is 148.2x110.7x73.5, and the weight is 820 grams.Canon 6D is equipped with DIGIC 5 + digital image processor, which provides a maximum of 4.5 screenshots/second for high-speed continuous shooting. It also has a auto focus system, including a F2.8 precision cross focus, precise auto focus can also be performed in harsh environments.The default range of ISO sensitivity is ISO100-ISO25600, and its extension setting range is ISO50-102400. Canon 7D uses two DIGIC 4 digital image processors. By using
The development of the program must take into account the memory optimization, after all, the memory of the iphone itself is not very large. This section mainly describes the cocos2d development of memory optimization, detailed table now, both can be the same sprite (picture) only once, but also can be rendered only once for the genie.The following is the procedure of the program, first block the previous code.let me introduce you.Ccspritebatchnode optimize game rendering efficiency. in >ccspr
: HardwareGenerally use a multimeter or power meter Agilent to test, using the Power meter test, the need to make fake batteries to do, some can not plug the battery cell phone needs to be welded for power testing
1.5 GPU Chapter (FPS)
Concept:Over-rendering: The activity on the interface shows multiple layers and causesFrame rate: Screen sliding frame rateFrame variance: Slide smoothness of the screen**f
', ' 1 '): This option is a flash video with a. flv file name extension.Capturing the camera's frameThe Videocapture class can get the frame stream of the camera. For cameras, however, the Videocapture class is not usually constructed with the file name of the video, but rather the device index that needs to pass the cameraUnlike before, however, the Get () method of the Videocapture class cannot return the exact value of the camera frame rate (fps),
Preface: Long time did not read my Gmail mailbox, lunch break opened to look at, see Infoq recommended a "JavaScript high-performance animation and page Rendering" article, a cursory look, very praise! Speak very detailed, to a lot of details are very good, very easy to understand. So ... Notes born 1, fps-frame per second frame The page is that each frame change is drawn by the system (GPU or CPU). But this kind of drawing is different from the dra
;
Drawthread DT;
Particleset PS;
Particlethread pt;
String fps = "fps:n/a";
Public Particleview {Super (context);
This.getholder (). Addcallback (this);
DT = new Drawthread (this, Getholder ());
PS = new Particleset ();
PT = new Particlethread (this); public void Dodraw (Canvas Canvas) {canvas.drawcolor (color.black);//clear screen arraylist
4. Drawing class Drawthread and Activity class
Basically the same as the
Original URL:Https://github.com/tonydeng/fmj/blob/master/ffmpeg.md# screenshot command
screenshot Command
capture a picture of 352x240 size, format jpg
Ffmpeg-i input_file-y-F image2-t 0.001-s 352x240 output.jpg
convert the first 30 frames of the video into a animated Gif
Ffmpeg-i input_file-vframes 30-y-F gif output.gif
intercept the 230x240 thumbnail in the first 8.01 seconds of the video
Ffmpeg-i input_file-y-F mjpeg-ss 8-t 0.001-s 320x240 output.jpg
cut a picture every second .
Tracker initializes the Tracker.init (frame, Track_window) with the frame and box selection as the left mouse button.
# Read video/webcam = Cv2. Videocapture (0) # video = Cv2. Videocapture ("Test2.mp4") # naming window, the second parameter indicates that the window can be scaled Cv2.namedwindow (' Kcftracker ', Cv2.
Window_normal) # for Windows Bound mouse response function Onmouse cv2.setmousecallback (' Kcftracker ', onmouse) # If the camera is not opened correctly, exit if not video.
consumption +wi-fi connection consumption3) through the ADB shell Dumpsys battery to get3, Battery-historian (Google Open source tools)Method Two: HardwareGenerally use a multimeter or power meter Agilent to test, using the Power meter test, the need to make fake batteries to do, some can not plug the battery cell phone needs to be welded for power testing
1.5 GPU Chapter (FPS)
Concept:Over-rendering: The activity on the interface shows mult
*m_pparentwnd; Window parameter passing
void Setparentwnd (cyuvplayerdlg* pWnd) {m_pparentwnd = pWnd;}
Use M_pparentwnd to access the main window function when the child window needs to proactively pass parameters to the main window. Such as:
void cyuvplayerdlg::setparentparameters (int width, int height, int fps, int fmt, BOOL loop)
{
m_nwidth = Width;
m_nheight = height;
M_nfps = fps;
M_nyu
the video card supports 2D or 3D??????? Glxgears is a popular OpenGL test that renders very simple gears with output frame rate. Although Glxgears can test the graphics driver's direct rendering capability, it is obsolete and does not represent the current status of the Gnu/linux graphics display and the full capabilities of OpenGL. Glxgears only tested a small subset of OpenGL features. The performance improvements embodied in the glxgears are not felt in the game. It's not really perfect for
Prerequisite Description: When doing the GStreamer project, it is necessary to actively send the data collected from the device to the server.This allows you to proactively send data to the specified server using the Tcpclientsink and Udpsink plugins.Tcpclientsink usageNote: If you want to proactively send data to the server, you can transfer it via the Tcpclientsink plugin.The specific code is as followsData-client:Send to Linux:0 - - - 5 4000000 640,480 -O-| gst-launch-1.0 fdsrc! h264pars
(frame second, fps), the larger the FPS value the more fluent the film, but the file will be slightly larger, this I choose 25, Let the fluency not lose too much, and the movie file will be smaller.
Step five: In the Files tab, we can select the storage path of the output file (the default is the root of the C disk), select a sufficient disk to hold the file, and then press OK.
In computer animated movies,
are that I W As working with the wrong basic assumptions for doing a good internet game. My original design is targeted at Ok, I made a bad call. I have a T1 to my house and so I just wasn ' t familliar with the PPP life. I ' m addressing it now.
The problem was of course latency.What John did next when he released QuakeWorld would change the industry forever.
client-side Prediction
In the original Quake you felt the latency between your computer and the server. Press forward and you ' d wait h
proprietary, but at the moment I focus on Firefox OS and how we can improve on it.
Most HTML5 games today are either poorly performing (fps only 0 to 20) or barely pass (FPS reaches 20 to 30). In addition, in most cases, these games can not run at a stable frame rate, resulting in a very unpleasant gaming experience. Interestingly, many problems are actually unrelated to device and JavaScript. Some large
button after you feel inconvenience, press the "Reset" button, you can revert to the system default settings.
In addition to pressing the F1, there are also F12 function keys are common in two modes, after entering the game, as long as the non-title screen in the scene press F12, will be directly back to the title screen. In addition, Alt+enter is the key to switch between full screen and window, which can be found in the help of RMXP.
Next we describe some of the features that appear only in d
of the image is higher than 24, it is regarded as coherent. This phenomenon is called Vision temporarily.
Frame rate is a measure of the number of display Frames. The so-called measurement unit is the number of display Frames per Second (Frames per Second, FPS)
In general, 30fps is acceptable, but improving the performance to 60fps can significantly improve the interaction and authenticity. However, generally, a higher smoothness is not obvious if th
. cocos2dx can run only one scenario Scene * getRunningScene (); // obtain the fps value double getAnimationInterval (); // set the fps value void setAnimationInterval (double dValue); // whether the fps is in the displayed status bool isDisplayStats (); // set whether to display the fps void setDisplayStats (bool bDis
Do program development must take into account the memory optimization, after all, the iphone itself is not very large memory, this section mainly said that the cocos2d development of memory optimization, specific performance in, both the same sprite (image) can only render once, or can not be rendered only once.The following is the procedure of the program, first block the previous code.let's start with a brief introductionCcspritebatchnode optimize game rendering efficiency, in the >ccspriteb
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