C++ doesn't even have drawing operations, so having a way to synchronize
drawing operations would be somewhat strange.
....So something like std::cout just dumps characters into whatever
version of windows you have? I'm really not sure what's going on, then.
I'm not sure exactly what your goal is, but it seems like maybe what you
are trying to do could be accomplished by writing all your "output" to a
stringstream, and then dumping the stringstream to stdout at the last
second. Example:
#include <sstream>
#include <iostream>
int main()
{
std:
stringstream str ;
str << "Here is some output." << std::endl ;
// Do some stuff.
str << "Here is some more output." << std::endl ;
// Do some more stuff.
std::cout << str.str() ;
return 0 ;
}
Thanks, that looks like it'll help speed things up.
To perhaps clarify a bit more, here's what the help files for
DarkBasicPro say about the 'sync' command: 'SYNC
This command is used to improve the performance of demanding programs
that require a consistent frame rate. This is especially true of games.
By default, sync is set to off which allows the system to automatically
handle screen refreshing. When SYNC ON is used, your program is
responsible for handling screen refreshing. You can refresh the screen
using the SYNC command. When you want the system to automatically
handle screen refreshing again, you can use the SYNC OFF command. By
placing the SYNC
command at the end of your main program loop, all drawing and refresh
tasks can occur in a single call. This dramatically increases the speed
and smoothness of graphical operations, allowing your programs to run
at their best. It is important to note the very first SYNC will only
render the back buffer and reveal the contents of that buffer on the
second SYNC command, as the system is based on a double buffered
refresh.'