Search Results

Search found 3489 results on 140 pages for 'clock rate'.

Page 12/140 | < Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >

  • periodically overridding NTP for simulation purposes

    - by Gerard
    I have this situation: NTP is used to sync time on a set of Windows 7 and Server 2008 machines. Nothing out of the ordinary about this. periodically on this system, the time needs to be changed for testing/training purposes (it is a training simulation system that has a lot of time-dependent operations). My question: As NTP in general does not really like big time jumps or changes AFAIK, is there a standard way this could be set up to allow the clock to be changed at the root NTP server in the system and have it propagate through the system in a reasonable amount of time (a minute or two?) It is not acceptable to disable and/or restart all NTP client services to achieve this. Any ideas? It would be nice to do this without writing some kind of custom script to disable services and update clocks all over the place. Thanks in advance.

    Read the article

  • Time randomly changing itself, internet randomly dying

    - by Vee
    Operating System MS Windows 8 Enterprise 64-bit CPU Intel Core i7 2700K @ 3.50GHz 45 °C Sandy Bridge 32nm Technology RAM 8,00 GB Dual-Channel DDR3 @ 800MHz (8-8-8-24) Motherboard ASRock Z77 Extreme4-M (CPUSocket) 40 °C Graphics SMXL2270HD (1920x1080@60Hz) M2094D-PZ (1680x1050@60Hz) 896MB GeForce GTX 275 (CardExpert Technology) 57 °C Hard Drives 466GB FUJITSU MAXTOR STM3500320AS (SATA) 39 °C Optical Drives ASUS DRW-2014L1T Audio High Definition Audio Device Hello everyone, I installed Windows 8 RTM a few weeks ago. It's not my first time installing it, but it's the first time having two annoying problems: 1) Randomly, the system clock changes time all by itself - to fix it I have to open the time window and sync it with the internet. 2) Randomly, internet connection stops working - to fix I have to run troubleshooting. Windows will find a problem with IP on the "Ethernet" connection and fix it. 3) In rare occasions, my PC freezes and I need to restart it (a BSOD once happened, but after that only freezes) How can I permanently solve these problems? This is what I've already tried: Reset Virus scan Stop/reset the Windows Time service Disable/re-enable Windows Time automatic internet sync Change time from BIOS Change motherboard battery

    Read the article

  • Slow disk transfer rate

    - by Nooklez
    I have problem with slow disk transfer rate. It's static files server for our website. I was making backup of data and noticed that tar is very slow. So I did hdparm -t and... hdparm -t /dev/sda3 /dev/sda3: Timing buffered disk reads: 6 MB in 4.70 seconds = 1.28 MB/sec It's low traffic hour now on our site, so huge I/O traffic is not a reason (iotop show less than 1 MB/s). It's RAID10 setup (2x2 SATA drives). Unit UnitType Status %RCmpl %V/I/M Stripe Size(GB) Cache AVrfy ------------------------------------------------------------------------------ u0 RAID-10 OK - - 64K 1396.96 W ON VPort Status Unit Size Type Phy Encl-Slot Model ------------------------------------------------------------------------------ p0 OK u0 698.63 GB SATA 0 - WDC WD7500AADS-00M2 p1 OK u0 698.63 GB SATA 1 - WDC WD7500AADS-00M2 p2 OK u0 698.63 GB SATA 2 - WDC WD7500AADS-00M2 p3 OK u0 698.63 GB SATA 3 - WDC WD7500AADS-00M2 We have recently changed almost all components of server (excluding 3ware controller + disks). And I think problems started since then. Can it be configuration problem or hardware? EDIT: I found something like that in dmesg [166843.625843] irq 16: nobody cared (try booting with the "irqpoll" option) [166843.625846] Pid: 0, comm: swapper Not tainted 3.1.5-gentoo #3 [166843.625847] Call Trace: [166843.625848] <IRQ> [<ffffffff810859d5>] __report_bad_irq+0x35/0xc1 [166843.625856] [<ffffffff81085cec>] note_interrupt+0x165/0x1e1 [166843.625859] [<ffffffff8108445f>] handle_irq_event_percpu+0x16f/0x187 [166843.625861] [<ffffffff810844a9>] handle_irq_event+0x32/0x51 [166843.625863] [<ffffffff8108640b>] handle_fasteoi_irq+0x75/0x99 [166843.625866] [<ffffffff810039d7>] handle_irq+0x83/0x8b [166843.625868] [<ffffffff810036ad>] do_IRQ+0x48/0xa0 [166843.625871] [<ffffffff8155082b>] common_interrupt+0x6b/0x6b [166843.625872] <EOI> [<ffffffff812981e8>] ? acpi_safe_halt+0x22/0x35 [166843.625877] [<ffffffff812981e2>] ? acpi_safe_halt+0x1c/0x35 [166843.625879] [<ffffffff81298216>] acpi_idle_do_entry+0x1b/0x2b [166843.625881] [<ffffffff81298276>] acpi_idle_enter_c1+0x50/0x99 [166843.625884] [<ffffffff813b792a>] cpuidle_idle_call+0xed/0x171 [166843.625886] [<ffffffff81001257>] cpu_idle+0x55/0x81 [166843.625888] [<ffffffff81532a69>] rest_init+0x6d/0x6f [166843.625891] [<ffffffff81aa1aca>] start_kernel+0x329/0x334 [166843.625893] [<ffffffff81aa12a6>] x86_64_start_reservations+0xb6/0xba [166843.625894] [<ffffffff81aa139c>] x86_64_start_kernel+0xf2/0xf9 [166843.625896] handlers: [166843.625898] [<ffffffff812dc8de>] twl_interrupt [166843.625900] Disabling IRQ #16 It's related to problem? EDIT #2: Based on feedback in comments, here is more informations. cat /proc/interrupts 16: 390813 0 0 0 IO-APIC-fasteoi 3w-sas Controller model: [ 1.095350] 3ware Storage Controller device driver for Linux v1.26.02.003. [ 1.095467] 3ware 9000 Storage Controller device driver for Linux v2.26.02.014. [ 1.095641] LSI 3ware SAS/SATA-RAID Controller device driver for Linux v3.26.02.000. [ 1.095787] 3w-sas 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 1.095881] 3w-sas 0000:01:00.0: setting latency timer to 64 [ 1.910801] 3w-sas: scsi0: Found an LSI 3ware 9750-4i Controller at 0xfe560000, IRQ: 16. [ 2.216537] 3w-sas: scsi0: Firmware FH9X 5.08.00.008, BIOS BE9X 5.07.00.011, Phys: 8. [ 2.216836] scsi 0:0:0:0: Direct-Access LSI 9750-4i DISK 5.08 PQ: 0 ANSI: 5 And motherboard: description: Motherboard product: P8H67-M vendor: ASUSTeK Computer INC.

    Read the article

  • How to define clock input in Xilinx

    - by seventeen
    Hey, I have almost no experience with Xilinx. I have a group project for a Digital Logic course that is due soon, where my partner, who was supposed to take care of the Xilinx simulations decided to bail on me. So here I am trying to figure it out last minute. I have designed a synchronous counter using a few JK Flip Flops and I need to define the CLK input for the FJKCs. I have drawn up the correct schematic, but I cannot figure out how to define a clock input. Any help appreciated, and yes, this is homework. I just can't find any basic xilinx documentation/tutorials online and I honestly don't have time to learn the whole IDE.

    Read the article

  • Measuring daemon CPU utilization over a portion of it's wall clock run time

    - by WhirlWind
    I am dealing with a network-related daemon: it takes data in, processes it, and spits it out. I would like to increase the performance of this daemon by profiling it and reducing it's CPU utilization. I can do this easily on Linux with gprof. However, I would also like to use something like "time" to measure it's total CPU utilization over a period of time. If possible, I would like to time it over a period that is less than its total run time: thus, I would like to start the daemon, wait awhile, generate CPU statistics, stop generating them, then stop the daemon at some later time. The "time" command would work well for me, but it seems to require that I start and stop the daemon as a child of time. Is there a way to measure CPU utilization for only a portion of the daemon's wall clock time?

    Read the article

  • what should be limit to use for IPTABLE rate limiting for a webserver

    - by Registered User
    I see on my webserver some logs as follows 203.252.157.98 - :25:02 "GET //phpmyadmin/ HTTP/1.1" 404 393 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:03 "GET //phpMyAdmin/ HTTP/1.1" 404 394 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:03 "GET //pma/ HTTP/1.1" 404 388 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:04 "GET //dbadmin/ HTTP/1.1" 404 391 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:05 "GET //myadmin/ HTTP/1.1" 404 391 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:06 "GET //phppgadmin/ HTTP/1.1" 404 394 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:06 "GET //PMA/ HTTP/1.1" 404 389 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:07 "GET //admin/ HTTP/1.1" 404 389 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :25:08 "GET //MyAdmin/ HTTP/1.1" 404 392 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :27:36 "GET //phpmyadmin/ HTTP/1.1" 404 393 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :27:42 "GET //phpMyAdmin/ HTTP/1.1" 404 394 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :27:42 "GET //pma/ HTTP/1.1" 404 388 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - :27:43 "GET //dbadmin/ HTTP/1.1" 404 391 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" 203.252.157.98 - - "GET //myadmin/ HTTP/1.1" 404 391 "-" "Made by ZmEu @ WhiteHat Team - www.whitehat.ro" and some more as follows 118.219.234.254 - - [19/Oct/2010:22:57:41 "GET /pma/scripts/setup.php HTTP/1.1" 404 399 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:41 "GET /scripts/setup.php HTTP/1.1" 404 397 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:42 "GET /sqlweb/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:42 "GET /web/phpMyAdmin/scripts/setup.php HTTP/1.1" 404 408 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:43 "GET /web/phpmyadmin/scripts/setup.php HTTP/1.1" 404 408 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:44 "GET /web/scripts/setup.php HTTP/1.1" 404 400 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:44 "GET /webadmin/scripts/setup.php HTTP/1.1" 404 403 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:45 "GET /webdb/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:22:57:45 "GET /websql/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:51 "GET /admin/phpmyadmin/scripts/setup.php HTTP/1.1" 404 407 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:52 "GET /admin/pma/scripts/setup.php HTTP/1.1" 404 404 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:52 "GET /admin/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:53 "GET /db/scripts/setup.php HTTP/1.1" 404 399 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:54 "GET /dbadmin/scripts/setup.php HTTP/1.1" 404 402 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:54 "GET /myadmin/scripts/setup.php HTTP/1.1" 404 403 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:55 "GET /mysql/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:55 "GET /mysqladmin/scripts/setup.php HTTP/1.1" 404 405 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:56 "GET /phpMyAdmin/scripts/setup.php HTTP/1.1" 404 405 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:56 "GET /phpadmin/scripts/setup.php HTTP/1.1" 404 403 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:57 "GET /phpmyadmin/scripts/setup.php HTTP/1.1" 404 404 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:57 "GET /pma/scripts/setup.php HTTP/1.1" 404 399 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:58 "GET /scripts/setup.php HTTP/1.1" 404 397 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:58 "GET /sqlweb/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:59 "GET /web/phpMyAdmin/scripts/setup.php HTTP/1.1" 404 408 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:38:59 "GET /web/phpmyadmin/scripts/setup.php HTTP/1.1" 404 408 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:39:00 "GET /web/scripts/setup.php HTTP/1.1" 404 400 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:39:01 "GET /webadmin/scripts/setup.php HTTP/1.1" 404 403 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:39:01 "GET /webdb/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" 118.219.234.254 - - [19/Oct/2010:05:39:02 "GET /websql/scripts/setup.php HTTP/1.1" 404 401 "-" "Mozilla/4.0 (compatible; MSIE 6.0; Windows 98)" I have 2 questions 1) When such an attack happens on my site then while such scanning is going on how do I detect it? (In a very less time) 2)I have decided to rate limit the IPTABLES so as to reduce such DOS attacks by some script kiddies (to scan for vulnerabilities in phpmyadmin or some other script) to some extent.So how much should it be limited so that genuine users do not get kicked out.What is the best practise for question 2?

    Read the article

  • Rate limiting Django admin login with Nginx to prevent dictionary attack

    - by shreddies
    I'm looking into the various methods of rate limiting the Django admin login to prevent dictionary attacks. One solution is explained here: simonwillison.net/2009/Jan/7/ratelimitcache/ However, I would prefer to do the rate limiting at the web server side, using Nginx. Nginx's limit_req module does just that - allowing you to specify the maximum number of requests per minute, and sending a 503 if the user goes over: http://wiki.nginx.org/NginxHttpLimitReqModule Perfect! I thought I'd cracked it until I realised that Django admin's login page is not in a consistent place, eg /admin/blah/ gives you a login page at that URL, rather than bouncing to a standard login page. So I can't match on the URL. Can anyone think of another way to know that the admin page was being displayed (regexp the response HTML?)

    Read the article

  • Sending SMTP e-mail at a high rate in .NET

    - by Martin Liversage
    I have a .NET service that processes a queue on a background thread and from the items in the queue sends out a large number of small e-mail messages at a very high rate (say 100 messages per second if that is even possible). Currently, I use SmtpClient.Send() but I'm afraid that it may hamper performance. Each call to Send() goes through a full cycle of opening the socket, performing the SMTP conversation (HELO, MAIL FROM, RCPT TO, DATA) and closing the socket. In pseudo code: for each message { open socket send HELO send MAIL FROM send RCPT TO send DATA close socket } I would think that the following pseudo code would be more optimal: open socket send HELO for each message { send MAIL FROM send RCPT TO send DATA } send QUIT close socket Should I be concerned about the performance of SmtpClient.Send() when sending e-mail at a high rate? What are my options for optimizing the performance?

    Read the article

  • google analytics - event tracking without affecting bounce rate

    - by cmancre
    Hi, I'm studding a way of using Google Analytics to track Ad impressions/clicks. Looks like event tracking is the way to go. Tracking clicks it's easy to implement. My doubt resides on impressions: using event tracking on page load will cut down my bounce rate to 0 using a second profile doesn't look elegant (leave it for last resource) GOAL: John loads page A and leave. Count 1 for impressions and 1 for bounce rate as it should. Is there a way of doing it with Google Analytics?

    Read the article

  • How to optimize frame rate in Flash/Actionscript?

    - by LillyWolf
    I'm building an application in Actionscript using Flash assets, and my frame rate becomes very low (~7 fps) when I attempt to render 20+ assets on the screen, even though most of those assets are stopped movie clips. I've tried setting .cacheAsBitmap to true, which helps a bit, but not enough. What else can I do to get the frame rate up? I've noticed that some movie clips seem to impact it more than others, but I'm not sure how to alter them to make them easier to render. Thanks!

    Read the article

  • Making alarm clock with NSTimer

    - by Alex G
    I just went through trying to make an alarm clock app with local notifications but that didn't do the trick because I needed an alert to appear instead of it going into notification centre in iOS 5+ So far I've been struggling greatly with nstimer and its functions so I was wondering if anyone could help out. I want when the user selects a time (through UIDatePicker, only time) for an alert to be displayed at exactly this time. I have figured out how to get the time from UIDatePicker but I do not know how to properly set the firing function of nstimer. This is what I have attempted so far, if anyone could help... be much appreciated. Thank you Example (it keeps going into the function every second opposed to a certain time I told it too... not what I want): NSDate *timestamp; NSDateComponents *comps = [[[NSDateComponents alloc] init] autorelease]; [comps setHour:2]; [comps setMinute:8]; timestamp = [[NSCalendar currentCalendar] dateFromComponents:comps]; NSTimer *f = [[NSTimer alloc] initWithFireDate:timestamp interval:0 target:self selector:@selector(test) userInfo:nil repeats:YES]; NSRunLoop *runner = [NSRunLoop currentRunLoop]; [runner addTimer:f forMode: NSDefaultRunLoopMode];

    Read the article

  • Hard Drive POV clock

    - by SkinnyMAN
    I am building a hard drive POV clock. (google it, they are pretty cool) I am working on the code for it, right now all i want to do is get the hang of making it do simple patterns with the RGB leds. I am wondering if anyone has any ideas on how to do something simple like make a red line rotate around the platter. right now what i have is an interrupt that triggers a function. int gLED = 8; // pins for RGB led strip int rLED = 9; int bLED = 10; attachInterrupt(0, ledPattern, FALLING); void ledPattern(){ digitalWrite(gLED, HIGH); // This will make a stable image of slice of the delayMicroseconds(500); // platter, but it does not move. digitalWrite(gLED, LOW); } That is the main part of the code (obviously I cut some stuff out that arduino requires) What I am trying to figure out is how can make that slice rotate around the platter. Eventually I will make the pattern more interesting by adding in other colors. Any Ideas?

    Read the article

  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

    Read the article

  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

    Read the article

  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

    Read the article

  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

    Read the article

  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

    Read the article

  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

    Read the article

  • As good as no bounces are registered in Google Analytics [on hold]

    - by user29931
    For a client I am having an issue for which I can't find an explanation. For some reason, bounces are no longer measured (or almost none) in GA. In GA I can see that the issue started in January 2013. I have been looking at the code inside and out, but I can't find any reason why. On the production site, there is (will be removed soon) a POST done on page load, so I thought that Google might see this as user interaction, hence never counting a bounce, but on staging i removed this POST and in the GA account for staging, still no bounces are registered. I have also checked if the tracking code appears twice on the page, and this is not the case. I tried with the GA debug plugin in Firefox and Chrome to see if that would learn me anything, but no luck... The site in question is www.kiala.be.

    Read the article

  • Can a high FPS negatively affect how a program runs?

    - by rphello101
    Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some trouble with trying to move an image. The weird thing is, the code works just fine on my laptop, but the image sporadically moves to (0,0) and stops on my desktop. The only difference between the two is that it says the FPS is about 500 on my laptop and 6600 on my desktop. Can that affect it or does someone have any ideas for what to check on?

    Read the article

  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

    Read the article

< Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >