We have such a situation. We have a canvas, on which some ammount of figures are rendered. It may be 1 or many more (for example thousand) and we need to animate their translation to another location (on button click) using storyboard:
internal void someStoryBoard(figure someFigure, double coordMoveToValue)
{
string sbName = "StoryBoard_" + figure.ID;
string regName = "figure_" + figure.ID;
try
{
cnvsGame.Resources.Remove(sbName);
cnvsGame.UnregisterName(regName);
}
catch{ }
someCanvas.RegisterName(regName, someFigure.Geometry);
var moveFigureYAnimation = new PointAnimation();
moveFigureYAnimation.From = new Point(someFigure.Geometry.Center.X, someFigure.Geometry.Center.Y);
moveFigureYAnimation.To = new Point(someFigure.eGeometry.Center.X, coordMoveToValue);
moveFigureYAnimation.Duration = TimeSpan.FromSeconds(0.5);
var sbFigureMove = new Storyboard();
Storyboard.SetTargetName(sbFigureMove, regName);
Storyboard.SetTargetProperty(sbFigureMove, new PropertyPath(Geometry.CenterProperty));
sbFigureMove.Children.Add(moveFigureYAnimation);
cnvsGame.Resources.Add(sbName, sbFigureMove);
sbFigureMove.Begin();
}
Figures are stored in list. We are calling this StoryBoard using for loop:
for(int i = 0; i<listOfFigures.Count; i++)
{
someStoryBoard(listOfFigures[i], someCoord);
}
But here's the problem: if we have a little amount of figures - code completes quickly. But if ammount is big - there is a delay after a button is clicked and before the figures begin to move.
So, here's the question: is it possible to call someStoryBoard method asynchronously? Is next algorithm possible -> When someStoryBoard is called it begins to move figure instantly, not waiting for whole for loop to complete.?
You can add actions into Dispatcher queue by calling Dispatcher.InvokeAsync. You can also specify dispatcher priority, depending on your requirements.
Please note that moving thousands of items can't be reliably fast, so you may need to rethink the drawing logic. If even starting animation is slow, it's highly likely animating won't be fast enough too.
You can try use async/await modifier
async internal Task someStoryBoard(figure someFigure, double coordMoveToValue)
Related
I currently have a code which retrieves data from a database and visualizes it in unity3D. However, everytime it retrieves data in the FixedUpdate() function, it spikes dramatically every 1 second. I'm thinking about using threading to do this but i'm not sure what i'm doing wrong.
This is the Function i call in the thread.
public void retrievefromDB(){
if (timeStep - prevTimeStep > 99) {
timeStep -= 1; //special for this dataset
query = "SELECT * FROM GridData2 WHERE timestep=" + timeStep;
if (showParent)
query += " AND (Level != 10)";
else
query += " AND (Level == 10)";
query += " AND temperature >= " + minTemp + " AND temperature <= " + maxTemp;
dt.Rows.Clear ();
dt = sqlDB.ExecuteQuery (query);
prevTimeStep = timeStep;
}
}
This code lags the scene every 1 second therefore i tried to put it into a thread.
void FixedUpdate()
{
Thread testthread = new Thread(new ThreadStart(retrievefromDB));
testthread.Start ();
}
After putting it in a thread, it keeps crashing the scene after awhile.
Can anyone tell me what I did wrongly? And how do i solve it?
The cause of your original issue is relatively obvious: database access is slow. If you put a database call inline in the FixedUpdate method, you're going to essentially pause your game's movement while the DB access happens (which may well take a second if you have to initialise a connection, for example).
The main issue with your threaded code as posted is that you are starting a new thread every time FixedUpdate is called. That means you're starting 60 new threads per second (by default) which will very quickly cripple your game!
While it's fine to use C# threads in Unity for this sort of work, a better approach would be to create a single thread and allow that to manage the timing, rather than creating a new thread each time the job runs. That would mean creating the thread in Awake() or Start() instead, and then using Thread.Sleep or similar to handle the timing.
Coroutines (as suggested by Mihai in his answer) are great for fixing the timing of events, but they still run on the game thread: if you put your DB code in a coroutine, you'll still see pauses when it runs. If you must run this DB access every second, you need it in a proper thread.
That said, have you considered that the DB access might be unnecessary? A more performant model might be to cache all of the data up front and use it from memory when you need it. (This might not be possible if the data is very dynamic, or if you're running in a memory-restricted environment like a mobile device...)
Whatever you do, you need to stop accessing your database every frame.
You only need the result only once every 60 or frames. You can do this easily by using a variable in which you add up the time passed since last call.
As for multi-threading in Unity, you have three options:
A multi-threading framework for Unity, like
https://www.assetstore.unity3d.com/en/#!/content/7285
C# built-in threading
You need to be careful not to call Unity specific API from the secondary threads you spawn. It's OK to send over data structures like Vector3, Color, etc., but don't call reference objects like GameObjects or Components.
https://msdn.microsoft.com/en-us/library/dd321439%28v=vs.110%29.aspx
Unity Coroutines
Coroutines are Unity's way of simulating multiple threads. It's quite a powerful tool for getting things to run asynchronously in the same thread
http://docs.unity3d.com/Manual/Coroutines.html
using System.Threading.Tasks;
public class Example
{
void StartOnDifferentThread()
{
Task.Factory
.StartNew(() =>
{
FunctionToRun();
})
.ContinueWith(task =>
{
if (task.IsCompleted)
{
// handle result
}
else if (task.IsFaulted)
{
// handle error
}
});
}
void FunctionToRun()
{
// do stuff
}
}
It finally works now. Just had to add these in retrievefromDB()
public void retrievefromDB(){
while(true){
if (timeStep - prevTimeStep > 99) {
timeStep -= 1; //special for this dataset
query = "SELECT * FROM GridData2 WHERE timestep=" + timeStep;
if (showParent)
query += " AND (Level != 10)";
else
query += " AND (Level == 10)";
query += " AND temperature >= " + minTemp + " AND temperature <= " + maxTemp;
dt.Rows.Clear ();
dt = sqlDB.ExecuteQuery (query);
prevTimeStep = timeStep;
}
Thread.Sleep(1);
}
}
And put this into the Start() function
testThread = UnityThreadHelper.CreateThread (() =>
{
UnityThreadHelper.TaskDistributor.Dispatch (() => retrievefromDB ());
});
testThread.Start ();
I'm using the threadhelper from
http://forum.unity3d.com/threads/unity-threading-helper.90128/
so u can go and check it out.
Thanks to everyone who helped! :)
I have an application where performance-sensitive drawings occur using a WriteableBitmap. An event is called with CompositionTarget.Rendering to actually update the back buffer of the WriteableBitmap. From the MSDN documentation, that means the event is fired once per frame, right before the control is rendered.
The issue that I am having is that the WriteableBitmap's Lock() function takes an extremely long time, especially at larger bitmap sizes. I have previously read that AddDirtyRegion() has a bug that causes the entire bitmap to invalidate, leading to poor performance. However, that doesn't seem to be the case here. From a good bit of low-level checking, it seems that Lock() opens the bitmap's backbuffer for writing on the render thread, which means every time my event handler is called, it has to thread block until the render thread is ready for it. This leads to a noticeable lag when updating the graphics of the bitmap.
I have already tried adding a timeout to the event handler, using TryLock(), so that it won't block for such a long time and cause the performance degradation. This, however, causes a similar effect in that it appears to lag, because larger numbers of bitmap updates get lumped together.
Here is the relevant code from the event handler to show what exactly I am doing. The UpdatePixels() function was written to avoid using the potentially bugged AddDirtyRect():
void updateBitmap(object sender, EventArgs e)
{
if (!form.ResizingWindow)
{
// Lock and unlock are important... Make sure to keep them outside of the loop for performance reasons.
if (canvasUpdates.Count > 0)
{
//bool locked = scaledDrawingMap.TryLock(bitmapLockDuration);
scaledDrawingMap.Lock();
//if (locked)
//{
unsafe
{
int* pixData = (int*)scaledDrawingMap.BackBuffer;
foreach (Int32Rect i in canvasUpdates)
{
// The graphics object isn't directly shown, so this isn't actually necessary. We do a sort of manual copy from the drawingMap, which acts similarly
// to a back buffer.
Int32Rect temp = GetValidDirtyRegion(i);
UpdatePixels(temp, pixData);
}
scaledDrawingMap.Unlock();
canvasUpdates.Clear();
}
//}
}
}
}
private unsafe void UpdatePixels(Int32Rect temp, int* pixData)
{
//int* pixData = (int*)scaledDrawingMap.BackBuffer;
// Directly copy the backbuffer into a new buffer, to use WritePixels().
var stride = temp.Width * scaledDrawingMap.Format.BitsPerPixel / 8;
int[] relevantPixData = new int[stride * temp.Height];
int srcIdx = 0;
int pWidth = scaledDrawingMap.PixelWidth;
int yLess = temp.Y + temp.Height;
int xLess = temp.X + temp.Width;
for (int y = temp.Y; y < yLess; y++)
{
for (int x = temp.X; x < xLess; x++)
{
relevantPixData[srcIdx++] = pixData[y * pWidth + x];
}
}
scaledDrawingMap.WritePixels(temp, relevantPixData, stride, 0);
}
I can't seem to figure out how to avoid the issue of thread blocking with the WriteableBitmap, and I can't see any obvious faults in the code I have written. Any help or pointers would be much appreciated.
Looks like you are not actually using the BackBuffer to write - only to read.
WritePixels writes to the "front" buffer and does not require a lock.
I don't know if you have some other reason to lock it (other threads doing something), but for the code that's here i don't see why you would need to.
I guess I was wrong about not needing a lock to read from BackBuffer (*pixData) - I thought it was only for writes, but I am positive you do not need to to call Lock for WritePixels.
As far as I can tell, you are doing:
Lock the back buffer
Copy something from it to an array
Call WritePixels using this new array
Unlock the back buffer.
How about switching 3 and 4?
WritePixels may internally cause rendering thread (which has higher priority on the message queue) to get a lock on its behalf which is probably a factor in the delay you are seeing.
This post corresponds to your answer on my previous post...
Before I upload a simple project for you, let me try something else: I noticed that when I swap the Points Series with a ColorGrid series the same thing happens, BUT, when I then (with the ColorGrid Series) use "MyColorGrid.YValues[gridPosition] = val" instead of MyColorGrid.Add(X, Y, Z) then it works. Is there a way I can use the Points Series in the same way, ie, allocate all the points the first time, and then just use XValues[idx] = x, and YValues[idx] = y to update the points? The problem seems to happen when I use the Add method, together with the Clear method. When I just update the values with XValues and YValues etc. the problem seems to be solved! The thing is, I can not get it to work on a Points Series...it was easy with the ColorGrid Series:
for (int r = 0; r < 128; r++)
{
for (int d = 0; d < 128; d++)
{
MyColorGrid.YValues[d * 128 + r] = some_value;
}
}
MyColorGrid.BeginUpdate();
MyColorGrid.EndUpdate();
Question 1: How do I achieve the same for the Points Series?
Question 2: If I succeed, how do I clear/delete points, without again having to "Add(x, y)" them afterwards?
Question 3: Is this the best way to use BeginUpdate/EndUpdate? Whats the difference? In general, what are the differences between all the available update methods, and how do I choose the correct one?
A few examples:
MyColorGrid.RefreshSeries
MyColorGrid.Repaint
MyTChart.Refresh
MyTChart.AutoRepaint
Regards
JD
Question 1: How do I achieve the same for the Points Series?
I suggest you use a similar code as next that works in correct way when you update the points.
Steema.TeeChart.Styles.Points points1;
Steema.TeeChart.TChart tChart1;
Random rnd;
public Form1()
{
InitializeComponent();
tChart1 = new Steema.TeeChart.TChart();
this.Controls.Add(tChart1);
tChart1.Aspect.View3D = false;
tChart1.Height = 400;
tChart1.Width = 500;
tChart1.Dock = DockStyle.Bottom;
points1 = new Steema.TeeChart.Styles.Points(tChart1.Chart);
rnd = new Random();
InitializeChart();
}
private void InitializeChart()
{
for (int i = 0; i < 128; i++)
{
points1.Add(i, rnd.Next(100));
}
tChart1.Refresh();
}
private void button1_Click(object sender, EventArgs e)
{
for (int i = 0; i < 128; i++)
{
points1.XValues[i] = i+1;
points1.YValues[i] = rnd.Next(100);
}
points1.BeginUpdate();
points1.EndUpdate();
}
Question 2: If I succeed, how do I clear/delete points, without again having to "Add(x, y)" them afterwards?
I suggest you use the method SetNull() to make null the point as you don't want. You can do the same as next line of code:
points1.SetNull(3);
Question 3: Is this the best way to use BeginUpdate/EndUpdate? Whats the difference? In general, what are the differences between all the available update methods, and how do I choose the correct one? A few examples:
About BeginUpdate/EndUpdate:
The BeginUpdate method recalculates the function just one time, when finished adding points and the EndUpdate method is necessary used with .BeginUpdate to recalculate the function just once when finished adding points.
Therefore, you must use the both methods when you decide use BeginUpdate to update your series.
About other methods:
The differences between methods are explained by its definition that is found in help documentation and you can see in next lines:
Series.RefreshSeries: The RefreshSeries method notifies all dependent Series to recalculate their points again. Each Series has a DataSource property. When DataSource is a valid Series or DataSet component, Series get all point values from the DataSource and adds them as Series points. The RefreshSeries method forces the Series to Clear and get all points again from the DataSource component. The Refreshing process traverses the Series tree recursively
Series.Repaint: This Series method forces the whole Parent Chart to Repaint. You don't normally call Repaint directly. It can be used within derived TChartSeries components when changing their properties internally .
TChart.Refresh: Forces the control to invalidate its client area and immediately redraw itself and any child controls.
TChart.AutoRepaint: Use AutoRepaint false to disable Chart repainting whilst (for example) adding a large number of points to a Chart Series. This avoids repainting of the Chart whilst the points are added. AutoRepaint may be re-enabled, followed by a manual Repaint command when all points are added.
I hope will helps. If you have any questions please let me know.
Thanks,
I capture images from a webcam, do some heavy processing on them, and then show the result. To keep the framerate high, i want to have the processing of different frames run in parallel.
So, I have a 'Producer', which captures the images and adds these to the 'inQueue'; also it takes an image from the 'outQueue' and displays it:
public class Producer
{
Capture capture;
Queue<Image<Bgr, Byte>> inQueue;
Queue<Image<Bgr, Byte>> outQueue;
Object lockObject;
Emgu.CV.UI.ImageBox screen;
public int frameCounter = 0;
public Producer(Emgu.CV.UI.ImageBox screen, Capture capture, Queue<Image<Bgr, Byte>> inQueue, Queue<Image<Bgr, Byte>> outQueue, Object lockObject)
{
this.screen = screen;
this.capture = capture;
this.inQueue = inQueue;
this.outQueue = outQueue;
this.lockObject = lockObject;
}
public void produce()
{
while (true)
{
lock (lockObject)
{
inQueue.Enqueue(capture.QueryFrame());
if (inQueue.Count == 1)
{
Monitor.PulseAll(lockObject);
}
if (outQueue.Count > 0)
{
screen.Image = outQueue.Dequeue();
}
}
frameCounter++;
}
}
}
There are different 'Consumers' who take an image from the inQueue, do some processing, and add them to the outQueue:
public class Consumer
{
Queue<Image<Bgr, Byte>> inQueue;
Queue<Image<Bgr, Byte>> outQueue;
Object lockObject;
string name;
Image<Bgr, Byte> image;
public Consumer(Queue<Image<Bgr, Byte>> inQueue, Queue<Image<Bgr, Byte>> outQueue, Object lockObject, string name)
{
this.inQueue = inQueue;
this.outQueue = outQueue;
this.lockObject = lockObject;
this.name = name;
}
public void consume()
{
while (true)
{
lock (lockObject)
{
if (inQueue.Count == 0)
{
Monitor.Wait(lockObject);
continue;
}
image = inQueue.Dequeue();
}
// Do some heavy processing with the image
lock (lockObject)
{
outQueue.Enqueue(image);
}
}
}
}
Rest of the important code is this section:
private void Form1_Load(object sender, EventArgs e)
{
Consumer[] c = new Consumer[consumerCount];
Thread[] t = new Thread[consumerCount];
Object lockObj = new object();
Queue<Image<Bgr, Byte>> inQueue = new Queue<Image<Bgr, Byte>>();
Queue<Image<Bgr, Byte>> outQueue = new Queue<Image<Bgr, Byte>>();
p = new Producer(screen1, capture, inQueue, outQueue, lockObj);
for (int i = 0; i < consumerCount; i++)
{
c[i] = new Consumer(inQueue, outQueue, lockObj, "c_" + Convert.ToString(i));
}
for (int i = 0; i < consumerCount; i++)
{
t[i] = new Thread(c[i].consume);
t[i].Start();
}
Thread pt = new Thread(p.produce);
pt.Start();
}
The parallelisation actually works fine, I do get a linear speed increase with each added thread (up to a certain point of course). The problem is that I get artifacts in the output, even if running only one thread. The artifacts look like part of the picture is not in the right place.
Example of the artifact (this is without any processing to keep it clear, but the effect is the same)
Any ideas what causes this?
Thanks
Displaimer: This post isn't supposed to fully describe an answer, but instead give some hints on why the artifact is being shown.
A quick analysis show that the the actifact is, in fact, a partial, vertically mirrored snippet of a frame. I copied it, mirrored, and placed it back over the image, and added an awful marker to show its placement:
Two things immediately come to attention:
The artifact is roughly positioned on the 'correct' place it would be, only that the position is also vertically mirrored;
The image is slightly different, indicating that it may belong to a different frame.
It's been a while since I played around with raw capture and ran into a similar issue, but I remember that depending on how the driver is implemented (or set up - this particular issue happened when setting a specific imaging device for interlaced capture) it may fill its framebuffer alternating between 'top-down' and 'bottom-up' scans - as soon as the frame is full, the 'cursor' reverts direction.
It seems to me that you're running into a race condition/buffer underrun situation, where the transfer from the framebuffer to your application is happening before the full frame is transferred by the device.
In that case, you'd receive a partial image, and the area still not refreshed would show a bit of the previously transferred frame.
If I'd have to bet, I'd say that the artifact may appear on sequential order, not on the same position but 'fluctuating' on a specific direction (up or down), but always as a mirrored bit.
Well, I think the problem is here . The section of code is not guarantee that you will be access by one thread in here between two queue. The image is pop by inQueue is not actually received in order in outQueue
while (true)
{
lock (lockObject)
{
if (inQueue.Count == 0)
{
Monitor.Wait(lockObject);
continue;
}
image = inQueue.Dequeue();
}
// Do some heavy processing with the image
lock (lockObject)
{
outQueue.Enqueue(image);
}
}
Similar to #OnoSendai, I'm not trying to solve the exact problem as stated. I would have to write an app and I just don't have the time. But, the two things that I would change right away would be to use the ConcurrentQueue class so that you have thread-safety. And, I would use the Task library functions in order to create parallel tasks on different processor cores. These are found in the System.Net and System.Net.Task namespaces.
Also, vertically flipping a chunk like that looks like more than an artifact to me. If it also happens when executing in a single thread as you mentioned, then I would definitely re-focus on the "heavy processing" part of the equation.
Good luck! Take care.
You may have two problems:
1) parallism doesn't ensure that images are added to the out queue in the right order. I imagine that displaying image 8 before image 6 and 7 can produce some artifacts. In consumer thread, you have to wait previous consumer have posted its image to the out queue to post next image. Tasks can help greatly for that because of their inherent synchronisation mecanism.
2) You may also have problems in the rendering code.
I just started messing around with C#/.NET/mono and stuff, and I'm trying to make a simple song player. For this, I am using winmm.dll (did not find an easy cross-platform solution). The problem is this: I need to update a trackbar along with the song playing. I have two functions, Player.GetLength and Player.GetCurrentPosition, which return the time in miliseconds. If I call them "normally", everything is ok. But I need to call them in a timer, like this:
new System.Threading.Timer((state) =>
{
length = Player.GetLength();
pos = Player.GetCurrentPosition();
trackBar1.Value = (pos / length) * 100;
}, null, 0, 100);
This is GetLength, and GetCurrentPosition is similar:
public static int GetLength()
{
StringBuilder s = new StringBuilder(128);
mciSendString("status Song length", s, s.Capacity, IntPtr.Zero);
return int.Parse(s.ToString());
}
The problem: when one of these two functions gets called, the program just stops, without any warning or exception thrown. Note: I am using .NET
So I was wondering if you can explain to me where I got it wrong :)
One thing I'd note is that System.Threading.Timer fires it's callback in it's own thread. Since you are interacting with the UI, you'd either want to use System.Windows.Forms.Timer (as a component on the form) or invoke back to the UI, as follows:
new System.Threading.Timer((state) =>
{
length = Player.GetLength();
pos = Player.GetCurrentPosition();
trackBar1.Invoke(new Action(()=>trackBar1.Value = (pos / length) * 100));
}, null, 0, 100);
Likewise, I am not sure if the Player class supports/tolerates multiple threads, but if not, there is the possibility that the whole callback needs to be invoked to the UI.