];
Self. displaylink = nil;
}
After the cadisplaylink object is added to runloop, the selector can be called cyclically, similar to nstimer being started. When the invalidate operation is executed, the cadisplaylink object will be removed from runloop, the selector call is stopped immediately, similar to the invalidate method of nstimer. Ii. features the following describes cadisplaylink with nstlink, which is different from nstimer: 1. Different principles cadisplaylink is a Timer class
description:
-Srate 32000: // audio sampling rate, 22050 hz-Af channels = 2: 2: 1: 0: 1: 1 // right channel-Af channels = 2: 2: 0: 0: 1 // left audio channel-Stereo 0 // stereo-Oac mp3lame: // The Output Audio is mp3 encoded.-Lameopts mode = 2: cbr: br = 32: // bit rate br = 32 kbit-Ovc xvid-xvidencopts bitrate = 200: // It is encoded in xvid mode and the bit rate is 200 kbps. (according to the experiment, divx is faster than xvid, and the speed is slightly affected when vhq is used)
-Vf scale
Blue ou iOS training recommendations: some time ago I had organized an article on Cocos2d-x nodes and rendering tree content, so today and everyone to share something really a little similar and close to it! What we need to learn today is how Cocos2d-x uses CCSpriteBatchNode to improve rendering efficiency? If you are interested, you can learn it as a reference!
So less talk, directly go to the Introduction interface, previously introduced to you the cocos2d-x of the relevant content, have seen
i_chroma_loc;/* Both top bottom Chroma sample designation, Range 0~5, default 0 */ nbsp } vui; int i_fps_num; int I_fps_den; /* These two parameters are determined by FPS frame rate, the procedure for assigning values is as follows: {float fps; if (sscanf (value, "%d/%d", p->i_fps_num , p->i_fps_den) = = 2) ; Else if (sscanf (value, "%f", fps)) { p
EXAMPLE 1:policy Matching either a fps-, or face recognition-based authenticator{"Accepted": [ [{ "Userverification": 2}], [{ "Userverification": 16}]]}example2: Policy matching authenticators implementing FPS and face recognition as alternative combination of user verification Methods. { "Accepted": [ [{ "Userverification": 18}]]}example3: Policy matching authenticators implementing
Beware of GPU memory bandwidth
For personal use only, do not reprint, do not use for any commercial purposes.
Some time ago, I wrote a series of post-process effect, including the motion blur, refraction, and scattering of screen spance. Most shader is very simple. It is nothing more than rendering a full screen quad to the screen, usually no more than 10 lines of PSCodeAnd does not contain any branch or loop commands. You only need to run sm1.4. However, when you open multiple post processe
The power will be stopped. Except for a bit of heat, there is no loss for the laptop.
However, a strange thing happened in just a few minutes: using IE to test JavascriptCodeIt is found that the setinterval frequency is 60 frames/second.
This is normal in earlier versions of IE. However, ie9, which keeps pace with the times, seems to be much lower. I tested the clock frequency of various browsers not long ago. I remember that the setinterval of ie9 can reach over 200
above-mentioned hand-painted page, we can find the cup in each frame in the position one by one, so that the animation is called as frame by animation , we need to deal with each frame in the animation.
We generally use FPS on the computer (Frames per Second), that is, the number of frames per second to express the animation refresh rate, based on the screen refresh rates and other reasons, on the computer is generally used by the FPS.If the
mobile phone play game 20%-40% CPU occupancy is reasonable, of course, this value with the recent years of mobile phone hardware configuration, will be slightly reduced, if the CPU occupancy rate of more than 80% is very worthy of our attention.Number of frames (FPS)Renders that can be used to indicate whether the page is smooth. Mobile game frame rate fps,30-60 are acceptable, on the 60 for the human eye
small package and performance, and sometimes they will be a cross-trade relationship.CPU UsageIn general, with the mainstream mobile phone play game 20%-40% CPU occupancy is reasonable, of course, this value with the recent years of mobile phone hardware configuration, will be slightly reduced, if the CPU occupancy rate of more than 80% is very worthy of our attention.Number of frames (FPS) refreshed per second by the picture processorRenders that ca
;
configuration>
startup>supportedruntime version="v4.0" sku= ". Netframework,version=v4.0,profile=client "/>startup>Configuration >
The second is to drop the 4.0 down.I don't have the config file because I didn't compile it successfully. (It's silly to think about that library, then.) )So we can only fall into. NET3.5. Also compiled 2.0 of the DLL itself. Compile my project again. As a result, the DLL that preceded the problem was actually dependent. The NET4.0 file. ORZ.
to refresh the tester. When the tester tests itself, the frame rate shown should be the same as the preset value.
Design steps:
1. Open Flash MX, set the scene size to 350pxx100px, background color is "#0E6A99" (in fact, the setting of the scene is irrelevant). Press the shortcut key "Ctrl+f8" to create a new movie clip symbol named "fps."
2. Click the Text tool in the Select tool panel in the scene of the symbol "
int up_zero=30; The ball in the ascent process, the speed is less than the value even if 0 public static final int down_zero=60;
When the ball hits the ground, the speed is less than the value of 0 bitmap[] Bitmaparray =new bitmap[6]; Bitmap Bmpback; Background picture Bitmap Bmpwood; Bezel picture String fps= "fps:n/a"; string int ballnumber = 8 to display the frame rate; Ball number arraylist
Because the pictures in the Bitmaparray array are o
, but he needs to install the Ruby environment, and there may be unexpected errors during the installation of the REDIS-DUMP environment. So we have to choose other methods. A moment is a few ideas for reference. 1, data export, do not write their own, and do not use third-party scripts,echo "Hgetall xxx" | redis-cli-h localhost-p 6379echo "Hgetall xxx" | redis-cli-h localhost-p 6379 >> wordlist.raw2. So get the result that you can go up to the server to view the Wordlist.raw file3. Organize the
1. Init_videoin function
int Init_videoin (struct Vdin *vd, char *device, int width, int height, int fps, int format, int grabmethod){
Various parameters to determine (whether the device node is empty, the resolution is 0, if not meet the requirements, direct return)if (VD = = NULL | | device = = NULL)return-1;if (width = = 0 | | height = = 0)return-1;if (Grabmethod Grabmethod = 1;//mmap by default;/* Re-set each member of the Vdin struct */Vd->videod
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
the requirement
The phone screen is currently 60Hz refresh rate, which is limited by itself in the delay.
Elevation of refresh rateAssuming a refresh rate of 60Hz does not mean that there is a 16.67ms delay per frame, but that the screen image is updated every 16.67ms, the concept of "vertical synchronization" in rendering options is derived from this. This is a very high time for us to submit a render screen, such as:For ease of calculation, first assume that the sensor, transmission,
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