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  • How to store data using core data in iphone?

    - by Warrior
    I am new to iphone development.I want to show a form a and store the contents in to a core data database after clicking the submit button.I have created a form.xcdatamodel and class events.h and events.m with reference to the apple docs.In some Sample codes the values are stored statically in the delegate class and they use core data delegate methods. But in my case the form view come after passing 2 views. I want to store the data entered here .How can i achieve it.Please help me out.Thanks.

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  • Why am I seeing an error about _OBJC_CLASS_$_CPGraphHostingView with Core Plot?

    - by user616281
    I downloaded the Core Plot example application, but when I compile it I saw a few errors. I then added the Core Plot SDK, but in this SDK there is no class named CPGraphHostingView. Therefore, I added the class manually from this link. However, I now see the following error: ERROR - "_OBJC_CLASS_$_CPGraphHostingView", referenced from: How can I work around this to get the sample application to compile?

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  • Is there a way to visualize records stored in an iPhone app via Core Data?

    - by Justin Searls
    I have an app which, for good reasons, can only be debugged on a device. I'm using Core Data for the first time, and I'd like to be able to easily inspect the records that are stored by the app on the device. I imagine that Core Data is by default backed by SQLite on the iPhone, so this question might be as simple as asking: "What's the easiest way to extract the SQLite database for an app installed by Xcode without jailbreaking it?" Any experience someone could lend regarding this would be greatly appreciated.

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  • What is the most efficient way to use Core Data?

    - by Eric
    I'm developing an iPad application using Core Data, and was hoping someone could clarify something about Core Data. Right now, I populate my table by making a fetch request for all of my data in viewDidLoad. I'd rather make individual fetch requests in my tableView:cellForRowAtIndexPath:. Can anyone tell me which is more efficient, and why? In other words, is it much less efficient to make lots of small requests as opposed to one big request?

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  • Ledge grab and climb in Unity3D

    - by BallzOfSteel
    I just started on a new project. In this project one of the main gameplay mechanics is that you can grab a ledge on certain points in a level and hang on to it. Now my question, since I've been wrestling with this for quite a while now. How could I actually implement this? I have tried it with animations, but it's just really ugly since the player will snap to a certain point where the animation starts.

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Portal 2 in LEGO Stop Motion [Video]

    - by Jason Fitzpatrick
    If you’re a fan of the Portal video game series, this well-executed LEGO stop-motion film combines Portal characters, clever animation, jokes, and even a Black Mesa reference or two. LEGO Portal 2 [via Wired] How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • Wireless internet is connected to an open network but has no internet

    - by Joshua Reeder
    I just installed Ubuntu on my laptop yesterday and it connected to the wireless fine. Then I took it to school, put it on their wired connection, downloaded some stuff, and now the wireless doesn't work. At first it would detect networks, but not connect. I restarted it and now it can connect, but it acts like it doesn't have internet in the browser. Wired connection still works fine on it. I know it isn't the network because my ipad is working on the wireless connection fine. I found another solution on here switching the security settings for the wireless, but this is the apartment's wireless so they have it open, and I won't be able to mess with it at all. Here is lspci output: 00:00.0 Host bridge: Intel Corporation Core Processor DMI (rev 11) 00:03.0 PCI bridge: Intel Corporation Core Processor PCI Express Root Port 1 (rev 11) 00:08.0 System peripheral: Intel Corporation Core Processor System Management Registers (rev 11) 00:08.1 System peripheral: Intel Corporation Core Processor Semaphore and Scratchpad Registers (rev 11) 00:08.2 System peripheral: Intel Corporation Core Processor System Control and Status Registers (rev 11) 00:08.3 System peripheral: Intel Corporation Core Processor Miscellaneous Registers (rev 11) 00:10.0 System peripheral: Intel Corporation Core Processor QPI Link (rev 11) 00:10.1 System peripheral: Intel Corporation Core Processor QPI Routing and Protocol Registers (rev 11) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 05) 00:1c.3 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 4 (rev 05) 00:1c.4 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 5 (rev 05) 00:1d.0 USB controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 01:00.0 VGA compatible controller: NVIDIA Corporation GT218 [GeForce 310M] (rev a2) 01:00.1 Audio device: NVIDIA Corporation High Definition Audio Controller (rev a1) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05) 07:00.0 Network controller: Realtek Semiconductor Co., Ltd. RTL8191SEvB Wireless LAN Controller (rev 10) 16:00.0 System peripheral: JMicron Technology Corp. SD/MMC Host Controller (rev 20) 16:00.2 SD Host controller: JMicron Technology Corp. Standard SD Host Controller (rev 20) 16:00.3 System peripheral: JMicron Technology Corp. MS Host Controller (rev 20) 16:00.4 System peripheral: JMicron Technology Corp. xD Host Controller (rev 20) ff:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-Core Registers (rev 04) ff:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 04) ff:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 04) ff:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 04) ff:03.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller (rev 04) ff:03.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Target Address Decoder (rev 04) ff:03.4 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Test Registers (rev 04) ff:04.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Control Registers (rev 04) ff:04.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Address Registers (rev 04) ff:04.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Rank Registers (rev 04) ff:04.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 0 Thermal Control Registers (rev 04) ff:05.0 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Control Registers (rev 04) ff:05.1 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Address Registers (rev 04) ff:05.2 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Rank Registers (rev 04) ff:05.3 Host bridge: Intel Corporation Core Processor Integrated Memory Controller Channel 1 Thermal Control Registers (rev 04) Update: I re-installed Ubuntu 12.04 (I assumed I messed something up while toying with it) but it did not solve the problem. Eventually, I got it to work with my school's wireless internet (the default network settings were wrong), but the internet still doesn't work on my apartment's wifi (it has no security on it).

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  • core temperature vs CPU temperature

    - by Karl Nicoll
    I have recently installed a new heat sink & fan combination on my Core 2 Quad since my CPU was hitting about 70C under load. This has managed reduce temperatures while running Prime95 to about 54C, which I'm taking as a win (this is ~30 minutes after fitting). I'm a little confused though. The temperature readings given above are for CORE temperatures, but HWMonitor is showing a 5th "CPU" temperature (4 temperatures being the individual core temps) which is showing 21C idle, when idle temperatures for the cores vary between 37C and 42C. I guess there are two questions here: Are my CPU/Core temperatures decent, and is it safe to overclock when these are stock clock temperatures? I gather that the maximum safe operating temperature for a C2Q is ~70C, so which temperature should I measure against, the core temperatures (which are higher), or the CPU temperature reading?

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  • Flex Error: Repeater is not executing.

    - by creativepragmatic
    Hello Everyone, I have been trying to get a Repeater to work since yesterday. It works the first time it has been loaded with data but the second time, it is loaded, the following error results with the debugger higlighting a row with the statement isHandlingEvent = false; in the watcherFired method of the Binding class. This happens whether the Repeater is updated by setting its dataProvider or if a bound variable is changed. Thank you in advance for any help, Orville Error: Repeater is not executing. at mx.core::Repeater/get currentItem()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:305] at ()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\view\Shop.mxml:362] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.binding::Binding/wrapFunctionCall()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:287] at ()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\RepeatableBinding.as:139] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.binding::Binding/wrapFunctionCall()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:287] at mx.binding::RepeatableBinding/recursivelyProcessIDArray()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\RepeatableBinding.as:148] at mx.binding::RepeatableBinding/execute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\RepeatableBinding.as:105] at mx.binding::BindingManager$/executeBindings()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\BindingManager.as:138] at mx.core::Container/executeBindings()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3252] at mx.core::Container/createComponentFromDescriptor()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3726] at mx.core::Container/createComponentsFromDescriptors()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3536] at mx.core::Container/createChildren()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2632] at mx.core::UIComponent/initialize()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\UIComponent.as:5370] at mx.core::Container/initialize()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2569] at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::childAdded()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\UIComponent.as:5267] at mx.core::Container/http://www.adobe.com/2006/flex/mx/internal::childAdded()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3348] at mx.core::Container/addChildAt()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2260] at mx.core::Container/addChild()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2183] at mx.core::Container/createComponentFromDescriptor()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:3724] at mx.core::Repeater/createComponentFromDescriptor()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:734] at mx.core::Repeater/createComponentsFromDescriptors()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:786] at mx.core::Repeater/recreate()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:1075] at mx.core::Repeater/execute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:1095] at mx.core::Repeater/set dataProvider()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Repeater.as:402] at ()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\view\Shop.mxml:358] at Function/http://adobe.com/AS3/2006/builtin::call() at mx.binding::Binding/innerExecute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:375] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.binding::Binding/wrapFunctionCall()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:287] at mx.binding::Binding/execute()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:230] at mx.binding::Binding/watcherFired()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Binding.as:396] at mx.binding::Watcher/notifyListeners()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\Watcher.as:299] at mx.binding::PropertyWatcher/eventHandler()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\binding\PropertyWatcher.as:327] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at ch.printportal.site.model::ModelLocator/dispatchEvent()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\model\ModelLocator.as:73] at ch.printportal.site.model::ModelLocator/set arrCategoryView2Products()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\model\ModelLocator.as:71] at ch.printportal.site.command::GetProductsCommand/result()[F:\Projects\Flex\PrintPortal\src\ch\printportal\site\command\GetProductsCommand.as:47] at mx.rpc::AsyncToken/http://www.adobe.com/2006/flex/mx/internal::applyResult()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AsyncToken.as:199] at mx.rpc.events::ResultEvent/http://www.adobe.com/2006/flex/mx/internal::callTokenResponders()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\events\ResultEvent.as:172] at mx.rpc::AbstractOperation/http://www.adobe.com/2006/flex/mx/internal::dispatchRpcEvent()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AbstractOperation.as:199] at mx.rpc::AbstractInvoker/http://www.adobe.com/2006/flex/mx/internal::resultHandler()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AbstractInvoker.as:263] at mx.rpc::Responder/result()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\Responder.as:46] at mx.rpc::AsyncRequest/acknowledge()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\rpc\AsyncRequest.as:74] at NetConnectionMessageResponder/resultHandler()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\messaging\channels\NetConnectionChannel.as:514] at mx.messaging::MessageResponder/result()[C:\autobuild\galaga\frameworks\projects\rpc\src\mx\messaging\MessageResponder.as:199]

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  • New SQL Azure Development Accelerator Core promotional offer announced

    - by Eric Nelson
    This is (almost) a straight copy and paste but represents an important announcement worthy of a little more “exposure” :-) Starting August 1, 2010, we will release a new SQL Azure Development Accelerator Core promotional offer.  This new offer will give you the flexibility to purchase commitment quantities of SQL Azure Business Edition databases independent of other Windows Azure platform services at a deeply discounted monthly price.  The offer is valid only for a six month term.  You may purchase in 10 GB increments the amount of our Business Edition relational database that you require (each Business Edition database is capable of storing up to 50 GB).  The offer price will be $74.95 per 10 GB per month.  This promotional offer represents 25% off of our normal consumption rates.  Monthly Business Edition relational database usage exceeding the purchased commitment amount and usage for other Windows Azure platform services for this offer will be charged at our normal consumption rates.  Please click here for full details of our new SQL Azure Development Accelerator Core offer.  Related Links: Details of 5GB and 50GB databases have been released http://ukazure.ning.com UK community site Getting started with the Windows Azure Platform

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  • iPhone and Core Data: how to retain user-entered data between updates?

    - by Shaggy Frog
    Consider an iPhone application that is a catalogue of animals. The application should allow the user to add custom information for each animal -- let's say a rating (on a scale of 1 to 5), as well as some notes they can enter in about the animal. However, the user won't be able to modify the animal data itself. Assume that when the application gets updated, it should be easy for the (static) catalogue part to change, but we'd like the (dynamic) custom user information part to be retained between updates, so the user doesn't lose any of their custom information. We'd probably want to use Core Data to build this app. Let's also say that we have a previous process already in place to read in animal data to pre-populate the backing (SQLite) store that Core Data uses. We can embed this database file into the application bundle itself, since it doesn't get modified. When a user downloads an update to the application, the new version will include the latest (static) animal catalogue database, so we don't ever have to worry about it being out of date. But, now the tricky part: how do we store the (dynamic) user custom data in a sound manner? My first thought is that the (dynamic) database should be stored in the Documents directory for the app, so application updates don't clobber the existing data. Am I correct? My second thought is that since the (dynamic) user custom data database is not in the same store as the (static) animal catalogue, we can't naively make a relationship between the Rating and the Notes entities (in one database) and the Animal entity (in the other database). In this case, I would imagine one solution would be to have an "animalName" string property in the Rating/Notes entity, and match it up at runtime. Is this the best way to do it, or is there a way to "sync" two different databases in Core Data?

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  • Can Core Data be used for objects with variable schemas?

    - by glenc
    I'm implementing a new iPhone app and am relatively new to Cocoa development overall. I am at the stage of choosing how the persistence layer of this app will work, and it looks like I'm basically choosing between Core Data and sqlite3. The persisted models in this app are intended to have a schema that is loaded at runtime (from some kind of defn file, probably XML). By which I mean, this app is intended to have objects that are user-definable to some extent, e.g. the Customer type (which has certain built-in fields like "name" and "email") can be modified to have extra fields based on the user's specific needs (e.g. a user might want to add a "favourite fruit" field to their Customer type). Having said that, will Core Data work for an app with a non-baked-in data model like this? I've just started playing around with the Core Data object designer thing in XCode and it seems like this thing wants to work with objects that have fixed fields that are compiled in. I'm definitely trying to take the path of least resistance here, and I can see the benefits of using an Apple-supplied data framework, but don't want to start down that path if it's going to lock me into a data model that's defined at compile time.

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  • WPF Animation FPS vs. CPU usage - Am I expecting too much?

    - by Cory Charlton
    Working on a screen saver for my wife, http://cchearts.codeplex.com/, and while I've been able to improve FPS on lower end machines (switch from Path to StreamGeometry, use DrawingVisual instead of UserControl, etc) the CPU usage still seems very high. Here's some numbers I ran from a few 5 minute sampling periods: ~60FPS 35% average CPU on Core 2 Duo T7500 @ 2.2GHz, 3GB ram, NVIDIA Quadro NVS 140M (128MB), Vista [My dev laptop] ~40FPS 50% average CPU on Pentium D @ 3.4GHz, 1.5GB ram, Standard VGA Graphics Adapter (unknown), 2003 Server [A crappy desktop] I can understand the lower frame rate and higher CPU usage on the crappy desktop but it still seems pretty high and 35% on my dev laptop seems high as well. I'd really like to analyze the application to get more details but I'm having issues there as well so I'm wondering if I'm doing something wrong (never profiled WPF before). WPF Performance Suite: Process Launch Error Unable to attach to process: CCHearts.exe Do you want to kill it? This error message occurs when I click cancel after attempting launch. If I don't click cancel it sits there idle, I guess waiting to attach. Performance Explorer: Could not launch C:\Projects2\CC.Hearts\CC.Hearts\bin\Debug (USEVISUAL)\CCHearts.exe. Previous attempt to profile the application finished unsuccessfully. Please restart the application. Output Window from Performance: Profiling started. Profiling process ID 5360 (CCHearts). Process ID 5360 has exited. Data written to C:\Projects2\CC.Hearts\CCHearts100608.vsp. Profiling finished. PRF0025: No data was collected. Profiling complete. So I'm stuck wanting to improve performance but have no concrete way to determine where the bottleneck is. Have been relatively successful throwing darts at this point but I'm beyond that now :) PS: Screensaver is hosted at CodePlex if you want to look at the source and missed the link above. Edit: My RenderOptions darts... // NOTE: Grasping at straws here ;-) RenderOptions.SetBitmapScalingMode(newHeart, BitmapScalingMode.LowQuality); RenderOptions.SetCachingHint(newHeart, CachingHint.Cache); RenderOptions.SetEdgeMode(newHeart, EdgeMode.Aliased); I threw those a little while back and didn't see much difference (not sure if the bitmap scaling even comes into play). Really wish I could get profiling working to know where I should try to optimize. For now I assume there is some overhead in creating a new HeartVisual and the DrawingVisual contained inside. Maybe if I reset and reused the hearts (tossed them in a queue once they completed or something) I'd see an improvement. Shrug Throwing darts while blindfolder is always fun.

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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