Smoothly | 基于irrlicht的多人第一人称即时战术沙盒生存游戏 | Game Engine library
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基于irrlicht的多人第一人称即时战术沙盒生存游戏
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QUESTION
Machine Setting:
GPU: GeForce RTX 3060
Driver Version: 460.73.01
CUDA Driver Veresion: 11.2
Tensorflow: tensorflow-gpu 1.14.0
CUDA Runtime Version: 10.0
cudnn: 7.4.1
Note:
- CUDA Runtime and cudnn version fits the guide from Tensorflow official documentation.
- I've also tried for TensorFlow-gpu = 2.0, still the same problem.
Problem:
I am using Tensorflow for an objection detection task. My situation is that the program will stuck at
2021-06-05 12:16:54.099778: I tensorflow/stream_executor/platform/default/dso_loader.cc:42] Successfully opened dynamic library libcublas.so.10
for several minutes.
And then stuck at next loading process
2021-06-05 12:21:22.212818: I tensorflow/stream_executor/platform/default/dso_loader.cc:42] Successfully opened dynamic library libcudnn.so.7
for even longer time. You may check log.txt for log details.
After waiting for around 30 mins, the program will start to running and WORK WELL.
However, whenever program invoke self.session.run(...)
, it will load the same two library related to cuda (libcublas and libcudnn) again, which is time-wasted and annoying.
I am confused that where the problem comes from and how to resolve it. Anyone could help?
===================================
Update
After @talonmies 's help, the problem was resolved by resetting the environment with correct version matching among GPU, CUDA, cudnn and tensorflow. Now it works smoothly.
...ANSWER
Answered 2021-Jun-15 at 13:04Generally, if there are any incompatibility between TF, CUDA and cuDNN version you can observed this behavior.
For GeForce RTX 3060
, support starts from CUDA 11.x
. Once you upgrade to TF2.4
or TF2.5
your issue will be resolved.
For the benefit of community providing tested built configuration
CUDA Support Matrix
QUESTION
I want to create a slide effect: one bitmap is painted from right to left on a form's canvas. For this I use BitBlt.
I call this function in a Timer (20ms):
...ANSWER
Answered 2021-Jun-13 at 19:12You should not be drawing on the Form's Canvas
from outside of its OnPaint
event at all. All of the drawing should be in the OnPaint
event only. Have your timer save the desired information into variables that the Form can access, and then Invalidate()
the Form, and let its OnPaint
event draw the image using the latest saved information.
Alternatively, simply display your BMP
inside a TImage
control, and then have the timer set that control's Left
/Top
/Width
/Height
properties as needed. Let the TImage
handle the drawing of the image for you.
QUESTION
I am trying to create an animation like an object have to move randomly and whenever someone clicks on the object(in this case it a div) the object should hit the edges of the browser and come back smoothly and again start moving randomly(hope you are getting my point) I have been surfing the internet from past few days to how to do this by means of any library or by custom coding but I didn't figure out the answer.
I tried to do it on my own but didn't succeed. Here is my code
...ANSWER
Answered 2021-Jun-14 at 06:48Using Math.random() method i created 2 values and adjusted them accordingly , inorder to make them more sensible ( not moving outside div element ). After that i used setInterval method and stored it in global variable to set it again or clear it using clearInterval method. Finally created moveAtSpecifiedPos function helps you to set the position when it is clicked
Change the attributes of the div with class ball to figure out animation speeds and smoothness ! One thing I really was not able to figure out how to make collision at right time using js
QUESTION
So in response to my question (How to continuously move an image smoothly in Pygame?) I was told to set my framerate in order to do my animation. But no matter where I place it, clock.tick(60)
does nothing. I do clock = pygame.time.Clock()
BTW. So how do I do this? I have researched and found this (pygame clock.tick() vs framerate in game main loop) but I don't really understand this.
My main game function;
...ANSWER
Answered 2021-Jun-14 at 04:28Use pygame.time.Clock
to control the frames per second and thus the game speed.
The method tick()
of a pygame.time.Clock
object, delays the game in that way, that every iteration of the loop consumes the same period of time. See pygame.time.Clock.tick()
:
This method should be called once per frame.
e.g.:
QUESTION
So i have a car and a camera and so far here is the camera script:
...ANSWER
Answered 2021-Jun-13 at 12:09I suggest you to use Cinemachine for this. You can make a very comfortable setting with VirtualCamera. Smooth transitions, distance tracking, rotation tracking etc. Everything is pretty easy. https://unity.com/unity/features/editor/art-and-design/cinemachine
QUESTION
I'm trying to code a blackjack game and everything is going smoothly so far but for this bit. No matter what I input into hitStand
it always goes to the first if statement and "hits". I would like for if "h" is inputted it "Hits" and if "s" is inputted it "Stands" and, if there is an invalid input, it will tell the user to try again.
I'm still fairly new to C++, so some help would be appreciated.
...ANSWER
Answered 2021-Jun-12 at 16:51That is because your condition in if statement is always true. Since "h" is in or (||).
Instead use:
QUESTION
I want to run this query on my existing and filled database:
...ANSWER
Answered 2021-Jun-12 at 11:55Don't put single quotes around the table and column names:
QUESTION
I have a really large collection, 2000++ items, of images in SVG that users need to filter as they wish. The filtering is done via a text field, so I am doing a simple ObservableCollection
filter with LINQ:
ANSWER
Answered 2021-Jun-08 at 11:49The performance problem is probably not related to the actual filtering, 2000 items are not a lot and should probably be within a millisecond or so. However, await Task.FromResult
seem really odd, this will not do anything asynchronous at all, and should probably just be removed altogether, synchronous filtering should be enough unless you have one or more magnitude more items. Also, you are calling Search.Text.ToLower()
repeatedly without reason.
I would suspect repeated calls to SearchableImages.Add(p)
that trigger UI updates etc to be the main issue. As always with performance, measure and/or profile to be sure.
To solve this I would suggest taking a look at CollectionView that has an explicit Filter property you could use. See also: Filter an observable collection
QUESTION
I'm quite aware about the difference of toBe and toEqual in a test so I thought my setup would run smoothly but it still fails due to 'type problems'. This simplified setup still represents the problem:
My Component looks like (excerpt):
...ANSWER
Answered 2021-Jun-11 at 10:13The reason why toEqual doesn't work for your assertion, is because even though the objects mockEmpOut
and component.testVar
are "equal", they are NOT "the same", since they represent objects that live in different locations in memory. toEqual returns false if the object references belong to two different objects in memory.
The minute we write the below statement, it creates a new object in memory.
QUESTION
It should smooth slowly increase the speed from 0 to 1 then slowly smoothly decrease from 1 to 0 then again from 0 to 1 and so on nonstop.
but what it does now it's just increasing the speed value all the time. and maybe there is a simple way shorter code to do it?
...ANSWER
Answered 2021-Jun-10 at 18:49You can use Mathf.PingPong
to go back and forth between 2 values.
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