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  • Test a simple multi-player (upto four players) Android game in single developer machine

    - by Kush
    I'm working on a multi-player Android game (very simple it is that it doesn't have any game-engine used). The game is based on Java Socket. Four devices will connect the game server and a new thread will manage their session. The game server will server many such sessions (having 4 players each). What I'm worried about is the testing of this game. I know it is possible to run multiple android emulators, but my development laptop is very limited in capabilities (3 GB RAM, 2 Ghz Intel Core2Duo and on-board Graphics). And I'm already using Ubuntu to develop the game so that I have more user memory available than I'd have with Windows. Hence, the laptop will burn-to-death on running 4 emulator instances. I don't have access to any android device, neither I have another machine with higher configuration. And I still have to develop and test this game. P.S. : I'm a CS student, and currently don't work anywhere, and this game is college project, so if there are any paid solutions, I cannot afford it. What can I do to test the app seamlessly? ability to test even only 4 clients (i.e. only 1 session) would suffice, its alright if I can't simulate real environment with some 10-20 active game sessions (having 4 players each).

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • Difference between generator expression and generator function

    - by Neil G
    Is there any difference — performance or otherwise — between generator expressions and generator functions? In [1]: def f(): ...: yield from range(4) ...: In [2]: def g(): ...: return (i for i in range(4)) ...: In [3]: f() Out[3]: <generator object f at 0x109902550> In [4]: list(f()) Out[4]: [0, 1, 2, 3] In [5]: list(g()) Out[5]: [0, 1, 2, 3] In [6]: g() Out[6]: <generator object <genexpr> at 0x1099056e0>

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  • Parallelism implies concurrency but not the other way round right?

    - by Cedric Martin
    I often read that parallelism and concurrency are different things. Very often the answerers/commenters go as far as writing that they're two entirely different things. Yet in my view they're related but I'd like some clarification on that. For example if I'm on a multi-core CPU and manage to divide the computation into x smaller computation (say using fork/join) each running in its own thread, I'll have a program that is both doing parallel computation (because supposedly at any point in time several threads are going to run on several cores) and being concurrent right? While if I'm simply using, say, Java and dealing with UI events and repaints on the Event Dispatch Thread plus running the only thread I created myself, I'll have a program that is concurrent (EDT + GC thread + my main thread etc.) but not parallel. I'd like to know if I'm getting this right and if parallelism (on a "single but multi-cores" system) always implies concurrency or not? Also, are multi-threaded programs running on multi-cores CPU but where the different threads are doing totally different computation considered to be using "parallelism"?

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  • Does concurrency inherently introduce "randomness" into a game?

    - by Jeff
    When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? Note that when I use the word "random", I'm not meaning to launch into a philosophical debate about the deterministic nature of the system. I understand that concurrency is deterministic in the sense that the operating system decides which processes to allow time on the CPU and in what order (or the JVM controls which Thread's turn it is to execute, etc). But my understanding of this is that there is no way to control or predict whether one thread's next command will execute before or after another. The reason I'm asking is because this seems like a fundamental difficulty for game development where a game is supposedly designed around a player's skill. Consider a game like League of Legends. Assume that two players are battling it out. It's a very close contest between the two and it's coming down to the wire -- so much so that whoever gets their last attack off will be the one to kill the other and win the game for their team. If the players are implemented using concurrency and the situation really was like this, is it essentially out of the players' hands at this point? Is the outcome of this match all up to whatever system is arbitrarily deciding which player's thread/process will execute next? If not, what am I misunderstanding about concurrency? If so, is there any way around this problem so that a game of skill can always be a game of skill, especially in those most crucial moments?

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  • How to install SIP+PyQt with apt-get + pip + virtualenv?

    - by kjo
    [I originally posted this question, under a different title, in StackOverflow (here), but later I realized that my problem is very specific to apt-get, hence I am re-posting it here. Sorry for the duplication.] I'm trying to install PyQt on Ubuntu (and within a virtualenv). The list of obstacles I'm dealing with is far too long to include here, but the one I'm currently trying to get past is this: % workon myvenv (myvenv)% cd ~/.virtualenvs/myvenv/build/pyqt (myvenv)% python ./configure.py Traceback (most recent call last): File "./configure.py", line 32, in <module> import sipconfig OK, so let's install sipconfig... (myvenv)% pip install SIP Downloading/unpacking SIP Downloading sip-4.14.8-snapshot-02bdf6cc32c1.zip (848Kb): 848Kb downloaded Running setup.py egg_info for package SIP Traceback (most recent call last): File "<string>", line 14, in <module> IOError: [Errno 2] No such file or directory: '/home/yt/.virtualenvs/myvenv/build/SIP/setup.py' Complete output from command python setup.py egg_info: Traceback (most recent call last): File "<string>", line 14, in <module> IOError: [Errno 2] No such file or directory: '/home/yt/.virtualenvs/myvenv/build/SIP/setup.py' ---------------------------------------- Command python setup.py egg_info failed with error code 1 in /home/yt/.virtualenvs/myvenv/build/SIP Storing complete log in /home/yt/.pip/pip.log The only recipe I've found so far installing SIP is this % python configure.py % make % sudo make install ...but this recipe goes against my policy of doing all my Ubuntu installations either through apt-get (or through pip in the case of Python modules). Is there some way that I can install SIP with apt-get (and possibly pip)?

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  • What is Atomicity?

    - by James Jeffery
    I'm really struggling to find a concrete, easy to grasp, explanation of Atomicity. My understanding thus far is that to ensure an operation is atomic you wrap the critical code in a locker. But that's about as much as I actually understand. Definitions such as the one below make no sense to me at all. An operation during which a processor can simultaneously read a location and write it in the same bus operation. This prevents any other processor or I/O device from writing or reading memory until the operation is complete. Atomic implies indivisibility and irreducibility, so an atomic operation must be performed entirely or not performed at all. What does the last sentence mean? Is the term indivisibility relating to mathematics or something else? Sometimes the jargon with these topics confuse more than they teach.

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  • A simple Python deployment problem - a whole world of pain

    - by Evgeny
    We have several Python 2.6 applications running on Linux. Some of them are Pylons web applications, others are simply long-running processes that we run from the command line using nohup. We're also using virtualenv, both in development and in production. What is the best way to deploy these applications to a production server? In development we simply get the source tree into any directory, set up a virtualenv and run - easy enough. We could do the same in production and perhaps that really is the most practical solution, but it just feels a bit wrong to run svn update in production. We've also tried fab, but it just never works first time. For every application something else goes wrong. It strikes me that the whole process is just too hard, given that what we're trying to achieve is fundamentally very simple. Here's what we want from a deployment process. We should be able to run one simple command to deploy an updated version of an application. (If the initial deployment involves a bit of extra complexity that's fine.) When we run this command it should copy certain files, either out of a Subversion repository or out of a local working copy, to a specified "environment" on the server, which probably means a different virtualenv. We have both staging and production version of the applications on the same server, so they need to somehow be kept separate. If it installs into site-packages, that's fine too, as long as it works. We have some configuration files on the server that should be preserved (ie. not overwritten or deleted by the deployment process). Some of these applications import modules from other applications, so they need to be able to reference each other as packages somehow. This is the part we've had the most trouble with! I don't care whether it works via relative imports, site-packages or whatever, as long as it works reliably in both development and production. Ideally the deployment process should automatically install external packages that our applications depend on (eg. psycopg2). That's really it! How hard can it be?

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  • How should I invoke a physics engine?

    - by ymfoi
    I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I attach it directly to the graphics render routine or put it in an individual thread? I've spent much time looking for some common approach, but found nothing. So can you reveal some basics idea for me, a newbie? Thanks! P.S. There're many other problems I have to deal with if I choose to start a separate thread for the physics engine, for example, the lock problem, while from my intuition, I guess I'd better separate the render and the physics engine.

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  • Sprites as Actors

    - by Scán
    Hello, I'm not experienced in GameDev questions, but as a programmer. In the language Scala, you can have scalable multi-tasking with Actors, very stable, as I hear. You can even habe hundreds of thousands of them running at once without a problem. So I thought, maybe you can use these as a base class for 2D-Sprites, to break out of the game-loop thing that requires to go through all the sprites and move them. They'd basically move themselves, event-driven. Would that make sense for a game? Having it multitasked like that? After all, it will run on the JVM, though that should not be much of a problem nowadays.

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  • GAE - Getting TypeError requiring class instance be passed to class's own method...

    - by Spencer Leland
    I'm really new to programming... I set up a class to give supporting information for Google's User API user object. I store this info in the datastore using db.model. When I call the okstatus method of my user_info class using this code: elif user_info.okstatus(user): self.response.out.write("user allowed") I get this error: unbound method okstatus() must be called with user_info instance as first argument (got User instance instead) Here is my user_info class. class user_info: def auth_ctrlr(self, user): if self.status(user) == status_allowed: return ("<a href=\"%s\">Sign Out</a>)" % (users.create_login_url("/"))) else: return ("<a href=\"%s\">Sign In or Get an Account</a>)" % (users.create_logout_url("/"))) def status(self, user): match = sub_user.gql(qu_by_user_id, user.user_id) return match.string_status def group(self, user): match = sub_user.gql(qu_by_user_id, user.user_id) grp = group_names.gql(qu_by_user_id, match.groupID) return grp def okstatus(self, user): match = self.status(user) if match == status_allowed: return True My understanding is that the argument "self" inside the method's calling arguments describes it as a child to the class. I've tried everything I can think of and can't find any related info online. Can someone please tell me what I'm doing wrong? Thanks

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  • Are there deprecated practices for multithread and multiprocessor programming that I should no longer use?

    - by DeveloperDon
    In the early days of FORTRAN and BASIC, essentially all programs were written with GOTO statements. The result was spaghetti code and the solution was structured programming. Similarly, pointers can have difficult to control characteristics in our programs. C++ started with plenty of pointers, but use of references are recommended. Libraries like STL can reduce some of our dependency. There are also idioms to create smart pointers that have better characteristics, and some version of C++ permit references and managed code. Programming practices like inheritance and polymorphism use a lot of pointers behind the scenes (just as for, while, do structured programming generates code filled with branch instructions). Languages like Java eliminate pointers and use garbage collection to manage dynamically allocated data instead of depending on programmers to match all their new and delete statements. In my reading, I have seen examples of multi-process and multi-thread programming that don't seem to use semaphores. Do they use the same thing with different names or do they have new ways of structuring protection of resources from concurrent use? For example, a specific example of a system for multithread programming with multicore processors is OpenMP. It represents a critical region as follows, without the use of semaphores, which seem not to be included in the environment. th_id = omp_get_thread_num(); #pragma omp critical { cout << "Hello World from thread " << th_id << '\n'; } This example is an excerpt from: http://en.wikipedia.org/wiki/OpenMP Alternatively, similar protection of threads from each other using semaphores with functions wait() and signal() might look like this: wait(sem); th_id = get_thread_num(); cout << "Hello World from thread " << th_id << '\n'; signal(sem); In this example, things are pretty simple, and just a simple review is enough to show the wait() and signal() calls are matched and even with a lot of concurrency, thread safety is provided. But other algorithms are more complicated and use multiple semaphores (both binary and counting) spread across multiple functions with complex conditions that can be called by many threads. The consequences of creating deadlock or failing to make things thread safe can be hard to manage. Do these systems like OpenMP eliminate the problems with semaphores? Do they move the problem somewhere else? How do I transform my favorite semaphore using algorithm to not use semaphores anymore?

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  • Getting the source .rst file path in Sphinx extension

    - by Mikko Ohtamaa
    I am writing a Sphinx extension and I need to know the document page source code file system path (.rst file location) to extract some version control system information of it. How can I get this information in my event handler / which event handler I should use? Example: # This package may contain traces of nuts def on_html_page_context(app, pagename, templatename, context, doctree): import ipdb ; ipdb.set_trace() if doctree: print doctree.source def setup(app): app.require_sphinx('1.0') app.connect('html-page-context', on_html_page_context)

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  • Serverside memory efficiency and threading for a turn based game

    - by SkeletorFromEterenia
    Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game server architecture articles I found focus either on FPS oder MMOGs, which doesn't really fit since I want many matches with 1- 16 players on my server, with each match being played in turn based mode. My chief concern is memory usage, since the most basic approach of loading every game that is being played completely into RAM should be quite inefficient, so is there a suitable strategy for selecting only the needed bits and loading them? Another question I got is how to design the threading on the server, since I think using only a single thread could be a problem due to the fact that the game or part of it might have to be loaded from the database. I would be very happy if you could share your knowledge or point me to material on this topic.

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  • Threads are facing deadlock in socket program [migrated]

    - by ankur.trapasiya
    I am developing one program in which a user can download a number of files. Now first I am sending the list of files to the user. So from the list user selects one file at a time and provides path where to store that file. In turn it also gives the server the path of file where does it exist. I am following this approach because I want to give stream like experience without file size limitation. Here is my code.. 1) This is server which gets started each time I start my application public class FileServer extends Thread { private ServerSocket socket = null; public FileServer() { try { socket = new ServerSocket(Utils.tcp_port); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } @Override public void run() { try { System.out.println("request received"); new FileThread(socket.accept()).start(); } catch (IOException ex) { ex.printStackTrace(); } } } 2) This thread runs for each client separately and sends the requested file to the user 8kb data at a time. public class FileThread extends Thread { private Socket socket; private String filePath; public String getFilePath() { return filePath; } public void setFilePath(String filePath) { this.filePath = filePath; } public FileThread(Socket socket) { this.socket = socket; System.out.println("server thread" + this.socket.isConnected()); //this.filePath = filePath; } @Override public void run() { // TODO Auto-generated method stub try { ObjectInputStream ois=new ObjectInputStream(socket.getInputStream()); try { //************NOTE filePath=(String) ois.readObject(); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } File f = new File(this.filePath); byte[] buf = new byte[8192]; InputStream is = new FileInputStream(f); BufferedInputStream bis = new BufferedInputStream(is); ObjectOutputStream oos = new ObjectOutputStream( socket.getOutputStream()); int c = 0; while ((c = bis.read(buf, 0, buf.length)) > 0) { oos.write(buf, 0, c); oos.flush(); // buf=new byte[8192]; } oos.close(); //socket.shutdownOutput(); // client.shutdownOutput(); System.out.println("stop"); // client.shutdownOutput(); ois.close(); // Thread.sleep(500); is.close(); bis.close(); socket.close(); } catch (IOException ex) { ex.printStackTrace(); } } } NOTE: here filePath represents the path of the file where it exists on the server. The client who is connecting to the server provides this path. I am managing this through sockets and I am successfully receiving this path. 3) FileReceiverThread is responsible for receiving the data from the server and constructing file from this buffer data. public class FileReceiveThread extends Thread { private String fileStorePath; private String sourceFile; private Socket socket = null; public FileReceiveThread(String ip, int port, String fileStorePath, String sourceFile) { this.fileStorePath = fileStorePath; this.sourceFile = sourceFile; try { socket = new Socket(ip, port); System.out.println("receive file thread " + socket.isConnected()); } catch (IOException ex) { ex.printStackTrace(); } } @Override public void run() { try { ObjectOutputStream oos = new ObjectOutputStream( socket.getOutputStream()); oos.writeObject(sourceFile); oos.flush(); // oos.close(); File f = new File(fileStorePath); OutputStream os = new FileOutputStream(f); BufferedOutputStream bos = new BufferedOutputStream(os); byte[] buf = new byte[8192]; int c = 0; //************ NOTE ObjectInputStream ois = new ObjectInputStream( socket.getInputStream()); while ((c = ois.read(buf, 0, buf.length)) > 0) { // ois.read(buf); bos.write(buf, 0, c); bos.flush(); // buf = new byte[8192]; } ois.close(); oos.close(); // os.close(); bos.close(); socket.close(); //Thread.sleep(500); } catch (IOException ex) { ex.printStackTrace(); } } } NOTE : Now the problem that I am facing is at the first time when the file is requested the outcome of the program is same as my expectation. I am able to transmit any size of file at first time. Now when the second file is requested (e.g. I have sent file a,b,c,d to the user and user has received file a successfully and now he is requesting file b) the program faces deadlock at this situation. It is waiting for socket's input stream. I put breakpoint and tried to debug it but it is not going in FileThread's run method second time. I could not find out the mistake here. Basically I am making a LAN Messenger which works on LAN. I am using SWT as UI framework.

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  • Deleting object in function

    - by wrongusername
    Let's say I have created two objects from class foo and now want to combine the two. How, if at all possible, can I accomplish that within a function like this: def combine(first, second): first.value += second.value del second #this doesn't work, though first.value *does* get changed instead of doing something like def combine(first, second): first.value += second.value in the function and putting del second immediately after the function call?

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate instance of the extended thread class each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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  • Game thread, render thread, animation/inverse kinematics, and synchronization

    - by user782220
    In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just update a number saying time T in the animation and then the render thread infers Who owns the skin mesh animation, the game logic thread or the render thread? How is it stored in the scene graph if it is stored there at all? When the game logic updates does it do the computation of the skin mesh animation and the computation of the inverse kinematics and then store the result directly in the scene graph or is it stored indirectly and the render thread does the computation?

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  • Python multiprocessing global variable updates not returned to parent

    - by user1459256
    I am trying to return values from subprocesses but these values are unfortunately unpicklable. So I used global variables in threads module with success but have not been able to retrieve updates done in subprocesses when using multiprocessing module. I hope I'm missing something. The results printed at the end are always the same as initial values given the vars dataDV03 and dataDV04. The subprocesses are updating these global variables but these global variables remain unchanged in the parent. import multiprocessing # NOT ABLE to get python to return values in passed variables. ants = ['DV03', 'DV04'] dataDV03 = ['', ''] dataDV04 = {'driver': '', 'status': ''} def getDV03CclDrivers(lib): # call global variable global dataDV03 dataDV03[1] = 1 dataDV03[0] = 0 # eval( 'CCL.' + lib + '.' + lib + '( "DV03" )' ) these are unpicklable instantiations def getDV04CclDrivers(lib, dataDV04): # pass global variable dataDV04['driver'] = 0 # eval( 'CCL.' + lib + '.' + lib + '( "DV04" )' ) if __name__ == "__main__": jobs = [] if 'DV03' in ants: j = multiprocessing.Process(target=getDV03CclDrivers, args=('LORR',)) jobs.append(j) if 'DV04' in ants: j = multiprocessing.Process(target=getDV04CclDrivers, args=('LORR', dataDV04)) jobs.append(j) for j in jobs: j.start() for j in jobs: j.join() print 'Results:\n' print 'DV03', dataDV03 print 'DV04', dataDV04 I cannot post to my question so will try to edit the original. Here is the object that is not picklable: In [1]: from CCL import LORR In [2]: lorr=LORR.LORR('DV20', None) In [3]: lorr Out[3]: <CCL.LORR.LORR instance at 0x94b188c> This is the error returned when I use a multiprocessing.Pool to return the instance back to the parent: Thread getCcl (('DV20', 'LORR'),) Process PoolWorker-1: Traceback (most recent call last): File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/process.py", line 232, in _bootstrap self.run() File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/process.py", line 88, in run self._target(*self._args, **self._kwargs) File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/pool.py", line 71, in worker put((job, i, result)) File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/queues.py", line 366, in put return send(obj) UnpickleableError: Cannot pickle <type 'thread.lock'> objects In [5]: dir(lorr) Out[5]: ['GET_AMBIENT_TEMPERATURE', 'GET_CAN_ERROR', 'GET_CAN_ERROR_COUNT', 'GET_CHANNEL_NUMBER', 'GET_COUNT_PER_C_OP', 'GET_COUNT_REMAINING_OP', 'GET_DCM_LOCKED', 'GET_EFC_125_MHZ', 'GET_EFC_COMB_LINE_PLL', 'GET_ERROR_CODE_LAST_CAN_ERROR', 'GET_INTERNAL_SLAVE_ERROR_CODE', 'GET_MAGNITUDE_CELSIUS_OP', 'GET_MAJOR_REV_LEVEL', 'GET_MINOR_REV_LEVEL', 'GET_MODULE_CODES_CDAY', 'GET_MODULE_CODES_CMONTH', 'GET_MODULE_CODES_DIG1', 'GET_MODULE_CODES_DIG2', 'GET_MODULE_CODES_DIG4', 'GET_MODULE_CODES_DIG6', 'GET_MODULE_CODES_SERIAL', 'GET_MODULE_CODES_VERSION_MAJOR', 'GET_MODULE_CODES_VERSION_MINOR', 'GET_MODULE_CODES_YEAR', 'GET_NODE_ADDRESS', 'GET_OPTICAL_POWER_OFF', 'GET_OUTPUT_125MHZ_LOCKED', 'GET_OUTPUT_2GHZ_LOCKED', 'GET_PATCH_LEVEL', 'GET_POWER_SUPPLY_12V_NOT_OK', 'GET_POWER_SUPPLY_15V_NOT_OK', 'GET_PROTOCOL_MAJOR_REV_LEVEL', 'GET_PROTOCOL_MINOR_REV_LEVEL', 'GET_PROTOCOL_PATCH_LEVEL', 'GET_PROTOCOL_REV_LEVEL', 'GET_PWR_125_MHZ', 'GET_PWR_25_MHZ', 'GET_PWR_2_GHZ', 'GET_READ_MODULE_CODES', 'GET_RX_OPT_PWR', 'GET_SERIAL_NUMBER', 'GET_SIGN_OP', 'GET_STATUS', 'GET_SW_REV_LEVEL', 'GET_TE_LENGTH', 'GET_TE_LONG_FLAG_SET', 'GET_TE_OFFSET_COUNTER', 'GET_TE_SHORT_FLAG_SET', 'GET_TRANS_NUM', 'GET_VDC_12', 'GET_VDC_15', 'GET_VDC_7', 'GET_VDC_MINUS_7', 'SET_CLEAR_FLAGS', 'SET_FPGA_LOGIC_RESET', 'SET_RESET_AMBSI', 'SET_RESET_DEVICE', 'SET_RESYNC_TE', 'STATUS', '_HardwareDevice__componentName', '_HardwareDevice__hw', '_HardwareDevice__stickyFlag', '_LORRBase__logger', '__del__', '__doc__', '__init__', '__module__', '_devices', 'clearDeviceCommunicationErrorAlarm', 'getControlList', 'getDeviceCommunicationErrorCounter', 'getErrorMessage', 'getHwState', 'getInternalSlaveCanErrorMsg', 'getLastCanErrorMsg', 'getMonitorList', 'hwConfigure', 'hwDiagnostic', 'hwInitialize', 'hwOperational', 'hwSimulation', 'hwStart', 'hwStop', 'inErrorState', 'isMonitoring', 'isSimulated'] In [6]:

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  • Updating scene graph in multithreaded game

    - by user782220
    In a game with a render thread and a game logic thread the game logic thread needs to update the scene graph used by the render thread. I've read about ideas such as a queue of updates. Can someone describe to a newbie at scene graphs what kind of interface the scene graph exports. Presumably it would be rather complicated. So then how does a queue of updates get implemented in C++ in a way that can handle the complexity of the interface of the scene graph while also being type safe and efficient. Again I'm a newbie at scene graphs and C++.

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  • What are the relative merits for implementing an Erlang-style "Continuation" pattern in C#

    - by JoeGeeky
    What are the relative merits (or demerits) for implementing an Erlang-style "Continuation" pattern in C#. I'm working on a project that has a large number of Lowest priority threads and I'm wondering if my approach may be all wrong. It would seem there is a reasonable upper limit to the number of long-running threads that any one Process 'should' spawn. With that said, I'm not sure what would signal the tipping-point for too many thread or when alternate patterns such as "Continuation" would be more suitable. In this case, many of the threads do a small amount of work and then sleep until woken to go again (Ex. Heartbeat, purge caches, etc...). This continues for the life of the Process.

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • UML Diagrams of Multi-Threaded Applications

    - by PersonalNexus
    For single-threaded applications I like to use class diagrams to get an overview of the architecture of that application. This type of diagram, however, hasn’t been very helpful when trying to understand heavily multi-threaded/concurrent applications, for instance because different instances of a class "live" on different threads (meaning accessing an instance is save only from the one thread it lives on). Consequently, associations between classes don’t necessarily mean that I can call methods on those objects, but instead I have to make that call on the target object's thread. Most literature I have dug up on the topic such as Designing Concurrent, Distributed, and Real-Time Applications with UML by Hassan Gomaa had some nice ideas, such as drawing thread boundaries into object diagrams, but overall seemed a bit too academic and wordy to be really useful. I don’t want to use these diagrams as a high-level view of the problem domain, but rather as a detailed description of my classes/objects, their interactions and the limitations due to thread-boundaries I mentioned above. I would therefore like to know: What types of diagrams have you found to be most helpful in understanding multi-threaded applications? Are there any extensions to classic UML that take into account the peculiarities of multi-threaded applications, e.g. through annotations illustrating that some objects might live in a certain thread while others have no thread-affinity; some fields of an object may be read from any thread, but written to only from one; some methods are synchronous and return a result while others are asynchronous that get requests queued up and return results for instance via a callback on a different thread.

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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