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  • What would happen to GC if I run process with priority = RealTime?

    - by Bobb
    I have a C# app which runs with priority RealTime. It was all fine until I made few hectic changes in past 2 days. Now it runs out of memory in few hours. I am trying to find whether it is a memory leak I created of this is because I consume lot more objects than before and GC simply cant collect them because it runs with same priority. My question is - what could happen to GC when it tries to collect objects in application with RealTime priority (there is also at least one thread running with Highest thread priority)? (P.S. by realtime priority I mean Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.RealTime) Sorry forgot to tell. GC is in Server mode

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  • C# What would happen to GC if I run process with priority = RealTime?

    - by Bobb
    I have a C# app which runs with priority RealTime. It was all fine until I made few hectic changes in past 2 days. Now it runs out of memory in few hours. I am trying to find whether it is a memory leak I created of this is because I consume lot more objects than before and GC simply cant collect them because it runs with same priority. My question is - what could happen to GC when it tries to collect objects in application with RealTime priority (there is also at least one thread running with Highest thread priority)? (P.S. by realtime priority I mean Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.RealTime)

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  • Rle Encoding...What's the wrong?

    - by FILIaS
    I'm trying to make a Rle Encoder Programme.I read the way it works on notes on net. And i tried to fix my code! Regardless I think that the structure and logic of code are right,the code doesnt work! It appears some strange 'Z' as it runs. I really cant find what;s wrong! Could u please give me a piece of advice? Thanx in advance... #include <stdio.h> int main() { int count; unsigned char currChar,prevChar=EOF; while(currChar=getchar() != EOF) { if ( ( (currChar='A')&&(currChar='Z') ) || ( (currChar='a')&&(currChar='z') ) ) { printf("%c",currChar); if(prevChar==currChar) { count=0; currChar=getchar(); while(currChar!='EOF') { if (currChar==prevChar) count++; else { if(count<=9) printf("%d%c",count,prevChar); else { printf("%d%c",reverse(count),prevChar); } prevChar=currChar; break; } } } else prevChar=currChar; if(currChar=='EOF') { printf("%d",count); break; } } else { printf("Error Message:Only characters are accepted! Please try again! False input!"); break; } } return 0; } int reverse(int x) { int piliko,ypoloipo,r=0; x=(x<0)?-x:x; while (x>0) { ypoloipo=x%10; piliko=x/10; r=10*r+ypoloipo; x=piliko; } printf("%d",r); return 0; }

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  • Grouping records from while loop | PHP

    - by Wayne
    I'm trying to group down records by their priority levels, e.g. --- Priority: High --- Records... --- Priority: Medium --- Records... --- Priority: Low --- Records... Something like that, how do I do that in PHP? The while loop orders records by the priority column which has int value (high = 3, medium = 2, low = 1). e.g. WHERE priority = '1' The label: "Priority: [priority level]" has to be set above the grouped records regarding their level

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  • Silverlight Player Blank When Changing ism file

    - by Al Katawazi
    I am trying to get silverlight smooth streaming going on a site I am bilding and it works fine with the big buck bunny sample code which looks like this: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%" id="Object2"> <param name="source" value="SmoothStreamingBlackGlass.xap"/> <param name="onerror" value="onSilverlightError" /> <param name="initparams"value='autoplay=False,muted=False,stretchmode=0,displaytimecode=False, playlist=<playList><playListItems><playListItem title="Big%20Buck%20Bunny" description="" mediaSource="Big%20Buck%20Bunny.ism/Manifest" adaptiveStreaming="True" thumbSource="Big%20Buck%20Bunny_Thumb.jpg" frameRate="24.0000384000614" ></playListItem></playListItems></playList>' /> <a href="http://go2.microsoft.com/fwlink/?LinkID=124807" style="text-decoration: none;"><img src="http://go2.microsoft.com/fwlink/?LinkId=108181" alt="Get Microsoft Silverlight" style="border-style: none" /></a> </object> <iframe style="visibility:hidden;height:0;width:0;border:0px"></iframe> but if i change the code like this i only get a blank area when the page is rendered instead of the movie clip. <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%" id="Object2"> <param name="source" value="SmoothStreamingBlackGlass.xap"/> <param name="onerror" value="onSilverlightError" /> <param name="initparams"value='autoplay=False,muted=False,stretchmode=0,displaytimecode=False, playlist=<playList><playListItems><playListItem title="Robotica_1080" description="" mediaSource="Robotica_1080.ism/Manifest" adaptiveStreaming="True" thumbSource="Robotica_1080_Thumb.jpg" frameRate="24.0000384000614" ></playListItem></playListItems></playList>' /> <a href="http://go2.microsoft.com/fwlink/?LinkID=124807" style="text-decoration: none;"><img src="http://go2.microsoft.com/fwlink/?LinkId=108181" alt="Get Microsoft Silverlight" style="border-style: none" /></a> </object> <iframe style="visibility:hidden;height:0;width:0;border:0px"></iframe> Any ideas? I am using Encoder 3 to do the encoding set on microsoft smooth streaming for 720p with all the default settings.

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  • Java - Collections.binarySearch with PriorityQueue?

    - by msr
    Hello, Can I use Collections.binarySearch() method to search elements in a PriorityQueue? Otherwise, how can I apply search algorithms to a PriorityQueue? I have this (class Evento implements Comparable): public class PriorityQueueCAP extends PriorityQueue<Evento>{ // (...) public void removeEventos(Evento evento){ Collections.binarySearch(this, evento); // ERROR! } } And I got this error: "The method binarySearch(List, T) in the type Collections is not applicable for the arguments (PriorityQueueCAP, Evento)" Why? Thanks in advance!

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  • Position of least significant bit that is set

    - by peterchen
    I am looking for an efficient way to determine the position of the least significant bit that is set in an integer, e.g. for 0x0FF0 it would be 4. A trivial implementation is this: unsigned GetLowestBitPos(unsigned value) { assert(value != 0); // handled separately unsigned pos = 0; while (!(value & 1)) { value >>= 1; ++pos; } return pos; } Any ideas how to squeeze some cycles out of it? (Note: this question is for people that enjoy such things, not for people to tell me xyzoptimization is evil.) [edit] Thanks everyone for the ideas! I've learnt a few other things, too. Cool!

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  • Java - PriorityQueue vs sorted LinkedList

    - by msr
    Hello, Which implementation is less "heavy": PriorityQueue or a sorted LinkedList (using a Comparator)? I want to have all the items sorted. The insertion will be very frequent and ocasionally I will have to run all the list to make some operations. Thank you!

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  • What to check to see if server has enough free resources?

    - by kyrisu
    The windows service I am writing will need to run some processor intensive operations once in a while (sound encoding wav - mp3) on a machine that takes part in real time voice communication (so I cannot just run them any-time). What would you check (what counters maybe) before running such operation? Can you point me to any good articles?

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  • convert mp4 to flv. Adobe Medio Encoder Failing.

    - by Derek Adair
    Hi, I am trying to encode a .mp4 to a .flv I've tried using the Adobe Media Encoder but the video is lost in the conversion process, leaving me a black screen and some audio. I have yet to find something that can do this successfully for free. I found ffmpeg, which looks promising... but I can't figure out how to get it to work. Any direction would be greatly appreciated. -Thanks.

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  • Is there a modern Windows FLAC encoder application? [closed]

    - by David Yaw
    I've decided I want to use FLAC for my music library, but I'm not sure what I should be using to encode the FLAC files. The latest release on flac.sourceforge.net is 5 years old, as are all of the other applications shown on the download page. Googling for updated encoders has just led me back to the same 5 year old apps. Is there a more up-to-date FLAC encoder, either a Windows GUI or Windows CLI app?

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  • How can I make refactoring a priority for my team?

    - by Joseph Garland
    The codebase I work with daily has no automated tests, inconsistent naming and tons of comments like "Why is this here?", "Not sure if this is needed" or "This method isn't named right" and the code is littered with "Changelogs" despite the fact we use source control. Suffice it to say, our codebase could use refactoring. We always have tasks to fix bugs or add new features, so no time is put aside to refactor code to be better and more modular, and it doesn't seem to be a high priority. How can I demonstrate the value of refactoring such that it gets added to our task lists? Is it worth it to just refactor as I go, asking for forgiveness rather than permission?

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  • Merging two ASF files

    - by sijith
    I have an ASF file which contain 8 audios and 1 video. Now i want to merge this file with other of same ASF type. Is it possible to do with windows media SDK. My language is VC++ Please give some help

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  • Can I do this?? Trying to load an object from within itself.

    - by Smikey
    Hi all! I have an object which conforms to the NSCoding protocol. The object contains a method to save itself to memory, like so: - (void)saveToFile { NSMutableData *data = [[NSMutableData alloc] init]; NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:data]; [archiver encodeObject:self forKey:kDataKey]; [archiver finishEncoding]; [data writeToFile:[self dataFilePath] atomically:YES]; [archiver release]; [data release]; } This works just fine. But I would also like to initialise an empty version of this object and then call its own 'Load' method to load whatever data exists on file into its variables. So I've created the following: - (void)loadFromFile { NSString *filePath = [self dataFilePath]; if ([[NSFileManager defaultManager] fileExistsAtPath:filePath]) { NSData *data = [[NSMutableData alloc] initWithContentsOfFile:[self dataFilePath]]; NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; self = [unarchiver decodeObjectForKey:kDataKey]; [unarchiver finishDecoding]; } } Now this second method doesn't manage to load any variables. Is this line not possible perhaps? self = [unarchiver decodeObjectForKey:kDataKey]; Ultimately I would like to use the code like this: One viewController takes user entered input, creates an object and saves it to memory using [anObject saveToFile]; And a second viewController creates an empty object, then initialises its values to those stored on file by calling: [emptyObject loadFromFile]; Any suggestions on how to make this work would be hugely appreciated. Thanks :) Michael

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • mysterical error

    - by Görkem Buzcu
    i get "customer_service_simulator.exe stopped" error, but i dont know why? this is my c programming project and i have limited time left before deadline. the code is: #include <stdio.h> #include <stdlib.h> #include<time.h> #define FALSE 0 #define TRUE 1 /*A Node declaration to store a value, pointer to the next node and a priority value*/ struct Node { int priority; //arrival time int val; //type int wait_time; int departure_time; struct Node *next; }; Queue Record that will store the following: size: total number of elements stored in the list front: it shows the front node of the queue (front of the queue) rear: it shows the rare node of the queue (rear of the queue) availability: availabity of the teller struct QueueRecord { struct Node *front; struct Node *rear; int size; int availability; }; typedef struct Node *niyazi; typedef struct QueueRecord *Queue; Queue CreateQueue(int); void MakeEmptyQueue(Queue); void enqueue(Queue, int, int); int QueueSize(Queue); int FrontOfQueue(Queue); int RearOfQueue(Queue); niyazi dequeue(Queue); int IsFullQueue(Queue); int IsEmptyQueue(Queue); void DisplayQueue(Queue); void sorteddequeue(Queue); void sortedenqueue(Queue, int, int); void tellerzfunctionz(Queue *, Queue, int, int); int main() { int system_clock=0; Queue waitqueue; int exit, val, priority, customers, tellers, avg_serv_time, sim_time,counter; char command; waitqueue = CreateQueue(0); srand(time(NULL)); fflush(stdin); printf("Enter number of customers, number of tellers, average service time, simulation time\n:"); scanf("%d%c %d%c %d%c %d",&customers, &command,&tellers,&command,&avg_serv_time,&command,&sim_time); fflush(stdin); Queue tellerarray[tellers]; for(counter=0;counter<tellers;counter++){ tellerarray[counter]=CreateQueue(0); //burada teller sayisi kadar queue yaratiyorum } for(counter=0;counter<customers;counter++){ priority=1+(int)rand()%sim_time; //this will generate the arrival time sortedenqueue(waitqueue,1,priority); //here i put the customers in the waiting queue } tellerzfunctionz(tellerarray,waitqueue,tellers,customers); DisplayQueue(waitqueue); DisplayQueue(tellerarray[0]); DisplayQueue(tellerarray[1]); // waitqueue-> printf("\n\n"); system("PAUSE"); return 0; } /*This function initialises the queue*/ Queue CreateQueue(int maxElements) { Queue q; q = (struct QueueRecord *) malloc(sizeof(struct QueueRecord)); if (q == NULL) printf("Out of memory space\n"); else MakeEmptyQueue(q); return q; } /*This function sets the queue size to 0, and creates a dummy element and sets the front and rear point to this dummy element*/ void MakeEmptyQueue(Queue q) { q->size = 0; q->availability=0; q->front = (struct Node *) malloc(sizeof(struct Node)); if (q->front == NULL) printf("Out of memory space\n"); else{ q->front->next = NULL; q->rear = q->front; } } /*Shows if the queue is empty*/ int IsEmptyQueue(Queue q) { return (q->size == 0); } /*Returns the queue size*/ int QueueSize(Queue q) { return (q->size); } /*Shows the queue is full or not*/ int IsFullQueue(Queue q) { return FALSE; } /*Returns the value stored in the front of the queue*/ int FrontOfQueue(Queue q) { if (!IsEmptyQueue(q)) return q->front->next->val; else { printf("The queue is empty\n"); return -1; } } /*Returns the value stored in the rear of the queue*/ int RearOfQueue(Queue q) { if (!IsEmptyQueue(q)) return q->rear->val; else { printf("The queue is empty\n"); return -1; } } /*Displays the content of the queue*/ void DisplayQueue(Queue q) { struct Node *pos; pos=q->front->next; printf("Queue content:\n"); printf("-->Priority Value\n"); while (pos != NULL) { printf("--> %d\t %d\n", pos->priority, pos->val); pos = pos->next; } } void enqueue(Queue q, int element, int priority){ if(IsFullQueue(q)){ printf("Error queue is full"); } else{ q->rear->next=(struct Node *)malloc(sizeof(struct Node)); q->rear=q->rear->next; q->rear->next=NULL; q->rear->val=element; q->rear->priority=priority; q->size++; } } void sortedenqueue(Queue q, int val, int priority) { struct Node *insert,*temp; insert=(struct Node *)malloc(sizeof(struct Node)); insert->val=val; insert->priority=priority; temp=q->front; if(q->size==0){ enqueue(q, val, priority); } else{ while(temp->next!=NULL && temp->next->priority<insert->priority){ temp=temp->next; } //printf("%d",temp->priority); insert->next=temp->next; temp->next=insert; q->size++; if(insert->next==NULL){ q->rear=insert; } } } niyazi dequeue(Queue q) { niyazi del; niyazi deli; del=(niyazi)malloc(sizeof(struct Node)); deli=(niyazi)malloc(sizeof(struct Node)); if(IsEmptyQueue(q)){ printf("Queue is empty!"); return NULL; } else { del=q->front->next; q->front->next=del->next; deli->val=del->val; deli->priority=del->priority; free(del); q->size--; return deli; } } void sorteddequeue(Queue q) { struct Node *temp; struct Node *min; temp=q->front->next; min=q->front; int i; for(i=1;i<q->size;i++) { if(temp->next->priority<min->next->priority) { min=temp; } temp=temp->next; } temp=min->next; min->next=min->next->next; free(temp); if(min->next==NULL){ q->rear=min; } q->size--; } void tellerzfunctionz(Queue *a, Queue b, int c, int d){ int i; int value=0; int priority; niyazi temp; temp=(niyazi)malloc(sizeof(struct Node)); if(c==1){ for(i=0;i<d;i++){ temp=dequeue(b); sortedenqueue((*(a)),temp->val,temp->priority); } } else{ for(i=0;i<d;i++){ while(b->front->next->val==1){ if((*(a+value))->availability==1){ temp=dequeue(b); sortedenqueue((*(a+value)),temp->val,temp->priority); (*(a+value))->rear->val=2; } else{ value++; } } } } } //end of the program

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  • Why is my Output distorted after encoding with Expression Encoder?

    - by WernerCD
    I'm a "n00b" when it comes to re-encoding files. I'm trying to re-encode an AVI into a silverlight container via Encoding Video using Expression Encoder 4.0. As you can see in the video, the left is the input and it looks/sounds fine. The right is the output and it... doesn't. I'm unsure of where to go from here. I'm not sure why the output is jacked up, since the input looks fine. Input Video properties: AVI 2.49GB 22:34 809x605 Video: TSCC 809x605 15fps [Stream 00] Audio: PCM 22050Hz mono 352kbps [Stream 01] Choice of output doesn't seem to matter, they all end up distorted like the picture shows.

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  • iPhone / Objective-C: NSMutableArray writeToFile won't write to file. Always returns NO

    - by Joel
    I'm trying to serialize two NSMutableArrays of NSObjects that implement the NSCoding protocol. However it works for one (stacks) and not the other (cards). I have the following block of code: -(void) saveCards { NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; NSString* cardsFile = [documentsDirectory stringByAppendingPathComponent:@"cards.state"]; NSString* stacksFile = [documentsDirectory stringByAppendingPathComponent:@"stacks.state"]; BOOL c = [rootStack.cards writeToFile:cardsFile atomically:YES]; BOOL s = [rootStack.stacks writeToFile:stacksFile atomically:YES]; } I step through this method using the debugger, and after the last two lines of code run, I check the values of the two BOOLs. BOOL c is NO and BOOL s is YES. The stacks array is actually empty (which is probably why it works). The cards array has contents. Why is it that the array with contents is failing? I can't figure this out. I've looked through numerous threads on SOF, each of them say the problem is because the protection level of the files they were writing were preventing them from writing. This is not my problem, as I'm writing to the Documents folder. I've double and tripple checked that neither rootStack.cards nor rootStack.stacks is nil. And I've checked that cards does indeed have content. Here are the coder methods for my Notecard class (I added all the if statments as part of trying to solve this problem to make sure trying to encode nil values doesn't break something): -(void) encodeWithCoder:(NSCoder *)encoder { if(text) [encoder encodeObject:text forKey:@"text"]; if(backText) [encoder encodeObject:backText forKey:@"backText"]; if(x) [encoder encodeObject:x forKey:@"x"]; if(y) [encoder encodeObject:y forKey:@"y"]; if(width) [encoder encodeObject:width forKey:@"width"]; if(height) [encoder encodeObject:height forKey:@"height"]; if(timeCreated) [encoder encodeObject:timeCreated forKey:@"timeCreated"]; if(audioManagerTicket) [encoder encodeObject:audioManagerTicket forKey:@"audioManagerTicket"]; if(backgroundColor) [encoder encodeObject:backgroundColor forKey:@"backgroundColor"]; } -(id) initWithCoder:(NSCoder *)decoder { self = [super init]; if(!self) return nil; self.text = [decoder decodeObjectForKey:@"text"]; self.backText = [decoder decodeObjectForKey:@"backText"]; self.x = [decoder decodeObjectForKey:@"x"]; self.y = [decoder decodeObjectForKey:@"y"]; self.width = [decoder decodeObjectForKey:@"width"]; self.height = [decoder decodeObjectForKey:@"height"]; self.timeCreated = [decoder decodeObjectForKey:@"timeCreated"]; self.audioManagerTicket = [decoder decodeObjectForKey:@"audioManagerTicket"]; self.backgroundColor = [decoder decodeObjectForKey:@"backgroundColor"]; return self; } each field is either an NSString, NSNumber, or UIColor. Thanks for any help

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  • Dual booting Windows and Arch Linux (with GRUB2) - after using Windows, Windows Boot Manager made first in boot priority list

    - by louis058
    I am dual booting Windows 7 and Arch Linux (both 64bit), with GRUB2, using the 64-bit EFI version. I partitioned my drive into a GPT drive and installed Windows first according to this guide. I then installed Arch Linux using the Beginner's Guide, installing grub2-efi-x86_64 in the process. Everything is working fine now, but with one problem. I can set the boot priority in BIOS (or is it UEFI?) to have GRUB boot try and boot before Windows Boot Manager. Then I chainload Windows Boot Manager using GRUB. However, when I actually use Windows in this manner, upon shutting down and turning on again, or rebooting, Windows seems to set Windows Boot Manager first in the priority list again, with the result being I have to manually set GRUB again, or I can't boot into Linux. My motherboard is an Asrock H61M/USB3, if that helps. I want to know how to turn off this behaviour.

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • In Log4Net XML configuration is Priority the same thing as Level?

    - by Michael Levy
    I inherited some code that uses the priority element under the root in its xml configuraiton. This is just like the example at http://iserialized.com/log4net-for-noobs/ which shows: <root> <priority value="ALL" /> <appender-ref ref="LogFileAppender" /> <appender-ref ref="ConsoleAppender"/> </root> However, the log4net configuration examples at http://logging.apache.org/log4net/release/manual/configuration.html always show it using the level element: <root> <level value="DEBUG" /> <appender-ref ref="A1" /> </root> In this type of configuration is <priority> the same as <level> ? Can someone point me to somewhere in the docs where this is explained?

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  • How to configure router to give XBox top priority / most bandwidth?

    - by MrSparky
    Hi all - Newbie here so go easy... and apologies in advance if I blow the community etiquette / rules! Here's what I'm trying to do: I have a "D-Link DIR-655 Extreme N" wireless router and an XBox 360 w/ the old-style wireless connection thing (usb attachment)... I want to configure my router / network to give my XBox as much bandwidth as it wants, whenever it wants. I have tried giving the XBox a unique IP (within my network) and then tweaking the router to treat that IP as a top priority application (using the router's QOS stuff). Problem is whenever I turn off the xbox, I can't connect to the network the next time I start it up. It seems the only reliable setting in the XBox is to use "Automatic" for the IP settings within the Network Configuration area. Supposedly the D-Link ships with default settings that attempt to recognize a game console and give it top priority... but i've not seen good results (lots of stuttering / lag when someone else jumps online, etc). Any suggestions? thanks again!

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  • How to launch from Eclipse in Low priority under Windows?

    - by adum
    I'm running programs from Eclipse (on Windows) that eat a lot of CPU time. To avoid bogging down my whole machine, I set the priority to Low with the Task Manager. However, this is a cumbersome manual process. Is there a way Eclipse can set this priority automatically? EDIT: I realized that each particular launcher (Java, Python etc) has its own configuration method, so I will restrict this question to the Java domain, which is what I need most.

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