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A centered image :
https://baptiste-wicht.com/posts/2017/09/cpp11-performance-tip-when-to-use-std-pow.html
Some code blocks
int main() { int total = 0; for(int i = 0; i < 10; ++i) { total += i; } return 0; }
main: push rbp mov rbp, rsp mov DWORD PTR [rbp-4], 0 mov DWORD PTR [rbp-8], 0 jmp .L2 .L3: mov eax, DWORD PTR [rbp-8] add DWORD PTR [rbp-4], eax add DWORD PTR [rbp-8], 1 .L2: cmp DWORD PTR [rbp-8], 9 jle .L3 mov eax, 0 pop rbp ret
On what objects do we call this Update method?
namespace dae { class Texture2D; class GameObject { Transform m_transform{}; std::string m_name{}; std::shared_ptr<Texture2D> m_texture{}; public: virtual void Update(); virtual void Render() const; void SetTexture(const std::string& filename); void SetPosition(float x, float y); GameObject() = default; virtual ~GameObject(); GameObject(const GameObject& other) = delete; GameObject(GameObject&& other) = delete; GameObject& operator=(const GameObject& other) = delete; GameObject& operator=(GameObject&& other) = delete; }; }
Some comments, these will be present in the pptx too if you export this.
rpb = framepointer eax = register