Why is my chrono duration not display the right value?
I am trying to create a FPS calculator for my game engine using the chrono library, but somehow after I convert the total run time of my engine, it becomes like pic related.

Notice the -922337... while it should be 1 and increment every line.
Followings are how I declare the variables relevant to FPS calculation.
std::chrono::duration<double> printFPStime, runTime, deltaTime;
std::chrono::high_resolution_clock::time_point frameStart, frameEnd;
int frames = 0;
float fps = 0.0f;
Followings are my source code for the FPS calculation.
void Game::CalculateFPS()
runTime += deltaTime;
printFPStime += deltaTime;
frames++;
if (printFPStime >= std::chrono::seconds(1))
std::cout << std::chrono::duration_cast
<std::chrono::seconds>(runTime).count()
<< " sec, " << frames <<
" fps" << std::endl;
printFPStime -= std::chrono::seconds(1);
frames = 0;
Where did I do wrong?
c++ frame-rate chrono
add a comment |
I am trying to create a FPS calculator for my game engine using the chrono library, but somehow after I convert the total run time of my engine, it becomes like pic related.

Notice the -922337... while it should be 1 and increment every line.
Followings are how I declare the variables relevant to FPS calculation.
std::chrono::duration<double> printFPStime, runTime, deltaTime;
std::chrono::high_resolution_clock::time_point frameStart, frameEnd;
int frames = 0;
float fps = 0.0f;
Followings are my source code for the FPS calculation.
void Game::CalculateFPS()
runTime += deltaTime;
printFPStime += deltaTime;
frames++;
if (printFPStime >= std::chrono::seconds(1))
std::cout << std::chrono::duration_cast
<std::chrono::seconds>(runTime).count()
<< " sec, " << frames <<
" fps" << std::endl;
printFPStime -= std::chrono::seconds(1);
frames = 0;
Where did I do wrong?
c++ frame-rate chrono
Try zero-initializing your durations, e.g.printFPStime. If you don't initialize them, they have an indeterminate value.
– Howard Hinnant
Nov 10 '18 at 16:27
OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 '18 at 16:34
1
Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 '18 at 16:55
add a comment |
I am trying to create a FPS calculator for my game engine using the chrono library, but somehow after I convert the total run time of my engine, it becomes like pic related.

Notice the -922337... while it should be 1 and increment every line.
Followings are how I declare the variables relevant to FPS calculation.
std::chrono::duration<double> printFPStime, runTime, deltaTime;
std::chrono::high_resolution_clock::time_point frameStart, frameEnd;
int frames = 0;
float fps = 0.0f;
Followings are my source code for the FPS calculation.
void Game::CalculateFPS()
runTime += deltaTime;
printFPStime += deltaTime;
frames++;
if (printFPStime >= std::chrono::seconds(1))
std::cout << std::chrono::duration_cast
<std::chrono::seconds>(runTime).count()
<< " sec, " << frames <<
" fps" << std::endl;
printFPStime -= std::chrono::seconds(1);
frames = 0;
Where did I do wrong?
c++ frame-rate chrono
I am trying to create a FPS calculator for my game engine using the chrono library, but somehow after I convert the total run time of my engine, it becomes like pic related.

Notice the -922337... while it should be 1 and increment every line.
Followings are how I declare the variables relevant to FPS calculation.
std::chrono::duration<double> printFPStime, runTime, deltaTime;
std::chrono::high_resolution_clock::time_point frameStart, frameEnd;
int frames = 0;
float fps = 0.0f;
Followings are my source code for the FPS calculation.
void Game::CalculateFPS()
runTime += deltaTime;
printFPStime += deltaTime;
frames++;
if (printFPStime >= std::chrono::seconds(1))
std::cout << std::chrono::duration_cast
<std::chrono::seconds>(runTime).count()
<< " sec, " << frames <<
" fps" << std::endl;
printFPStime -= std::chrono::seconds(1);
frames = 0;
Where did I do wrong?
c++ frame-rate chrono
c++ frame-rate chrono
asked Nov 10 '18 at 15:58
dudedude
18316
18316
Try zero-initializing your durations, e.g.printFPStime. If you don't initialize them, they have an indeterminate value.
– Howard Hinnant
Nov 10 '18 at 16:27
OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 '18 at 16:34
1
Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 '18 at 16:55
add a comment |
Try zero-initializing your durations, e.g.printFPStime. If you don't initialize them, they have an indeterminate value.
– Howard Hinnant
Nov 10 '18 at 16:27
OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 '18 at 16:34
1
Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 '18 at 16:55
Try zero-initializing your durations, e.g.
printFPStime. If you don't initialize them, they have an indeterminate value.– Howard Hinnant
Nov 10 '18 at 16:27
Try zero-initializing your durations, e.g.
printFPStime. If you don't initialize them, they have an indeterminate value.– Howard Hinnant
Nov 10 '18 at 16:27
OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 '18 at 16:34
OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 '18 at 16:34
1
1
Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 '18 at 16:55
Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 '18 at 16:55
add a comment |
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Try zero-initializing your durations, e.g.
printFPStime. If you don't initialize them, they have an indeterminate value.– Howard Hinnant
Nov 10 '18 at 16:27
OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 '18 at 16:34
1
Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 '18 at 16:55