object motion. Frame-by-frame animation is also known as frame animation or key frame animation, that is, the effect of motion is achieved by displaying the image sequence of the animation at a frame or frame. Based on different visual spaces, computer animation can be divided into two-dimensional animation and three-dimensional animation ." -- Also from reference 1
We are mainly studying real-time animation. In fact, the simple point is the animation calculated in real time, instead of the ori
Android to display the corresponding frame.This is a little troublesome. We know that we have five frames, each of which is 30 pixels. We define a rectangle. Its width is one frame, and its height is the height of the image.
Shows how I cut the first two frames. Finish the rest by yourself.
Let's start our project. We need the knowledge of the previous chapters, mainly game loop and graphic display content.
We need an object to do the action. We use elastic, so I created the class of Elastic. j
difficulties. The main difficulty is to cope with unstable networks. In a mobile network, it is usually prone to network instability, Connection Reset, and reconnection due to disconnection. On the one hand, frequent reconnection requires overhead to establish a connection. On the other hand, especially when the GPRS/2G/3G/4G switch occurs, the bandwidth may have a bottleneck. When the bandwidth is not enough, the content with a higher frame rate or a higher bit rate is difficult to send out, w
EnableFramerateCounter to true, Idcompositiondevicedebug is also called in the underlying component :: Enabledebugcounters. The results are counters specific to applications that use XAML and directcomposition counters for all applications that you debug in the Windows store app.The format of the frame rate counter displayed in the window chrome is:
000
000
...
...
000
000
APP fps
APP CPU
. Start ();}}}}
After the image resources are loaded, call the initialize method of the game object and determine whether the game loop object exists. If yes, end the previous loop (in this case, the level is usually switched, when a new game object is introduced). Otherwise, the game loop is established and started.
Now let's take a look at the implementation code of the game loop:
VaRGameloop =Function(Gameobj, options ){If(! (This InstanceofArguments. callee )){Return NewArguments. calle
successfully enabled.
6. Test the acceleration score. I don't know if I do not test it. I smiled at the test and found that there were more than 3 K. I didn't configure more than 1 K before:
[Luyaotang @ localhost ~] $ Glxgears
LibGL warning: 3D driver claims to not support visual 0x4b
15743 frames in 5.0 seconds = 3148.550 FPS
16727 frames in 5.0 seconds = 3345.365 FPS
16730 frames in 5.0 seconds = 3345.
painting.
Then let go of the FPS limit and add a code for calculating the FPS:
// called every frameint CalculateFPS(DWORD now){ static int frameCounted = 0; static int startTime = GetTickCount(); static int fps = 0; ++frameCounted; int elapsed = now - startTime; if (elapsed >= 1500 ) { fps
Guide to graphic display settings for game players (7)
Translated by Koroush Ghazi
7. Graphics settings-refreshing Rate
Update Rate
The refresh rate and the number of frames per second are not confused. FPS indicates how fast your video card can output independent frames per second. The refresh rate is a separate attribute of the CRT display: the number of refresh times per second, no matter how many frames the video card has or what type of images w
capacity of vertex transformation coloring is limited.(2) Maximum number of vertices.(3) create a triangle.(4) grating restrictions.(5) pixel coloring restrictions.5: the memory size is too small.6: video card memory is too small, and other hardware caps restrictions. The above is the bottleneck in the common 3D graphics rendering pipeline, so we will determine the bottlenecks one by one. The simple method is to detect FPS.Note 1: many bottlenecks may change due to hardware changes.NOTE 2: the
area is full after a long-lived object (the object survived after multiple Minor GC).Before Android 2.2, when the GC was executed, the thread of the app was paused and 2.3 began to add a concurrent garbage collection mechanism.Permanent GenerationStorage method area. General Storage:
Information for the class to load
static variables
Final constant
Properties, method information
fpsHere is a simple introduction to the concept of frame rate to make it easier to understa
promote the normal operation of the game state machine.In fact, in the latest RTS game may have abandoned the peer-to mode, but the concept of turn-class communication will still be preserved, otherwise it is impossible to complete the synchronization of thousands of units.But the times are progressing and the types of games are different. The primitive turn-to-peer system has largely been abandoned in many other types of modern games. Let's take a look at the network model of
, with a title length of about 13 seconds
4.2 windows testing, 2-core, 30fps
E:\Documents and Settings\Administrator\videotest>umc_video_enc_con.exe h264 -i tvu.yuv -w 1920 -h 1080 -t 2 -o x2.h264Starting H264 encoding tvu.yuv to file x2.h264Source video width = 1920, height = 1080, frameRate = 30.00Max frames to encode = 2147483647Encoding bit rate = 5000000 bits per second0.10.20.30.40.50.60.70.80.90.100.110.120.130.140.150.160.170.180.190.200.210.220.230.240.250.260.270.280.290.300.310.320.33
FPS, that is, the video preview frame rate.
Similarly, there are only a few FPS values. We can use getSupportedPreviewFpsRange to get the preview FPS supported by the mobile phone.
The following code prints all Fps supported by the mobile phone:
List
The output on my mobile phone is as follows:
camera preview
choose Timeline. Click on the top left corner recording operation, and then in the page to be detected to do a series of interactive operations, and then click the point to stop again, the final operation period of a series of data will be in the form of charts and so on in the panel.
It has four kinds of events, corresponding to four colors. The following figure, Network and Dom parsing (blue), JavaScript Computing (yellow), style recalculation and layout (purple), and painting an
Reproduced others, but this article is really good, so want to share out, but the original article address can not find, it is a pity.
Image scaling algorithm
Absrtact: First, a basic image scaling algorithm is given, and then the speed and scaling quality are optimized step-by-step.
High-quality, fast image scaling full text is divided into:On the nearest neighbor sampling interpolation and its speed optimizationMedium two-time linear interpolation and three convolution interpolationThree linea
Gaotong Dragon 835 to Bihais Kylin 960
At present, Gfxbench database has appeared Xiao 835 development Machine run score, although does not represent the final results, but has been quite reference value.
From the data, the machine uses a 5.9 2K screen, equipped with Xiao Dragon 835 processor, GPU model Adreno 540, built-in 4GB memory and 64GB fuselage storage space, providing a rear 20 million-pixel camera and a front 12 million-pixel camera.
In addition, from the data can be c
framesnumber:number = 0; Current frame Frequencyvar Fps:textfield = new TextField (); Text field showing actual frame frequency
——————————————————————————–
Fourth Step: main functionThis is the main function of the counter:
function Fpscounter (): void{StartTime = Gettimer (); Get time in milliseconds when animation startsAddChild (fps); Add a text field to the stage
AddEventListener (Event.enter_frame, Checkfps); Add frame-by-step listeners and
Http://discussion.forum.nokia.com/forum/showthread.php? S = db67f2a788859f04447a0e9bfd9f05e9 threadid = 33852 perpage = 15 pagenumber = 2
Frame Rate Test for tile-based games
Hi, all.
Recently there were pretty much discussions on which method is faster and more efficientFor using in tile-based games.I was also interested in the issue, of course
I spent some free time and created small test that rather reallistically models typicalSituation:
It fills screen with 16x16 pixel tiles and then dr
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