I'm using the cosine function in C++ to simulate flashing for a sprite in my game. The method looks like this:(anything in the sf namespace is part of the SFML graphics library)void Player::update(const float& deltaTime){    mAccumulatedTime += deltaTime;    float opacity = abs(cosf(5*mAccumulatedTime)) * 255;    static int numFlashes = 0;    if (opacity == 255) {        cout << ++numFlashes << endl;    }    mSprite.setFillColor(sf::Color(255, 255, 255, opacity));}So every time opacity is equal to 255 (basically the passing of one full period),  numFlashes should be incremented. The problem is, cos() isn't perfect, meaning it doesn't exactly reach 1 and 0, so the if condition is rarely met. If I use rough checking like if (opacity > 255*0.9999), then numFlashes becomes really high, really fast.Does anyone know a way to accurately check when a full period has passed? Or is that just not possible?
Cosine function period
c++;sfml
One may use the following closed formula to compute numFlashes:numFlashes = 5 * mAccumulatedTime / pi.This follows from the fact that the period of the function abs(cos(x)) is pi and, if an oscillating function in variable x has a period T, then the number of oscillations, n, is given by the formula:n = x / T.Thus, your function definition may be corrected, and even simplified, as follows:const float PI = acosf(-1);void Player::update(const float& deltaTime){    mAccumulatedTime += deltaTime;    float opacity = abs(cosf(5*mAccumulatedTime)) * 255;    int numFlashes = 5 * mAccumulatedTime / PI;    cout << numFlashes << endl;    mSprite.setFillColor(sf::Color(255, 255, 255, opacity));}