mirror of
https://github.com/odin-lang/Odin.git
synced 2026-06-10 04:18:11 +00:00
v0.0.3 Build
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@@ -1,32 +1,6 @@
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x: i64 = 123
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Vec2 :: struct {
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x, y: i64
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}
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#import "fmt.odin"
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#import "game.odin"
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main :: proc() {
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foo :: proc() -> i64 {
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bar :: proc() -> (i64, i64) {
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a := [3]i64{7, 4, 2}
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v := Vec2{a[0], 2}
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return v.x, v.y
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}
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x, y := bar()
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return x + y
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}
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test :: proc(s: string) -> string {
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return s
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}
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foo()
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x = test("Hello").count as i64
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xp := ^x
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p := xp^
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z := [..]i64{1, 2, 3, 4}
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z[0] = p
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fmt.println("Hellope, everybody!")
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}
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@@ -107,9 +107,7 @@ make_window :: proc(title: string, msg, height: int, window_proc: win32.WNDPROC)
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0, // NOTE(bill): tells the proc that this is the end of attribs
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}
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wgl_string := "wglCreateContextAttribsARB\x00"
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c_wgl_string := ^wgl_string[0]
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wglCreateContextAttribsARB := wglGetProcAddress(c_wgl_string) as wglCreateContextAttribsARBType
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wglCreateContextAttribsARB := wglGetProcAddress(("wglCreateContextAttribsARB\x00" as string).data) as wglCreateContextAttribsARBType
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w.rc = wglCreateContextAttribsARB(w.dc, 0, ^attribs[0])
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wglMakeCurrent(w.dc, w.rc)
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SwapBuffers(w.dc)
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@@ -145,6 +143,7 @@ run :: proc() {
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}
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defer destroy_window(^window)
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gl.init()
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prev_time := time_now()
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@@ -205,7 +204,7 @@ run :: proc() {
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gl.Color3f(1, 0, 0); gl.Vertex3f(x, y, 0)
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}
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draw_rect(pos[0], pos[1], 50, 50)
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draw_rect(pos.x, pos.y, 50, 50)
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display_window(^window)
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ms_to_sleep := (16 - 1000*dt) as i32
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180
code/math.odin
180
code/math.odin
@@ -1,180 +0,0 @@
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TAU :: 6.28318530717958647692528676655900576
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PI :: 3.14159265358979323846264338327950288
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ONE_OVER_TAU :: 0.636619772367581343075535053490057448
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ONE_OVER_PI :: 0.159154943091895335768883763372514362
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E :: 2.71828182845904523536
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SQRT_TWO :: 1.41421356237309504880168872420969808
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SQRT_THREE :: 1.73205080756887729352744634150587236
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SQRT_FIVE :: 2.23606797749978969640917366873127623
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LOG_TWO :: 0.693147180559945309417232121458176568
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LOG_TEN :: 2.30258509299404568401799145468436421
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EPSILON :: 1.19209290e-7
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τ :: TAU
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π :: PI
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// Vec2 :: type raw_union {
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// using xy_: struct {x, y: f32}
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// v: {2}f32
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// e: [2]f32
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// }
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// Vec3 :: type raw_union {
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// using xyz_: struct {x, y, z: f32}
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// xy: Vec2
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// v: {3}f32
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// e: [3]f32
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// }
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// Vec4 :: type raw_union {
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// using xyzw_: struct {x, y, z, w: f32}
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// xy: Vec2
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// xyz: Vec3
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// v: {4}f32
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// e: [4]f32
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// }
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Vec2 :: type {2}f32
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Vec3 :: type {3}f32
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Vec4 :: type {4}f32
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Mat2 :: type {4}f32
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Mat3 :: type {9}f32
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Mat4 :: type {16}f32
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sqrt32 :: proc(x: f32) -> f32 #foreign "llvm.sqrt.f32"
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sqrt64 :: proc(x: f64) -> f64 #foreign "llvm.sqrt.f64"
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sin32 :: proc(x: f32) -> f32 #foreign "llvm.sin.f32"
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sin64 :: proc(x: f64) -> f64 #foreign "llvm.sin.f64"
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cos64 :: proc(x: f64) -> f64 #foreign "llvm.cos.f64"
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cos32 :: proc(x: f32) -> f32 #foreign "llvm.cos.f32"
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lerp32 :: proc(a, b, t: f32) -> f32 { return a*(1-t) + b*t }
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lerp64 :: proc(a, b, t: f64) -> f64 { return a*(1-t) + b*t }
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clamp32 :: proc(x, lower, upper: f32) -> f32 { return min(max(x, lower), upper) }
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clamp64 :: proc(x, lower, upper: f64) -> f64 { return min(max(x, lower), upper) }
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sign32 :: proc(x: f32) -> f32 { if x >= 0 { return +1 } return -1 }
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sign64 :: proc(x: f64) -> f64 { if x >= 0 { return +1 } return -1 }
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copy_sign :: proc(x, y: f32) -> f32 {
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ix := x transmute u32
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iy := y transmute u32
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ix &= 0x7fffffff
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ix |= iy & 0x80000000
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return ix transmute f32
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}
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round :: proc(x: f32) -> f32 {
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if x >= 0 {
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return floor(x + 0.5)
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}
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return ceil(x - 0.5)
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}
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floor :: proc(x: f32) -> f32 {
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if x >= 0 {
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return x as int as f32
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}
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return (x-0.5) as int as f32
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}
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ceil :: proc(x: f32) -> f32 {
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if x < 0 {
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return x as int as f32
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}
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return ((x as int)+1) as f32
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}
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remainder :: proc(x, y: f32) -> f32 {
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return x - round(x/y) * y
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}
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fmod :: proc(x, y: f32) -> f32 {
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y = abs(y)
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result := remainder(abs(x), y)
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if sign32(result) < 0 {
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result += y
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}
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return copy_sign(result, x)
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}
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to_radians :: proc(degrees: f32) -> f32 { return degrees * TAU / 360 }
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to_degrees :: proc(radians: f32) -> f32 { return radians * 360 / TAU }
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dot2 :: proc(a, b: Vec2) -> f32 { c := a*b; return c[0] + c[1] }
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dot3 :: proc(a, b: Vec3) -> f32 { c := a*b; return c[0] + c[1] + c[2] }
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dot4 :: proc(a, b: Vec4) -> f32 { c := a*b; return c[0] + c[1] + c[2] + c[3] }
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cross :: proc(x, y: Vec3) -> Vec3 {
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a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1)
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b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0)
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return a - b
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}
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vec2_mag :: proc(v: Vec2) -> f32 { return sqrt32(dot2(v, v)) }
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vec3_mag :: proc(v: Vec3) -> f32 { return sqrt32(dot3(v, v)) }
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vec4_mag :: proc(v: Vec4) -> f32 { return sqrt32(dot4(v, v)) }
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vec2_norm :: proc(v: Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)} }
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vec3_norm :: proc(v: Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)} }
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vec4_norm :: proc(v: Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)} }
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vec2_norm0 :: proc(v: Vec2) -> Vec2 {
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m := vec2_mag(v)
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if m == 0 {
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return Vec2{0}
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}
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return v / Vec2{m}
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}
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vec3_norm0 :: proc(v: Vec3) -> Vec3 {
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m := vec3_mag(v)
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if m == 0 {
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return Vec3{0}
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}
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return v / Vec3{m}
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}
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vec4_norm0 :: proc(v: Vec4) -> Vec4 {
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m := vec4_mag(v)
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if m == 0 {
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return Vec4{0}
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}
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return v / Vec4{m}
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}
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F32_DIG :: 6
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F32_EPSILON :: 1.192092896e-07
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F32_GUARD :: 0
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F32_MANT_DIG :: 24
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F32_MAX :: 3.402823466e+38
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F32_MAX_10_EXP :: 38
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F32_MAX_EXP :: 128
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F32_MIN :: 1.175494351e-38
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F32_MIN_10_EXP :: -37
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F32_MIN_EXP :: -125
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F32_NORMALIZE :: 0
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F32_RADIX :: 2
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F32_ROUNDS :: 1
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F64_DIG :: 15 // # of decimal digits of precision
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F64_EPSILON :: 2.2204460492503131e-016 // smallest such that 1.0+F64_EPSILON != 1.0
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F64_MANT_DIG :: 53 // # of bits in mantissa
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F64_MAX :: 1.7976931348623158e+308 // max value
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F64_MAX_10_EXP :: 308 // max decimal exponent
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F64_MAX_EXP :: 1024 // max binary exponent
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F64_MIN :: 2.2250738585072014e-308 // min positive value
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F64_MIN_10_EXP :: -307 // min decimal exponent
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F64_MIN_EXP :: -1021 // min binary exponent
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F64_RADIX :: 2 // exponent radix
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F64_ROUNDS :: 1 // addition rounding: near
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