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  • Will having many timers affect my game performance?

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • Technical Article: Experimenting with Java Timers

    - by Tori Wieldt
    OTN's new tech article is "Experimenting with Java Timers" by T. Lamine Ba. This article studies time—how Java handles timers and the scheduling of tasks. Java timers are utilities that let you execute threads or tasks at a predetermined future time, and these tasks can be repeated according to a set frequency. The article starts with a simple "Hello World" program in a web application that's composed of JavaServer Pages (JSP) and uses the model-control-view (MVC) design pattern. The IDE used in this article is NetBeans IDE 7.1, but you can use any IDE that supports Java. "Experimenting with Java Timers" demonstrates how to get started scheduling jobs with Java. To learn about Swing timers, check out the Java tutorial "How to Use Swing Timers" and additional information in the Java Platform, Standard Edition 7 API Specification for Class Timer. 

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  • Problem with waitable timers in Windows (timeSetEvent and CreateTimerQueueTimer)

    - by MusiGenesis
    I need high-resolution (more accurate than 1 millisecond) timing in my application. The waitable timers in Windows are (or can be made) accurate to the millisecond, but if I need a precise periodicity of, say, 35.7142857141 milliseconds, even a waitable timer with a 36 ms period will drift out of sync quickly. My "solution" to this problem (in ironic quotes because it's not working quite right) is to use a series of one-shot timers where I use the expiration of each timer to call the next timer. Normally a process like this would be subject to cumulative error over time, but in each timer callback I check the current time (with System.Diagnostics.Stopwatch) and use this to calculate what the period of the next timer needs to be (so if a timer happens to expire a little late, the next timer will automagically have a shorter period to compensate). This works as expected, except that after maybe 10-15 seconds the timer system seems to get bogged down, and a few timer callbacks here and there arrive anywhere from 25 to 100 milliseconds late. After a couple of seconds the problem goes away and everything runs smoothly again for 10-15 seconds, and then the stuttering again. Since I'm using Stopwatch to set each timer period, I'm also using it to monitor the arrival times of each timer callback. During the smooth-running periods, most (maybe 95%) of the intervals are either 35 or 36 milliseconds, and no intervals are ever more than 5 milliseconds away from the expected 35.7142857143. During the "glitchy" stretches, the distribution of intervals is very nearly identical, except that a very small number are unusually large (a couple more than 60 ms and one or two longer than 100 ms during maybe a 3-second stretch). This stuttering is very noticeable, and it's what I'm trying to fix, if possible. For the high-resolution timer, I was using the extremely antique timeSetEvent() multimedia timer from winmm.dll. In pursuit of this problem, I switched to using CreateTimerQueueTimer (along with timeBeginPeriod to set the high-resolution), but I'm seeing the same problem with both timer mechanisms. I've tried experimenting with the various flags for CreateTimerQueueTimer which determine which thread the timer runs on, but the stuttering appears no matter what. Is this just a fundamental problem with using timers in this way (i.e. using each one-shot timer to call the next)? If so, do I have any alternatives? One thing I was considering was to determine how many consecutive 1-millisecond-accuracy ticks would keep my within some arbitrary precision limit before I need to reset the timer. So, for example, if I wanted a 35.71428 period, I could let a 36 ms timer elapse 15 times before it was off by 5 milliseconds, then kill it and start a new one.

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  • Javascript timers

    - by resopollution
    I'm starting on a javascript MMORPG that will actually work smoothly. Currently, I created a demo to prove that I can move characters around and have them chat with each other, as well as see eachother move around live. http://set.rentfox.net/ Now Javascript timers are something I have not used extensively, but from what I know, correct me if I'm wrong, is that having multiple setIntervals happening at the same time doesn't really work well b/c it's all on a single thread. Lets say I wanted to have 10 different people nuking fireballs at a monster by using sprite background positioning with setInterval -- that animation would require 10 setIntervals doing repainting of the DOM for sprite background-position shifts. Wouldn't that be a big buggy? I was wondering if there was a way around all this, perhaps using Canvas, so that animations can all happen concurrently without creating an event queue and I don't have to worry about timers. Hope that makes sense, and please let me know if I need to clarify further.

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  • IPhone: different system timers??

    - by matt
    I have been using mach_absolute_time() for all my timing functions so far. calculating how long between frames ect. I now want to get the exact time touch input events happen using event.timestamp in the touch callbacks. the problem is these two seem to use completely different timers. sure, you can get them both in seconds, but their origins are different and seemingly random... is there any way to sync the two different timers? or is there anyway to get access to the same timer that the touch input uses to generate that timestamp property? otherwise its next to useless.

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  • Do .NET Timers Run Asynchronously?

    - by MrEdmundo
    I have a messaging aspect of my application using Jabber-net (an XMPP library.) What I would like to do, if for some reason the connection to the Server is ended, is keep trying to connect every minute or so. If I start a Timer to wait for a period of time before the next attempt, does that timer run asynchronously and the resulting Tick event join the main thread, or would I need to start my own thread and start the timer from within there?

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  • C# Timers for game development

    - by Valentin
    Hi, all! I want to find out the best way of creating time based events in games. Lets talk for example about Texas Holdem Poker. Server can handle thousands of tables and in every table we have timers: turn timer, hold seat timer and so on. What is the best way of timers realization for this purpose? Is System.Timers.Timer class can handle this or it will be more reasonable to create a separate thread with sorted time queue (for example an ascending sorted list with int values which represent time in ms remained)? Thanks in advance, Valentin

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  • Game programming and quantity of timers

    - by andresjb
    I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the better choice: use only one timer in the game loop to update everything in the game, or an independent timer in every object that needs one. My worry is that when I try to implement threads, what will happen with timers? What happens with the sync?

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  • Wake timers don't wake computer from sleep mode

    - by Joe
    I'm got a custom built PC running 64 bit Windows 7 Ultimate. So far everything works great except for one thing: it will not wake up from sleep mode for a wake timer or scheduled task. Sleep mode itself works great. If it's sleeping, it wakes successfully when I press the power button, mash the keyboard, wiggle the mouse, or send a WOL packet. The only problem is wake timers. I even tried the program WakeupOnStandBy but it looks like that uses wake timers, so it doesn't do anything for me either. And yes, wake timers are enabled: Any ideas on how to fix the problem, or troubleshoot it? I'd imagine that there would be a log somewhere telling me exactly why the wake timers are having trouble, but if there is I haven't found it.

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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • WPF: Timers

    - by Ilya Verbitskiy
    I believe, once your WPF application will need to execute something periodically, and today I would like to discuss how to do that. There are two possible solutions. You can use classical System.Threading.Timer class or System.Windows.Threading.DispatcherTimer class, which is the part of WPF. I have created an application to show you how to use the API.     Let’s take a look how you can implement timer using System.Threading.Timer class. First of all, it has to be initialized.   1: private Timer timer; 2:   3: public MainWindow() 4: { 5: // Form initialization code 6: 7: timer = new Timer(OnTimer, null, Timeout.InfiniteTimeSpan, Timeout.InfiniteTimeSpan); 8: }   Timer’s constructor accepts four parameters. The first one is the callback method which is executed when timer ticks. I will show it to you soon. The second parameter is a state which is passed to the callback. It is null because there is nothing to pass this time. The third parameter is the amount of time to delay before the callback parameter invokes its methods. I use System.Threading.Timeout helper class to represent infinite timeout which simply means the timer is not going to start at the moment. And the final fourth parameter represents the time interval between invocations of the methods referenced by callback. Infinite timeout timespan means the callback method will be executed just once. Well, the timer has been created. Let’s take a look how you can start the timer.   1: private void StartTimer(object sender, RoutedEventArgs e) 2: { 3: timer.Change(TimeSpan.Zero, new TimeSpan(0, 0, 1)); 4:   5: // Disable the start buttons and enable the reset button. 6: }   The timer is started by calling its Change method. It accepts two arguments: the amount of time to delay before the invoking the callback method and the time interval between invocations of the callback. TimeSpan.Zero means we start the timer immediately and TimeSpan(0, 0, 1) tells the timer to tick every second. There is one method hasn’t been shown yet. This is the callback method OnTimer which does a simple task: it shows current time in the center of the screen. Unfortunately you cannot simple write something like this:   1: clock.Content = DateTime.Now.ToString("hh:mm:ss");   The reason is Timer runs callback method on a separate thread, and it is not possible to access GUI controls from a non-GUI thread. You can avoid the problem using System.Windows.Threading.Dispatcher class.   1: private void OnTimer(object state) 2: { 3: Dispatcher.Invoke(() => ShowTime()); 4: } 5:   6: private void ShowTime() 7: { 8: clock.Content = DateTime.Now.ToString("hh:mm:ss"); 9: }   You can build similar application using System.Windows.Threading.DispatcherTimer class. The class represents a timer which is integrated into the Dispatcher queue. It means that your callback method is executed on GUI thread and you can write a code which updates your GUI components directly.   1: private DispatcherTimer dispatcherTimer; 2:   3: public MainWindow() 4: { 5: // Form initialization code 6:   7: dispatcherTimer = new DispatcherTimer { Interval = new TimeSpan(0, 0, 1) }; 8: dispatcherTimer.Tick += OnDispatcherTimer; 9: } Dispatcher timer has nicer and cleaner API. All you need is to specify tick interval and Tick event handler. The you just call Start method to start the timer.   private void StartDispatcher(object sender, RoutedEventArgs e) { dispatcherTimer.Start(); // Disable the start buttons and enable the reset button. } And, since the Tick event handler is executed on GUI thread, the code which sets the actual time is straightforward.   1: private void OnDispatcherTimer(object sender, EventArgs e) 2: { 3: ShowTime(); 4: } We’re almost done. Let’s take a look how to stop the timers. It is easy with the Dispatcher Timer.   1: dispatcherTimer.Stop(); And slightly more complicated with the Timer. You should use Change method again.   1: timer.Change(Timeout.InfiniteTimeSpan, Timeout.InfiniteTimeSpan); What is the best way to add timer into an application? The Dispatcher Timer has simple interface, but its advantages are disadvantages at the same time. You should not use it if your Tick event handler executes time-consuming operations. It freezes your window which it is executing the event handler method. You should think about using System.Threading.Timer in this case. The code is available on GitHub.

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  • System.Timers.Timer leaking due to "direct delegate roots"

    - by alimbada
    Apologies for the rather verbose and long-winded post, but this problem's been perplexing me for a few weeks now so I'm posting as much information as I can in order to get this resolved quickly. We have a WPF UserControl which is being loaded by a 3rd party app. The 3rd party app is a presentation application which loads and unloads controls on a schedule defined by an XML file which is downloaded from a server. Our control, when it is loaded into the application makes a web request to a web service and uses the data from the response to display some information. We're using an MVVM architecture for the control. The entry point of the control is a method that is implementing an interface exposed by the main app and this is where the control's configuration is set up. This is also where I set the DataContext of our control to our MainViewModel. The MainViewModel has two other view models as properties and the main UserControl has two child controls. Depending on the data received from the web service, the main UserControl decides which child control to display, e.g. if there is a HTTP error or the data received is not valid, then display child control A, otherwise display child control B. As you'd expect, these two child controls bind two separate view models each of which is a property of MainViewModel. Now child control B (which is displayed when the data is valid) has a RefreshService property/field. RefreshService is an object that is responsible for updating the model in a number of ways and contains 4 System.Timers.Timers; a _modelRefreshTimer a _viewRefreshTimer a _pageSwitchTimer a _retryFeedRetrievalOnErrorTimer (this is only enabled when something goes wrong with retrieving data). I should mention at this point that there are two types of data; the first changes every minute, the second changes every few hours. The controls' configuration decides which type we are using/displaying. If data is of the first type then we update the model quite frequently (every 30 seconds) using the _modelRefreshTimer's events. If the data is of the second type then we update the model after a longer interval. However, the view still needs to be refreshed every 30 seconds as stale data needs to be removed from the view (hence the _viewRefreshTimer). The control also paginates the data so we can see more than we can fit on the display area. This works by breaking the data up into Lists and switching the CurrentPage (which is a List) property of the view model to the right List. This is done by handling the _pageSwitchTimer's Elapsed event. Now the problem My problem is that the control, when removed from the visual tree doesn't dispose of it's timers. This was first noticed when we started getting an unusually high number of requests on the web server end very soon after deploying this control and found that requests were being made at least once a second! We found that the timers were living on and not stopping hours after the control had been removed from view and that the more timers there were the more requests piled up at the web server. My first solution was to implement IDisposable for the RefreshService and do some clean up when the control's UnLoaded event was fired. Within the RefreshServices Dispose method I've set Enabled to false for all the timers, then used the Stop() method on all of them. I've then called Dispose() too and set them to null. None of this worked. After some reading around I found that event handlers may hold references to Timers and prevent them from being disposed and collected. After some more reading and researching I found that the best way around this was to use the Weak Event Pattern. Using this blog and this blog I've managed to work around the shortcomings in the Weak Event pattern. However, none of this solves the problem. Timers are still not being disabled or stopped (let alone disposed) and web requests are continuing to build up. Mem Profiler tells me that "This type has N instances that are directly rooted by a delegate. This can indicate the delegate has not been properly removed" (where N is the number of instances). As far as I can tell though, all listeners of the Elapsed event for the timers are being removed during the cleanup so I can't understand why the timers continue to run. Thanks for reading. Eagerly awaiting your suggestions/comments/solutions (if you got this far :-p)

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  • Slick and Timers?

    - by user3491043
    I'm making a game where I need events to happen in a precise amount of time. Explanation : I want that event A happens at 12000ms, and event B happens every 10000ms. So "if"s should looks like this. //event A if(Ticks == 12000) //do things //even B if(Ticks % 10000 == 0) //do stuff But now how can I have this "Ticks" value ? I tried to declare an int and then increasing it in the update method, I tried 2 ways of increasing it : Ticks++; It doesn't works because the update method is not always called every microseconds. Ticks += delta; It's kinda good but the delta is not always equals to 1, so I can miss the precise values I need in the if statements So if you know how can I do events in a precise amount of time please tell me how can I do this

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • How to change label content with timers throwing InvalidOperationException.

    - by Guru
    Hi there, I'm making an application and I'm using a timer in that application to change label content in WPF C# .NET. In timer elapsed event I'm writing the following code lblTimer.Content = "hello"; but its throwing an InvalidOperationException and gives a message "The calling thread cannot access this object because a different thread owns it." I'm using .NET framework 3.5 and WPF with C#. Please help me. Thanks in advance.

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  • C# - Repeating a method call using timers

    - by Jeremy Rudd
    In a VSTO add-in I'm developing, I need to execute a method with a specific delay. The tricky part is that the method may take anywhere from 0.1 sec to 1 sec to execute. I'm currently using a System.Timers.Timer like this: private Timer tmrRecalc = new Timer(); // tmrRecalc.Interval = 500 milliseconds private void tmrRecalc_Elapsed(object sender, System.Timers.ElapsedEventArgs e){ // stop the timer, do the task     tmrRecalc.Stop();         Calc.recalcAll();         // restart the timer to repeat after 500 ms     tmrRecalc.Start(); } Which basically starts, raises 1 elapse event after which it is stopped for the arbitrary length task is executed. But the UI thread seems to hang up for 3-5 seconds between each task. Do Timers have a 'warm-up' time to start? Is that why it takes so long for its first (and last) elapse? Which type of timer do I use instead?

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  • How to save timers with connection to OrderId?

    - by Adrian Serafin
    Hi! I have a system where clients can make orders. After making order they have 60 minutes to pay fot it before it will be deleted. On the server side when order is made i create timer and set elapsed time to 60 minutes System.Timer.Timers timer = new System.Timers.Timer(1000*60*60); timer.AutoReset = false; timer.Elapsed += HandleElapsed; timer.Start(); Because I want to be able to dispose timer if client decides to pay and I want to be able to cancel order if he doesn't I keep two Dictionaries: Dictionary<int, Timer> _orderTimer; Dictionary<Timer, int> _timerOrder; Then when client pay's I can access Timer by orderId with O(1) thanks to _orderTimer dictionary and when time elapsed I can access order with O(1) thanks to _timerOrder dictionary. My question is: Is it good aproach? Assuming that max number of rows I have to keep in dictionary in one moment will be 50000? Maybe it would be better to derive from Timer class, add property called OrderId, keep it all in List and search for order/timer using linq? Or maybe you I should do this in different way?

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  • High accuracy cpu timers

    - by John Robertson
    An expert in highly optimized code once told me that an important part of his strategy was the availability of extremely high performance timers on the CPU. Does anyone know what those are and how one can access them to test various code optimizations? While I am interested regardless, I also wanted to ask whether it is possible to access them from something higher than assembly (or with only a little assembly) via visual studio C++?

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