objectpool | Object pool implementation in C++11
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Object pool implementation in C++11
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QUESTION
Hello i make my 2d game with unity and i feel confuse about oop design. There is a 4 class in my game.
StageView : The view(scene) where the game logic run.
ObjectPool : The object pool that can manage the gameobjects, and it is the member field of stage view. (It is not a singleton)
Projectile : The projectile class that can attack the monster.
Monster : The monster class that could be attacked by projectile.
ANSWER
Answered 2021-Jun-07 at 05:16I think it's a good idea to make one more layer between ObjectPool and Monster classes that will manage what you want. It will complete Single responsibility principle of SOLID.
So both classes ObjectPool and Monster will not depend on each other and every class will be making their jobs.
QUESTION
I'm working with ImageIO and JAI and want to read a byte array into a BufferedImage
. The byte[]
contains data for a JP2000 encoded image, and it's fairly large, around 100MB. I'm currently doing something like:
ANSWER
Answered 2021-May-11 at 20:31Yes, you can set the destination image of an ImageReadParam object. However, there is a caveat: the BufferedImage must have a ColorModel and SampleModel that match the image being loaded.
I’m not sure about JPEG2000 images, but regular JPEGs are usually RGB images, so an image of TYPE_INT_RGB should suffice:
QUESTION
I was wondering if someone can please help with the following situation:
I cannot solve a memory leak with a RabbitMQ Publisher written in C# and using .Net core 5.0.
This is the csproj file :
...ANSWER
Answered 2021-Apr-28 at 08:16First, it seems you are clogging the event handling thread. So, what I'd do is decouple event handling from the actual processing:
( Untested! Just an outline!)
REMOVED FAULTY CODE
Then in serviceInstance1
, I would have Publish
enqueue the orders in a BlockingCollection, on which a dedicated Thread is waiting. That thread will do the actual send. So you'll marshall the orders to that thread regardless of what you chose to do in Processor
and all will be decoupled and in-order.
You probably will want to set BlockOptions according to your requirements.
Mind that this is just a coarse outline, not a complete solution. You may also want to go from there and minimize string-operations etc.
EDITSome more thoughts that came to me since yesterday in no particular order:
- May it be beneficial to ditch the first filter to filter out empty sets of JObjects later?
- Maybe it's worth trying to use System.Text.Json instead of Newtonsoft?
- Is there a more efficient way to get from xml to json? (I was thinking "XSLT" but really not sure)
- I'd recommend to rig up a Benchmark.Net with MemoryAnalyzer to document / proove your changes have positive effects.
- Don't forget to have a look into DataFlowBockOptions to tweak the pipeline's behavior.
QUESTION
So i want to make an object pooling system for my game (and possibly future games) and well i pretty much got it figured out, except for a tiny detail which is frustrating the hell out of me.
In my SpawnFromPool method i Dequeue an object and SetActive(true);. I then call Debug.Log(objToSpawn.activeSelf); This logs True, but the object is not active in the scene.
Below you'' find the ObjectPooler class and the Spawner class i'm using. I'll also inclue a screenshot of my console.
Here's the entire ObjectPooler class
...ANSWER
Answered 2021-Mar-29 at 17:36here is the major problem:
QUESTION
Ive been at it all day trying to solve this, because I dont want to make a separate script for every bullet, instead I want to have a single EnemyBulletMovement script, that can move each bullet in a different way, depending on the BulletType int that I feed into it when I instantiate it.
The problem is that if I fire multiple bullets at the same time, they will all change BulletType as soon as another bullet is instantiated, because they are all sharing the same script.
My goal is to have all bullets have a private script, but no matter what I try the variable will still be changed for all active bullets every time I try to change it for just one of them.
EnemyController script that Instantiates the bullets and gives them a BulletType value:
...ANSWER
Answered 2021-Mar-20 at 21:31Bullet type should be declared as private int bulletType
. If you declare bullet type as private static int bulletType
it will be same for all bullets.
If it is already declared as private int bulletType
, then you should check the logic where you use object pooler. You may be processing the same bullet over and over, or processing all bullets in the pool.
QUESTION
In C# Unity3D, I'm trying to get my bullets to fire at an interval of bulletTime
. Single shots work perfectly fine at the moment, but when I hold down the fire button, just 1 bullet is created and shot and then nothing else happens.
ANSWER
Answered 2021-Feb-20 at 20:06You should remove these else
and just do.
QUESTION
Using c#, im trying to fire a bullet every 3 seconds, so heres my workflow:
- fire button is pressed
- only fire if bool fireAgain is true
- set bool fireAgain = false
- start timer
- timer finished = bool fireAgain = true
When debugging it seems to all work properly, but when I test it, Im still able to shoot like 10 bullets a second. So somehow it just doesnt care about the bool FireAgain being false and shoots anyway even if according to debug bool fireAgain is false at that moment.
...ANSWER
Answered 2021-Feb-20 at 16:42You have a while
loop within Update
=> this loop will completely run in one single frame => "immediately" will increase the timer
until it is big enough => "immediately" will set your bool flag to true
again!
What you rather would do is e.g.
QUESTION
I'm trying to have an enemy circle the player and shoot bullets at said player. Whenever the enemy shoots though, the bullet is slightly off from the player and continues to shoot further from the players position.
this is the enemies behaviour
...ANSWER
Answered 2021-Feb-15 at 19:36It will be easier to make the enemy look at the player using this function
QUESTION
I am trying to convert boost::object_pool usage on my old project to new visual studio 2019 project, I am using boost version 1.56
ObjectPool.h
...ANSWER
Answered 2021-Feb-11 at 15:49Frankly, this code cannot have compiled under any compiler.
Note: I'm ignoring numerous typos, omitted semi-colons, omitted
template
declarators, typedefs and access specifiers to focus on the real issues.
You're passing *this
which is Material&
. However, the contruct
[sic] function takes a MaterialServer*
.
So, in fact, the commented line was closer, and makes sense IFF it were a member of MaterialServer
, not Material
.
It would make a lot more sense, logically, for the material server to "create new materials", anyways, and almost works:
QUESTION
I have the following configuration, but the ASPNETCORE_ENVIRONMENT variable doesn't make it to the CsProj config.
.vscode/launch.json
...ANSWER
Answered 2021-Jan-12 at 06:12I think you might need to move the environment variable from env
in your .vscode/launch.json
file to environmentVariables
in the "Web" property in Web/Properties/launchSettings.json
.
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