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Use preincrementation for iterators.
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@ -5014,7 +5014,7 @@ void View::DrawFindZone()
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const auto zmax = ( log10( tmax ) - tMinLog ) / numBins;
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{
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auto zit = sorted.begin();
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while( zit != sorted.end() && *zit == 0 ) zit++;
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while( zit != sorted.end() && *zit == 0 ) ++zit;
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for( int64_t i=0; i<numBins; i++ )
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{
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const auto nextBinVal = int64_t( pow( 10.0, tMinLog + ( i+1 ) * zmax ) );
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@ -5039,7 +5039,7 @@ void View::DrawFindZone()
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if( m_findZone.selGroup != m_findZone.Unselected )
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{
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auto zit = m_findZone.selSort.begin();
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while( zit != m_findZone.selSort.end() && *zit == 0 ) zit++;
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while( zit != m_findZone.selSort.end() && *zit == 0 ) ++zit;
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for( int64_t i=0; i<numBins; i++ )
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{
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const auto nextBinVal = int64_t( pow( 10.0, tMinLog + ( i+1 ) * zmax ) );
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@ -5060,7 +5060,7 @@ void View::DrawFindZone()
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{
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const auto zmax = tmax - tmin;
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auto zit = sorted.begin();
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while( zit != sorted.end() && *zit == 0 ) zit++;
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while( zit != sorted.end() && *zit == 0 ) ++zit;
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for( int64_t i=0; i<numBins; i++ )
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{
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const auto nextBinVal = tmin + ( i+1 ) * zmax / numBins;
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@ -5084,7 +5084,7 @@ void View::DrawFindZone()
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if( m_findZone.selGroup != m_findZone.Unselected )
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{
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auto zit = m_findZone.selSort.begin();
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while( zit != m_findZone.selSort.end() && *zit == 0 ) zit++;
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while( zit != m_findZone.selSort.end() && *zit == 0 ) ++zit;
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for( int64_t i=0; i<numBins; i++ )
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{
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const auto nextBinVal = tmin + ( i+1 ) * zmax / numBins;
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@ -6898,7 +6898,7 @@ void View::DrawInfo()
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const auto tMinLog = log10( tmin );
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const auto zmax = ( log10( tmax ) - tMinLog ) / numBins;
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auto fit = frames.begin();
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while( fit != frames.end() && *fit == 0 ) fit++;
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while( fit != frames.end() && *fit == 0 ) ++fit;
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for( int64_t i=0; i<numBins; i++ )
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{
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const auto nextBinVal = int64_t( pow( 10.0, tMinLog + ( i+1 ) * zmax ) );
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@ -6912,7 +6912,7 @@ void View::DrawInfo()
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{
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const auto zmax = tmax - tmin;
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auto fit = frames.begin();
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while( fit != frames.end() && *fit == 0 ) fit++;
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while( fit != frames.end() && *fit == 0 ) ++fit;
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for( int64_t i=0; i<numBins; i++ )
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{
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const auto nextBinVal = tmin + ( i+1 ) * zmax / numBins;
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