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  • Any significant performance cost to using BlendState.Premultiplied?

    - by Donutz
    Normally I guess you'd use BlendState.AlphaBlend because normally when you load your textures through the pipeline they're already premultiplied. However, if you're loading textures at runtime from PNGs or some such, you have to loop through the pixels and premultiply them, which can take a long time if you've got a lot of textures to load. So it looks (haven't tried it) like using BlendState.Premultiplied instead of BlendState.AlphaBlend should handle non-premultiplied textures and produce the same visual result, without all the startup costs. I have to wonder if there's a non-obvious cost to doing this, like a huge drop in performance or something. Anyone know?

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Linux Kernel crash mutex_lock_slowpath "blocked for more than 120 seconds". What to do?

    - by Roddick
    I have out-of-the box Debian Lenny with non-custom kernel 2.6.26-2-amd64. Brand new server that is used to 5% of it's potential, CPU and Disk-wise. Meaning it probably not crashing because of overload. every few days it freezes with hundreds of these messages in console log: : [284847.828428] INFO: task apache2:12473 blocked for more than 120 seconds. : [284847.868468] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. : [284847.912759] apache2 D ffff8101bc6b7ab0 0 12473 14358 : [284847.912763] ffff810160d5bc50 0000000000000082 ffff8101c0002e40 0000000000000000 : [284847.912766] ffff8101a7c42950 ffff810327d92810 ffff8101a7c42bd8 0000000400000044 : [284847.912770] ffff8101c0002e40 00000000000612d0 0000000000000000 00000040000612d0 : [284847.912773] Call Trace: : [284847.912786] [<ffffffff80429b0d>] __mutex_lock_slowpath+0x64/0x9b : [284847.912790] [<ffffffff80429972>] mutex_lock+0xa/0xb : [284847.912794] [<ffffffff802a20b9>] do_lookup+0x82/0x1c1 : [284847.912800] [<ffffffff802a4271>] __link_path_walk+0x87a/0xd19 : [284847.912805] [<ffffffff80295844>] kmem_getpages+0x96/0x15f : [284847.912808] [<ffffffff80295fb7>] ____cache_alloc_node+0x6d/0x106 : [284847.912814] [<ffffffff802a4756>] path_walk+0x46/0x8b : [284847.912819] [<ffffffff802a4a82>] do_path_lookup+0x158/0x1cf : [284847.912822] [<ffffffff802a3879>] getname+0x140/0x1a7 : [284847.912827] [<ffffffff802a53f1>] __user_walk_fd+0x37/0x4c : [284847.912831] [<ffffffff8029e381>] vfs_lstat_fd+0x18/0x47 : [284847.912840] [<ffffffff8029e3c9>] sys_newlstat+0x19/0x31 : [284847.912848] [<ffffffff8020beda>] system_call_after_swapgs+0x8a/0x8f Almost all traces has __mutex_lock_slowpath as top-level. Only some has different trace: : [284847.737386] INFO: task apache2:12472 blocked for more than 120 seconds. : [284847.777551] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. : [284847.824881] apache2 D ffff8101bc6b7ab0 0 12472 14358 : [284847.824886] ffff8101b9cc1c50 0000000000000086 ffffffffa0131e0a 0000000000000002 : [284847.824889] ffff8102e7454300 ffff810324c6cad0 ffff8102e7454588 0000000000000000 : [284847.824893] 0000000000000001 0000000000000296 0000000000000003 ffff8101b9cc1c58 : [284847.824896] Call Trace: : [284847.828403] [<ffffffffa0131e0a>] :ext3:__ext3_journal_dirty_metadata+0x1e/0x46 : [284847.828412] [<ffffffff80429b0d>] __mutex_lock_slowpath+0x64/0x9b : [284847.828418] [<ffffffff80429972>] mutex_lock+0xa/0xb : [284847.828421] [<ffffffff802a20b9>] do_lookup+0x82/0x1c1 : [284847.828427] [<ffffffff802a4271>] __link_path_walk+0x87a/0xd19 : [284847.828428] [<ffffffff80271296>] find_lock_page+0x1f/0x8a : [284847.828428] [<ffffffff80273182>] filemap_fault+0x1c2/0x33c : [284847.828428] [<ffffffff802a4756>] path_walk+0x46/0x8b : [284847.828428] [<ffffffff802a4a82>] do_path_lookup+0x158/0x1cf : [284847.828428] [<ffffffff802a3879>] getname+0x140/0x1a7 : [284847.828428] [<ffffffff802a53f1>] __user_walk_fd+0x37/0x4c : [284847.828428] [<ffffffff8029e381>] vfs_lstat_fd+0x18/0x47 : [284847.828428] [<ffffffff8029e3c9>] sys_newlstat+0x19/0x31 : [284847.828428] [<ffffffff8020beda>] system_call_after_swapgs+0x8a/0x8f kernel: [1912668.466347] INFO: task apache2:17984 blocked for more than 120 seconds. [1912668.507035] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. : [1912668.555165] apache2 D ffff8101c5637ba0 0 17984 17282 : [1912668.596752] ffff810166a7dd30 0000000000000086 0000000000000000 ffff810166a7dcd8 : [1912668.643341] ffff8101c563c880 ffff81024505f000 0000000000000002 ffff810166a7dd68 : [1912668.699566] 0000000000000086 00000000000cb1a0 0000000000000000 ffff81017f344d60 : [1912668.744773] Call Trace: : [1912668.761754] [<ffffffff8022a3ed>] pick_next_task_fair+0x6e/0x7a : [1912668.829311] [<ffffffff802be0e2>] bio_alloc_bioset+0x89/0xd9 : [1912668.861930] [<ffffffff8024ac3a>] getnstimeofday+0x39/0x98 : [1912668.897005] [<ffffffff802710f6>] sync_page+0x0/0x41 : [1912668.927868] [<ffffffff80429487>] io_schedule+0x5c/0x9e : [1912668.960286] [<ffffffff80271132>] sync_page+0x3c/0x41 : [1912668.991756] [<ffffffff804295fa>] __wait_on_bit_lock+0x36/0x66 : [1912669.031757] [<ffffffff802710e3>] __lock_page+0x5e/0x64 : [1912669.064191] [<ffffffff802461d3>] wake_bit_function+0x0/0x23 : [1912669.100100] [<ffffffff80281bc5>] handle_mm_fault+0x5e4/0x8de : [1912669.134531] [<ffffffff802461a5>] autoremove_wake_function+0x0/0x2e : [1912669.174623] [<ffffffff802aa108>] fcntl_setlk+0x1cf/0x291 : [1912669.210623] [<ffffffff802461a5>] autoremove_wake_function+0x0/0x2e : [1912669.246923] [<ffffffff802a677f>] sys_fcntl+0x280/0x2f7 After googling for "mutex_lock_slowpath" I can only find the Kernel mailing list discussions that this issue was introduced in some commit. Wthout reference to verison. Discussions as recent as Jan 25, 2011. The Kernel I am using is form Debian Lenny, year ago. What should I do? Is this bug even fixed in kernel? if it's such obvious bug why it happens so rarely? Should I download latest kernel from kernel.org and upgrade? Should I use Debian backports to install new "Approved" kernel? Am I missing something? What to do?

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  • Beginners Guide to Visual Studio LightSwitch makes it easy to take a closer look

    - by Jim Duffy
    Following up on my most recent post about LightSwitch I thought I’d keep you in the loop on a valuable LightSwitch resource. The Beginners Guide to Visual Studio LightSwitch provides a jump start to get you and the department-level-typical-Access-application-developing-power-user rolling with LightSwitch in no time. The guide is broken down into 4 easy to follow parts. Beginners Guide to Visual Studio LightSwitch (Part – 1) – Working with New Data Entry Screen Beginners Guide to Visual Studio LightSwitch (Part – 2) – Working with Search Screen Beginners Guide to Visual Studio LightSwitch (Part – 3) – Working with Editable DataGrid Screen Beginners Guide to Visual Studio LightSwitch (Part – 4) – Working with List and Details Screen I mentioned it in my prior post but don’t forget to check out Beth Massi’s blog for additional information on Visual Studio LightSwitch. Have a day.

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  • Exclude category from Wordpress home page unless it belongs to another category

    - by sirlancelot
    I have multiple users adding content to restricted categories (using RoleScoper) in my Wordpress setup that don't show up on the homepage (custom template with query_posts()). I'm looking for a way to "promote" the submitted content to the homepage by adding it to another category. My loop code looks like this: <?php query_posts($query_string . '&cat=-37'); if (have_posts()): while (have_posts()): the_post(); ?> This will exclude all posts in category 37. However, even if I add the post to a different category it still gets excluded. Is there a way to exclude a post if it belongs to just that one category?

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  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

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  • How do I simulate the mouse and keyboard using C# or C++?

    - by Art
    I want to start develop for Kinect, but hardest theme for it - how to send keyboard and mouse input to any application. In previous question I got an advice to develop my own driver for this devices, but this will take a while. I imagine application like a gate, that can translate SendMessage's into system wide input or driver application with API to send this inputs. So I wonder, is there are drivers or simulators that can interact with C# or C++? Small edition: SendMessage, PostMessage, keybd_event will work only on Windows application with common messages loop. So I need driver application that will work on low, kernel, level.

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  • How to handle loading and keeping many bitmaps in an Android 2D game

    - by Lumis
    In an Android 2D game which is using SurfaceView where its onDraw is driven by a loop from a Thread, I use many bitmap sprites (sprite sheets) and two background size bitmaps, which are all loaded into memory at the start. It all works fine, however, when the activity is onPause or after reloading it few times, Android shows a tendency to wipe out the big bitmaps only, probably to free memory. Sometimes this happens even in the middle of loading this very activity. In order to counter this, I made a check in the onDraw method to test if the big bitmaps are still there and reload them if they are forcefully recycled by Android, before drawing them on Canvas. This solution may not be the most stable, and since I know that there are much more accomplished android game programmers here than myself, I hope you can reveal some tricks or secrets or at least provide some good hints, how to overcome this.

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  • Texture artifacts on iPad

    - by MrDatabase
    I'm porting an iPhone game to the iPad. When I move textures "quickly" (5.0 pixels every update at a rate of 60 Hz) I start to see little "artifacts" or remnants of where the texture used to be. I'm not sure if I know the correct terminology for this... imagine a texture at some location on the screen... then next to it is the same texture but faded a bit... then the same texture again just faded a bit more. I'm using CADisplayLink to drive my update loop if that helps. Also I didn't see this issue on the 3G or the iPhone 4. Any ideas? Cheers!

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  • What do you do when your naming convention clashes with your language?

    - by Jon Purdy
    Okay, this is one of those little things that always bugged me. I typically don't abbreviate identifiers, and the only time I use a short identifier (e.g., i) is for a tight loop. So it irritates me when I'm working in C++ and I have a variable that needs to be named operator or class and I have to work around it or use an abbreviation, because it ends up sticking out. Caveat: this may happen to me disproportionately often because I work a lot in programming language design, where domain objects may mirror concepts in the host language and inadvertently cause clashes. How would you deal with this? Abbreviate? (op) Misspell? (klass) Something else? (operator_)

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  • Implementing a JS templating engine with current PHP project

    - by SeanWM
    I'm currently working on a PHP project and quickly realizing how useful a templating engine would help me. I have a few tables whose table rows are looped out via a PHP loop. Is it possible to use just a JS templating engine (like Handlebarsjs) to also work with these tables? For example: $arr = array('red', 'green', 'blue'); echo '<table>'; foreach($arr as $value) { echo '<tr><td>' . $value . '</td></tr>'; } echo '</table>'; Now I want to add a column via an ajax call using a JS templating engine. Is this possible? Or do I have to use a templating engine for both server side and client side?

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • How to correctly create a virtual file system?

    - by Paul
    A task in my homework assignment asks me to create a virtual file system, mount it, and perform some operations on it. I am supposed to create a file of 10 MB whose bits are all set to 0, format it as ext3 and mount it. This is how I've done that: dd if=/dev/zero of=~/filesyst bs=10485760 count=1 sudo mkfs.ext3 ~/filesyst sudo mount –o loop ~/filesyst /media/fuse Even though I've used /dev/sero, the file i still full of gibberish characters (mostly at-signs). The permissions on /media/fuse are drw-rw-rw- (which are alright), but the permissions on the files inside it are something like this: d????????? ? ? ? ? ? lost+found -????????? ? ? ? ? ? secret_bin Where have I gone wrong?

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  • Unwanted application icons showing on unity taskbar

    - by shaneo
    I installed my Ubuntu 12.04 desktop after a dependency loop hell. After I re-installed the Unity panel shows all application icons whenever the app is loaded. For example I can now always see VMware and X-Chat where on every previous install these icons never showed no matter how much I wanted them too sometimes. These indicators are starting to fill up my taskbar and was wondering how to make them go away. For example I want Thunderbird, Empathy and X-Chat to be able to be closed to the messaging menu like they did in all my other previous installs. Also I have X-Chat indicator installed but it will not allow me to close to messaging menu - I have to have the indicator icon enabled in order to close it. Any assistance in these issues would be greatly appreciated.

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  • How to mount an ISO image as if it were a physical CD?

    - by Michael Robinson
    I have an ISO backup of a beloved game from my youth. I with to relive those better times by listening to game's soundtrack. Is there a way for me to mount said ISO in such a way that I can rip the audio tracks into mp3 files? I ask because although I can successfully mount the ISO, ripit / abcde report no cd inserted. How I mounted the ISO: sudo mount -t iso9660 -o loop iso.iso /media/ISO Alternatively is there another way to recover audio from ISO images?

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  • Problems using easing equations in C# XNA

    - by codinghands
    I'm having some trouble using the easing equations suggested by Robert Penner for ActionScript (http://www.robertpenner.com/easing/, and a Flash demo here) in my C# XNA game. Firstly, what is the definition of the following variables passed in as arguments to each equation? float t, float b, float c, float d I'm currently calculating the new X position of a sprite in the Update() loop, however even for the linear tween equation I'm getting some odd results. I'm using the following values: float t = gameTime.TotalGameTime.TotalMilliseconds; float d = 8000f; float b = x.Position.X; float c = (ScreenManager.Game.GraphicsDevice.Viewport.Width >> 1) - (x.Position.X + x.frameSize.X / 2); And this equation for linear easing: float val = c*t/d + b;

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  • Bridge made out of blocks at an angle

    - by Pozzuh
    I'm having a bit of trouble with the math behind my project. I want the player to be able to select 2 points (vectors). With these 2 points a floor should be created. When these points are parallel to the x-axis it's easy, just calculate the amount of blocks needed by a simple division, loop through that amount (in x and y) and keep increasing the coordinate by the size of that block. The trouble starts when the 2 vectors aren't parallel to an axis, for example at an angle of 45 degrees. How do I handle the math behind this? If I wasn't completely clear, I made this awesome drawing in paint to demonstrate what I want to achieve. The 2 red dots would be the player selected locations. (The blocks indeed aren't square.) http://i.imgur.com/pzhFMEs.png.

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  • time issue in render libgdx [duplicate]

    - by jaysingh
    This question is an exact duplicate of: time issue in render libgdx [duplicate] pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; bool game_is_running = true; while( game_is_running ) { loops = 0; while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update_game(); next_game_tick += SKIP_TICKS; loops++; } display_game(); }

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • After changing web host, I get a 'file does not exist' error

    - by Jordan
    I run a WordPress blog, and have recently changed web hosts. When changing web hosts, I copied all files and exported/imported the database etc as explained by lots of tutorials found easily on Google. The blog home page works fine. What goes wrong: When I click on any link from the home page, the browser gets stuck in a redirect loop. Looking at the error log, I see: File does not exist: /usr/local/apache/htdocs/index.php The directory /usr doesn't even exist for my website - so perhaps this is looking for a file that was present using my old Web Host and is no longer present with my new web host? What is going on, and how might I resolve it?

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  • Google I/O 2010 - Writing zippy Android apps

    Google I/O 2010 - Writing zippy Android apps Google I/O 2010 - Writing zippy Android apps Android 201 Brad Fitzpatrick Come hear tips & war stories on making fast, responsive (aka "non-janky") Android apps. No more ANRs! Eliminate event loop stalls! Fast start-ups! Optimized database queries with minimal I/O! Also, learn about the tools and techniques we use to find performance problems across the system and hear what's coming in the future. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 3 0 ratings Time: 57:38 More in Science & Technology

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  • Ensuring ethernet is configured before continuing init scripts.

    - by Pete Ashdown
    Is there a better way to ensure that an ethernet port is configured before continuing through startup init scripts? When 802.3ad bonded ethernet is configured on Ubuntu, it takes some time before it finishes protocol negotiation and starts passing packets, because the networking script just configures, but does not verify that traffic is being passed. As a result, this can throw off some of the other network dependent scripts, like the init for drbd. Right now, I just have a loop that pings the gateway in a startup script, but this seems less than optimal: GATEWAYIP=10.0.0.1 while ( ! ping -c 1 $GATEWAYIP ); do echo gateway not up done

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  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

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