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jeff8j

Member Since 19 Jun 2009
Offline Last Active Yesterday, 09:46 AM

Topics I've Started

OpenGL ES on desktops

05 August 2014 - 07:14 PM

Is there a way to use opengl es 2 on desktops natively? I have tried searching google and found alot to do with the android emulator but not much about gles2 on windows I found mesagles that maybe a solution for linux. I would think theres got to be something how do browsers use webgl?


Prevent Paging

20 July 2014 - 10:44 PM

On my server side I plan on loading as much resources into ram that will fit of course with an order of priority filling all the available ram. I want certain resources to be available as fast as possible trying to get <= 1ms round trip over gigabit lan. Im working on some hard numbers but the server im using has an hdd not a ssd so resources will be delayed by 7-15ms im working on storing everything in ram now and paging is something that comes to mind that will get in the way.

 

Does paging affect your server resources?

Is there a way to prevent paging?

 

I had a thought of reading the variables every so often tricking the computer they are in use not sure if that will work or might even be optimized out if its not something complicated so is this route feasible?

 

Is there a generic way rather than os specific I know different oses are going to handle thing differently but is there something that works most of the time at least?

 

If I have to go os specific I found MAP_LOCKED for linux probably mac but I havent found a way to do this in windows which is going to be the main target unfortunately :)

 

Also getting picky I dont want to prevent paging on the whole process just certain variables

 

Thanks

 

 

 


c++ class vs struct+functions

17 May 2014 - 08:38 PM

Im writing a class with a little over 2000 functions associated with it they are pretty small but for this question im asking more in general rather than my use current use case.

 

Would a class having lots of functions in it occur more overhead than a struct+functions that do work on that struct? 


QT Program Help

17 January 2014 - 11:43 AM

Im compiling a simple qt program with mingw and it crashes on qapplication and I cannot figure out why?

 

I have tried debug and release libraries manually setting the argc and argv which I believe its getting hung up on thats the only variables qt is getting but no matter what I do it has the same issue. I have also tried different qt versions everywhere from 5.0.0 to 5.2 with no change.

 

Heres my source

#include <iostream>
#include <Qt>
#include <QCoreApplication>
#include <QApplication>
#include <QtWebKitWidgets/QWebView>
#include <QtWebKitWidgets/QWebFrame>
#include <QImage>
#include <QWebPage>


int main(int argc, char** argv){
    std::cout << "here1" << std::endl;
    std::cout << "argc: " << argc << std::endl;
    QApplication app(argc, argv);
    std::cout << "here2" << std::endl;
    QWebView* view = new QWebView();
    std::cout << "here3" << std::endl;

    view->resize(800,600);
    view->load(QUrl("http://www.google.com"));
    view->show();

    return app.exec();
}

Heres how its compiled

i686-w64-mingw32-g++ -Ofast -Wall -o test/testwin32.exe test.cpp  -static-libgcc -static-libstdc++ -lgdi32 -lopengl32 -lglu32 -lws2_32 -lpdh -lpsapi -Wl,-rpath='$ORIGIN/',-rpath='.',-rpath='../',-rpath='resources/win32/qtwebkit/',-rpath='./resources/win32/qtwebkit/' -I./5.0.1/mingw47_32/include -I./5.0.1/mingw47_32/include/QtWidgets -I./5.0.1/mingw47_32/include/QtCore -I./5.0.1/mingw47_32/include/QtGui -I./5.0.1/mingw47_32/include/QtWebKitWidgets -I./5.0.1/mingw47_32/include/QtWebKit -I./5.0.1/mingw47_32/include/QtWidgets -L./5.0.1/mingw47_32/bin -L./5.0.1/mingw47_32/lib -lQt5WebKitWidgetsd -lQt5Quickd -lQt5PrintSupportd -lQt5OpenGLd -lQt5WebKitd -lQt5Qmld -lQt5Widgetsd -lQt5Guid -lQt5Networkd -lQt5Cored  

Heres the output

here1
argc: 1
Unhandled page fault on read access to 0x0090b000 at address 0x6b9fe768 (thread 0009), starting debugger...

Heres the debugger details

Unhandled exception: page fault on read access to 0x0090b000 in 32-bit code (0x6b9fe768).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:6b9fe768 ESP:006bfba8 EBP:006bfba8 EFLAGS:00010202(  R- --  I   - - - )
 EAX:0090b000 EBX:00153528 ECX:021bf680 EDX:00000000
 ESI:00000052 EDI:001103b0
Stack dump:
0x006bfba8:  006bfc48 6b9470ac 0090b000 021bf680
0x006bfbb8:  79f4a2a0 7bc4b7b9 00000000 00000000
0x006bfbc8:  feedbab1 00000001 00000000 00000000
0x006bfbd8:  00000000 00000001 00000000 001395e4
0x006bfbe8:  006bfce8 649453ce 6b9f23cc 6bae0880
0x006bfbf8:  006bfc30 6b947171 006bfbb0 00153520
000c: sel=0067 base=00000000 limit=00000000 32-bit --x
Backtrace:
=>0 0x6b9fe768 qCopy<char**, char**>+0x8(begin=0x90b000, end=0x21bf680, dest=0x79f4a2a0) [Q:\qt5_workdir\w\s\qtbase\src\corelib/../../include/QtCore/../../src/corelib/tools/qalgorithms.h:81] in qt5cored (0x006bfba8)
  1 0x6b9470ac QCoreApplicationPrivate+0x173(this=0x153528, aargc=0x6bfd58, aargv=0x6bfd80, flags=0x1530d0) [Q:\qt5_workdir\w\s\qtbase\src\corelib/kernel/qcoreapplication.cpp:338] in qt5cored (0x006bfc48)
  2 0x08554553 QGuiApplicationPrivate+0x28(this=0x153528, argc=0x6bfd58, argv=0x6bfd80, flags=0x1530d0) [Q:\qt5_workdir\w\s\qtbase\src\gui/kernel/qguiapplication.cpp:418] in qt5guid (0x006bfc78)
  3 0x00915865 QApplicationPrivate+0x28(this=0x153528, argc=0x6bfd58, argv=0x6bfd80, flags=0x1530d0) [Q:\qt5_workdir\w\s\qtbase\src\widgets/kernel/qapplication.cpp:157] in qt5widgetsd (0x006bfca8)
  4 0x00916181 QApplication+0x32(this=0x390, argc=0x6bfd58, argv=0x6bfd80, _internal=0x1530d0) [Q:\qt5_workdir\w\s\qtbase\src\widgets/kernel/qapplication.cpp:537] in qt5widgetsd (0x006bfce8)
  5 0x0046fbe4 in testwin32 (+0x6fbe3) (0x006bfd78)

html gui performance

09 January 2014 - 03:50 AM

I've been setting up a gui using a web browser for a while now and wondering how common this is and what can I expect in real world performance?

 

I have used qt and awesomium (awesomium was simpler to setup but qt seems more reliable and across more systems)

anyways its taking 2-4ms every time in needs to update the texture but can randomly take 30-40ms too often to overlook

my screen is 1080p and im receiving rgba data from the libraries I may have to try to figure out what they use internally to avoid changing formats I need to find a way to copy the data less too but trying to avoid opengl context switching so its a bit challenging

 

Is this a common practice?

What libraries do you use?

Am I getting expected results? (I have no clue what a 1080p rgba texture moving around in ram should take)

 

Simple test with google (today has no animations) at almost 1080p expanded window

2+2+38+8+3+2+2+4+43+12+4+3+13+17+15+3+2
173 total ms
173/17 = 10.1ms avg
 
Having a 43ms lag in a first person shooter isnt going to cut it so if this is going to be expected what can I do to hide the delay im not too familar with context switching but could I update it when I get a copy in another thread or what other ways can i be worked around?

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