From mboxrd@z Thu Jan 1 00:00:00 1970 X-Spam-Checker-Version: SpamAssassin 3.4.4 (2020-01-24) on polar.synack.me X-Spam-Level: X-Spam-Status: No, score=-2.9 required=5.0 tests=BAYES_00,MAILING_LIST_MULTI autolearn=unavailable autolearn_force=no version=3.4.4 X-Google-Thread: 103376,a447112bc8b81379 X-Google-Attributes: gid103376,public X-Google-Language: ENGLISH,ASCII-7-bit Path: g2news1.google.com!news1.google.com!proxad.net!usenet-fr.net!enst.fr!melchior!cuivre.fr.eu.org!melchior.frmug.org!not-for-mail From: Stephen Leake Newsgroups: comp.lang.ada Subject: Re: Ada, games and frame rate calculation Date: 16 Feb 2005 17:16:06 -0500 Organization: Cuivre, Argent, Or Message-ID: References: NNTP-Posting-Host: lovelace.ada-france.org Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-Trace: melchior.cuivre.fr.eu.org 1108592183 14177 212.85.156.195 (16 Feb 2005 22:16:23 GMT) X-Complaints-To: usenet@melchior.cuivre.fr.eu.org NNTP-Posting-Date: Wed, 16 Feb 2005 22:16:23 +0000 (UTC) To: comp.lang.ada@ada-france.org Return-Path: In-Reply-To: User-Agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.3 X-Virus-Scanned: by amavisd-new-20030616-p10 (Debian) at ada-france.org X-BeenThere: comp.lang.ada@ada-france.org X-Mailman-Version: 2.1.5 Precedence: list List-Id: "Gateway to the comp.lang.ada Usenet newsgroup" List-Unsubscribe: , List-Post: List-Help: List-Subscribe: , Xref: g2news1.google.com comp.lang.ada:8365 Date: 2005-02-16T17:16:06-05:00 "Luke A. Guest" writes: > Hi, > > I'm currently designing a game engine in Ada and was wondering about using > the Ada.Real_Time facilities (especially the timing). If you are using GNAT on Windows, there is no difference between Ada.Real_Time and Ada.Calendar. On other compilers and operating systems, there may be a difference. > Now, normally you get the current time calculate how much time has > passed since the last time it was called. These values are used to > implement frame rate (FPS) display and to animated models. I'm a little confused by this. A typical loop should be: declare use Ada.Real_Time; -- or Calendar Next_Time : Time; Frame_Time : Time_Span := To_Time_Span (0.0333); begin loop Next_Time := Next_Time + Frame_Time; delay until Next_Time; -- do stuff here end loop; end; > So ultimately, I need to get access to the internals (I think). No, that should never be necessary. > So, as an example, I have my Ada.Real_Time.Time type which is my > FPS, I now have to display this on screen, so I need to determine > the actual text from the value. How do I do this? Use Split and To_Duration: declare seconds : seconds_Count; fraction : time_span; begin split (Next_time, seconds, fraction); put_Line (seconds_count'image (Seconds) & "." & duration'image (to_duration (fraction))); end; That's not a very clean format, but you get the idea. -- -- Stephe