Why is my chrono duration not display the right value?











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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.



enter image description here



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?










share|improve this question






















  • Try zero-initializing your durations, e.g. printFPStime{}. If you don't initialize them, they have an indeterminate value.
    – Howard Hinnant
    Nov 10 at 16:27










  • OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
    – dude
    Nov 10 at 16:34






  • 1




    Hang on, I'll ask my wife....
    – Howard Hinnant
    Nov 10 at 16:55















up vote
0
down vote

favorite
2












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.



enter image description here



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?










share|improve this question






















  • Try zero-initializing your durations, e.g. printFPStime{}. If you don't initialize them, they have an indeterminate value.
    – Howard Hinnant
    Nov 10 at 16:27










  • OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
    – dude
    Nov 10 at 16:34






  • 1




    Hang on, I'll ask my wife....
    – Howard Hinnant
    Nov 10 at 16:55













up vote
0
down vote

favorite
2









up vote
0
down vote

favorite
2






2





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.



enter image description here



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?










share|improve this question













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.



enter image description here



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






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 10 at 15:58









dude

17315




17315












  • Try zero-initializing your durations, e.g. printFPStime{}. If you don't initialize them, they have an indeterminate value.
    – Howard Hinnant
    Nov 10 at 16:27










  • OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
    – dude
    Nov 10 at 16:34






  • 1




    Hang on, I'll ask my wife....
    – Howard Hinnant
    Nov 10 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 at 16:27










  • OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
    – dude
    Nov 10 at 16:34






  • 1




    Hang on, I'll ask my wife....
    – Howard Hinnant
    Nov 10 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 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 at 16:27












OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 at 16:34




OH MY GOD is this the real Howard Hinnant?!?!?!?!?! wtf?!?!?!
– dude
Nov 10 at 16:34




1




1




Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 at 16:55




Hang on, I'll ask my wife....
– Howard Hinnant
Nov 10 at 16:55

















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