.CreateTranslation(0, 0, -3.0) * > > TMat4.CreateRotateX(54); > > I found out the problem. I was expecting the multiply to work like with GLM > where you could do: > > translation * rotation > > but with the operator overloads I need to do protation * translation. > Anthony?s multiply matrix 4 operators did this in the order I expected and > how I figured it out. Not sure why and it?s probably not safe to swap the > parameters because it would likely break other parts of the unit. For the 2Ders, in old GL I used glortho2d a lot. In newer ones I missed that, but I found an equivalent on stackoverflow: // http://stackoverflow.com/questions/21323743/modern-equivalent-of-gluortho2d procedure MyOrtho2D(var mat : TGLMatrixf4;left,right,bottom,top:single); var inv_y,inv_x : single; begin inv_y := 1.0 / (top - bottom); inv_x := 1.0 / (right - left); // this is basically from // http://en.wikipedia.org/wiki/Orthographic_projection_(geometry) //first column mat[0][0] := (2.0*inv_x); mat[0][1] := (0.0); mat[0][2] := (0.0); mat[0][3] := (0.0); //second mat[1][0] := (0.0); mat[1][1] := (2.0*inv_y); mat[1][2] := (0.0); mat[1][3] := (0.0); //third mat[2][0] := (0.0); mat[2][1] := (0.0); mat[2][2] := (-2.0*inv_z); mat[2][3] := (0.0); //fourth mat[3][0] := (-(right + left)*inv_x); mat[3][1] := (-(top + bottom)*inv_y); mat[3][2] := (-(zFar + zNear)*inv_z); mat[3][3] := (1.0); end; I have a TGLvector for zoom (X/Y) and one for pan (offset, also in X and Y direction). // calcs a matrix for the shader. pass the matrix as an uniform and multiply in vertex or geometry shader procedure myorthohelp(var mat : TGLMatrixf4;const aoffs,azoom:TGLVectorf2;topdown:boolean=false); begin myOrtho2D(mat,aoffs[0], 1.0 / (aZoom[0]) + (aoffs[0]), 1.0 / (aZoom[1]) + (aoffs[1]), aoffs[1]) end; ___ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal