[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of mainNo surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enterNow, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.
DLCCoast.esm DLCNukaWorld.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm AnS Wearable Backpacks and Pouches.esp APC_Mobile_Base_v1.3.esp ArmorKeywords.esm Armorsmith Extended.esp AzarPonytailHairstyles.esp BetterBostonAirport.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersMortalPack.esp BetterSettlersNoLollygagging.esp Binary Speech Checks V.4.esp BOUNTIESFORYOU.esp Brotherhood Power Armor Overhaul.esp BTB- Beyond the Borders FO4.esp BTInteriors_Project.esp Campsite.esp CBBE.esp CombatZoneRestored.esp ConcordEXPANDED.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp Crafting Workbench.esp Crafting Workbenches - Automatron DLC.esp Crafting Workbenches - Power Armor.esp Crimsomrider's 1950s Feminine Outfits.esp CROSS_Jetpack.esp CWSS Redux.esp dD-Enhanced Blood Basic.esp DOOMMerged.esp DV-Armored Pilots.esp DV-Durable Vertibirds.esp DV-No Levelled Vertibirds.esp Eli_Armour_Compendium.esp EveryonesBestFriend.esp Faster Terminal Displays (20x).esp Fr4nssonsLightTweaks.esp Gunners Overhaul 1.1.esm HagenEXPANDED.esp HelmetToggle.esp Homemaker.esm HUDFramework.esm Immersive Fallout (DLC).esp ImmersiveVendors.esp JonsMod.esm Journal.esp Leaders Of The Commonwealth.esp LegendaryModification.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp LegendaryModificationMisc.esp Loads of Ammo - Leveled Lists.esp Loads.esm Locksmith.esp LongerPowerLines3x.esp LooksMenu Customization Compendium.esp LooksMenu.esp Minuteman Watchtowers.esp More Power Armour Mods - Automatron.esp More Power Armour Mods.esp More Where That Came From Diamond City.esp MoreUniques.esp moreXplore.esp Move (Get Out the Way).esp NEST_BUNKER_PROJECT.esp NewCalibers.esp PA-Quick Animations.esp PAMAP.esp PD_VisualReload.esp Pip-Boy Flashlight.esp PreWarSafes.esp Rangergearnew.esp RAW INPUT.esp Realistic Death Physics - ALL DLC.esp Realistic_conversations.esp Robot Home Defence.esm SalemEXPANDED.esp Scrap Everything - Ultimate Edition.esp SettlementMenuManager.esp ShellRain.esp SimSettlements.esm SimSettlements_XPAC_RiseOfTheCommonwealth.esp SkibsWeapons-REDUX.esp Some Assembly Required (Legendary Patch).esp Some Assembly Required.esp SOTS.esp SSEX.esp StartMeUp.esp Stm_DiamondCityExpansion.esp subwayrunnnerdynamiclighting.esp SurvivalOptions.esp SwampsEXPANDED.esp TakeCover.esp The Eyes Of Beauty.esp The Lost Vault.esp The_Prydwen_Overhaul.esp Third Person Movement Speed Fix.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp TrueStormsFO4.esm UniqueUniques.esp Unofficial Fallout 4 Patch.esp ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp Vivid Fallout - All in One - Best Choice.esp WastelandFashion.esp WastelandFashionAccessories.esp Weapons of Fate.esp WIPAG_Contraptions_DLC_Addon.esp WIPAG_FarHarbor_DLC_Addon.esp WIPAG_NukaWorld_DLC_Addon.esp WIPAG_Power Armor Overhaul.esp 3dscopes-takecoverpatch.esp 3dscopes.esp AnimChemRedux.esp Arbitration - Recommended Core.esp BetterNightVision.esp BOS1 (normal).esp ConsoleEnable.esp Craftable Armor Size - Fix Material Requirements.esp Craftable Armor Size.esp D.E.C.A.Y.esp DarkerNights.esp DarkerNightsDetection.esp DeadlierDeathclaws.esp Enclave Resurgent.esp GunnerOverhaul_UniqueNPCs.esp Hard Legendary Giant Creatures.esp OCDecorator.esp OCDecoratorDLC.esp OCDispenser.esp OutfitSwitcher.esp Quieter Settlements - Contraptions.esp Quieter Settlements - Vanilla.esp Quieter Settlements - Wasteland Workshop.esp Respawnable Legendary Bosses.esp SuperMutantRedux.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters.esp Unique NPCs FarHarbor.esp Unique NPCs.esp Unique_NPCs_SuperMutantRedux.esp W.A.T.Minutemen.esp WestTekTacticalOptics.esp Workshop_Planters.esp Scavver's Toolbox.esp Better Power Armor - Normal.esp GCM.esp NPCGreetingTweak50.esp P90.esp P90NPC.esp QuickTrade.esp WheelMenu.esp ASmallAdditionStandaloneDrivablesTRUCK.esp BuildYourOwnVault.esp Conquest.esp Deadly Fog.esp EasyHacking.esp Goodfellow's Glorified Goodneighbor.esp SKKGlobalStashScrapping.esp TrucksCraftableParts.esp Backpacks of the Commonwealth.esp SettlementKeywords.esm WorkshopFramework.esm WorkshopPlus.esp mergedpatch 7-1-20.esp SmartLoadOut-DLC.esp SmartLoadOut-SK.esp SmartLoadOut.espSystem specs -
Microsoft Windows 10 Home Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz, 2801 Mhz, 4 Core(s), 8 Logical Processor(s) (RAM)16.0 GB NVIDIA GeForce GTX 1060
| | What do you want this factory to produce? Yes.Multi Assembler in current multiplayer session tl;dr;I wanted to tinker around with the microcontroller mod and i "hate" the pre robotics gameplay when it comes to non bulk recipes (laser turrets, production buildings, specialized ammo...), handcrafting is slow, automation is tedious - so i engineered an factory design to produce virtually any recipe dynamically.Demo VideoThe production queue can be seen on the right with Q being the number of recipes queued at the moment.https://streamable.com/ygnvs0 How does it work?This screenshot provides an overview of the mostly vanilla proof of concept, only the microcontroller mod and the recipe combinator mod are required here.Subsystem Overview Resource provider Source of raw resources (Iron, Wood...) Multi Assembler Dynamic assemblers with one microcontroller and two recipe combinators each, one reading the assemblers status, the other one setting the recipe delivered by the microcontroller, which in turn gets the recipe from the "wanted recipes" red signal network connecting the different subsystems. Multi Assembler Microcontroller Code explained
Defines what recipes can be produced based on the given resources and the recipes configured in the "production targets" constant combinators.In essence this subsystem will emit a constant signal of "1" for each recipe which a.) should and b.) can be produced to the red multi assembler network. At the moment this subsystem is rather basic and can be improved upon (see quirks and remarks). Recipe Logic Microcontroller Code (TOP) explained
Add the recipes you want the Multi Assembler to produce here. The quantity defines the production target. Missing Resource Indicator Will flash red if any resources required to produce an recipe are missing in the steel chest of the multi assembler.The missing resources are shown as positive values in the combinator to the right of the flashing light. Production Queue Visualizer Optional component, simply visualizes the amount of the currently queued recipes. Download & BlueprintsSee my post at https://forums.factorio.com/viewtopic.php?f=8&t=85141I am new to reddit and couldn't figure out an way to post them here without adding way to many lines to this post, maybe someone can enlighten me if there is some kind of "single line code" option? PS: I am not a native speaker, if you need clarification on some parts feel free to ask. |
| | https://preview.redd.it/oktt58zznfj31.png?width=4452&format=png&auto=webp&s=bc538b82daf11fc8ca0e88a575f4d7b7ab754b24 submitted by UomoCapra to KerbalSpaceProgram [link] [comments] Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be! Kerbal Space Program 2Last week at the opening night of Gamescom we announced the forthcoming sequel and newest addition to our franchise, Kerbal Space Program 2! This sequel will be expanding upon what makes Kerbal Space Program great and will bring space exploration to the next generation with exciting new features that will delight veteran and new players alike.We’re excited to introduce you to Star Theory Games, the developer studio behind Kerbal Space Program 2!Learn about the new development team joining the franchise by watching the Developer Story Trailer. Watch our Cinematic Trailer below to see what we’ll be bringing to KSP2!So what can you expect in 2020, when Kerbal Space Program 2 comes out of the VAB? These are just some of the features, you’ll be able to enjoy: https://preview.redd.it/tiuan8ojofj31.jpg?width=1920&format=pjpg&auto=webp&s=bdd332ea7fb312fb12f389a1807edd581170b9d1 Improved OnboardingRocket science can be a bit overwhelming sometimes and one of the things that Star Theory has set their minds towards is helping facilitate newcomers on their journey to become space explorers. With new animated tutorials, improved UI, and fully revamped assembly and flight instructions, it will be easier than ever to put your creativity to the test, all without sacrificing any of the challenge from the original game.https://preview.redd.it/rhjltkzlofj31.jpg?width=1920&format=pjpg&auto=webp&s=b90c58bd2e09b420fb5f02f745524a63bcec381b Next Generation TechnologyKerbal technology is taking major steps forward in Kerbal Space Program 2. With next-generation engines, parts, fuel, and much more, prepare to venture farther within and beyond the original star system!https://preview.redd.it/3nxvx6noofj31.jpg?width=1920&format=pjpg&auto=webp&s=01bc8bc6de13a1c6256c8df1f237652e624c287b https://preview.redd.it/zezmj9noofj31.jpg?width=1920&format=pjpg&auto=webp&s=7119710cf21289063359a81f4f10a7ea01bc7d09 ColoniesLong term colonization of celestial bodies has become a priority for Kerbalkind. Gather resources to construct buildings, space stations, and habitations, as well as find and process unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling them towards deep space and beyond. It’s time for Kerbals to become a type 2 civilization!https://preview.redd.it/oy6559mqofj31.jpg?width=1920&format=pjpg&auto=webp&s=2ff5bf472e5dc32cfc36f122b7a37ea28f071a6a Interstellar TravelWith their next-gen tech, colonies, and resource gathering, Kerbals will reach new levels of exploration: interstellar travel. That’s right, in Kerbal Space Program 2, you’ll be able to discover extrasolar systems with whole new celestial bodies to explore. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration. What mysteries await in these alien worlds? It will be up to you to find out!https://preview.redd.it/4oeqxn8wofj31.jpg?width=1920&format=pjpg&auto=webp&s=303f4a7178cfe7d8988673e7a072b714c5eb2aa8 https://preview.redd.it/irt8ho8wofj31.jpg?width=1920&format=pjpg&auto=webp&s=1ae34f9ab36853fd0bb381222e48941b4a7cca2c MultiplayeModdingModding has always been an essential part of KSP and with Kerbal Space Program 2 it will continue to be so. The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. We’ll reveal more details on these and more features at a later time, so stay tuned!https://preview.redd.it/qa5izxzxofj31.jpg?width=1920&format=pjpg&auto=webp&s=ffd62656ba65ce0b2a66edc00c0b83ae401926ee Click here to see these and more screenshots in high-res. PAX West 2019Want to see the behind-closed-doors presentation of KSP 2 gameplay? Come by booth 1909 during normal show hours to chat with the developers, take a photo with the Jeb statue, see the presentation, and grab a PAX West exclusive KSP Flag! If you take a photo there be sure to tag @KerbalSpaceP and use #BuildFlyDream.Kerbal Space Program Update 1.8We are all very excited for what’s coming in 2020, but until then, there is still plenty of KSP for everyone to enjoy! Squad will continue to support the current game, and as some of you may have seen, there is some really cool stuff coming in the next update for the game [Click here to read Squad’s statement in regard to the KSP 2 announcement.Squad’s goal will always be to provide the best experience for all KSP players. The gameplay experience will be improved even further for KSP1 with the 1.8 update. Here are some more details of what you can look forward to in this latest update. Celestial Body Visual ImprovementsIf you’ve been following KSP on social media, you might have already learned that new high-quality texture maps & graphic shaders are being implemented for various celestial bodies. In update 1.8 you’ll find high quality texture maps for Mun, Duna and a few other Celestial Bodies that will be revealed along the way.If there are any concerns that the update might hinder the game’s performance on your computers, rest easy knowing you’ll be able to select the celestial bodies’ shader quality in the settings to low (legacy), medium or high. Even for the legacy option, you can expect texture stretching errors to be vastly improved. With the high-quality option, pixel density will be maintained regardless of camera distance to the celestial body, as well as a lack of tiling problems. All in all, celestial bodies will look sharper and more realistic. Take a look for yourself. Unity UpgradeUpdate 1.8 brings an improvement that Squad has wanted to introduce for some time now - an upgrade to the underlying engine of the game to Unity 2019.2With this upgrade there are some long-desired performance and graphic improvements, some of which come out of the box, and some which will allow further enhancements down the road. These include:
New Parts for Breaking GroundUpdate 1.8 will also include some exclusive treats for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. By combining these fan blades with small electrical rotors and the new shrouds, you’ll be able to increase the performance and thrust of your propellers. Use them to create drones, ducted fan jets, or anything you can imagine.https://preview.redd.it/xkmjt3dxnfj31.png?width=2500&format=png&auto=webp&s=7d890da8c1776785e8deee5dc25ab2dbf6486990 Improvements are also being made to robotic part resource consumption, with better info on consumption and new improved options for power-out situations. Remember, you can share and download crafts and missions on Curse, KerbalX, the KSP Forum and the KSP Steam Workshop. That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings! |
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