Memory leak in SDL2 - sdl-2

I'm trying to solve this one but I am stumped. When I continuously hover over an object, the ram usage increases. The hover code is below:
//Small memory leak here. Need to figure this out.
void PlayerInteraction::InteractionControllerHover(std::string interactionMessage) {
SDL_DestroyTexture(Scene1::ftexture);
SDL_FreeSurface(Scene1::fsurface);
const char* im = interactionMessage.c_str();
if (interactionMessage != "" ) {
int interactionMessagelength = interactionMessage.length();
Scene1::textRect = { 500, 610, interactionMessagelength * 10, 20 };
Scene1::fsurface = TTF_RenderText_Solid(Scene1::font, im, Scene1::fcolor);
Scene1::ftexture = SDL_CreateTextureFromSurface(Scene1::renderer, Scene1::fsurface);
//_sleep(70) seems to slow the leak down.
}
}
if I add _sleep(70) to the code, the memory leak is much slower, however I can't figure out why its leaking because I am destroying the texture each time the hover occurs. I don't like adding sleep because it causes other issues. Any advice?
//Mouse Hover Game Interaction.
case SDL_MOUSEMOTION:
//Event Motion coordinates. Where the mouse moves on the screen.
x = event.motion.x;
y = event.motion.y;
gd = gdSprite.x;
gy = gdSprite.y;
//This addresses the movement to the left issue where the player never reaches to destination and prevents hover interaction.
if (playerMessage != true && interactionMessage == "") {
//Prevents sleep from kicking in when walking to a target.
if (gdSprite.x < gd && gdSprite.y < y || gdSprite.x > gd && gdSprite.y > y) {
ftexture = SDL_CreateTextureFromSurface(renderer, fsurface); //Potentially fixes sprite appearing in text.
SDL_DestroyTexture(ftexture);
playerIsMoving = 0;
}
else {
ftexture = SDL_CreateTextureFromSurface(renderer,fsurface); //Potentially fixes sprite appearing in text.
SDL_DestroyTexture(ftexture);
SDL_DestroyTexture(Textures::spriteTexture);
Textures::spriteTexture = SDL_CreateTextureFromSurface(renderer, Textures::spriteDown1); //Makes player face you when you are hovering.
}
interactionMessage = pob.HoverObjects(x, y, scene, gd, gy);
}
if (interactionMessage != "" && playerIsMoving !=1) {
_sleep(70); //reduces memory leak when repeatedly hovering over objects in quick succession.
pi.InteractionControllerHover(interactionMessage);
}
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
case SDLK_q:
gameover = 1;
break;
}
break;
}
}

Thanks for the advice. This seems to have fixed the problem:
void PlayerInteraction::InteractionControllerHover(std::string interactionMessage) {
const char* im = interactionMessage.c_str();
if (interactionMessage != "" ) {
int interactionMessagelength = interactionMessage.length();
Scene1::textRect = { 500, 610, interactionMessagelength * 10, 20 }; // The * 10, 20 is a mathematical way of setting the text width depending on the length of the text.
Scene1::fsurface = TTF_RenderText_Solid(Scene1::font, im, Scene1::fcolor);
Scene1::ftexture = SDL_CreateTextureFromSurface(Scene1::renderer, Scene1::fsurface);
SDL_FreeSurface(Scene1::fsurface);
}
//Mouse Hover Game Interaction.
case SDL_MOUSEMOTION:
//Event Motion coordinates. Where the mouse moves on the screen.
x = event.motion.x;
y = event.motion.y;
gd = gdSprite.x;
gy = gdSprite.y;
//This addresses the movement to the left issue where the player never reaches to destination and prevents hover interaction.
if (playerMessage != true && interactionMessage == "") {
//Prevents sleep from kicking in when walking to a target.
if (gdSprite.x < gd && gdSprite.y < y || gdSprite.x > gd && gdSprite.y > y) {
SDL_DestroyTexture(ftexture);
playerIsMoving = 0;
}
else {
SDL_DestroyTexture(ftexture);
SDL_DestroyTexture(Textures::spriteTexture);
Textures::spriteTexture = SDL_CreateTextureFromSurface(renderer, Textures::spriteDown1); //Makes player face you when you are hovering.
}
interactionMessage = pob.HoverObjects(x, y, scene, gd, gy);
}
if (interactionMessage != "" && playerIsMoving !=1) {
pi.InteractionControllerHover(interactionMessage);
}
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
case SDLK_q:
gameover = 1;
break;
}
break;
}
}

Related

how to avoid multiple p5.js sketches to run all at once

I have a web page which encloses a few sketches, all written in P5.JS
Each sketch uses its own name space, so that it runs independently from the others.
I noticed that, for each sketch, the level of performance is lower than the one I get when it runs alone in a separate web page.
My question : what can I do to prevent all the sketches to run all at once ? Is it possible, for example, to activate a sketch only when the mouse hovers its canvas ? It would probably spare ressources.
Thank you for your help.
You can call noLoop() and loop() to stop and restart a sketch. There aren't any built in p5.js events to help you trigger noLoop() when the mouse leaves the sketch or when the sketch is scrolled off screen, however there are a couple of ways you can do it which rely on using the underlying browser functionality:
The built in mouseenter and mouseleave events
Checking winMouseX and winMouseY against the sketch canvas getBoundingClientRect() in each call to draw()
function makeSketch(...colorArgs) {
return (p) => {
let bgColor;
let black;
let c;
p.setup = () => {
c = p.createCanvas(p.windowWidth, p.windowHeight / 3);
bgColor = p.color(...colorArgs);
black = p.color(0);
c.elt.addEventListener('mouseenter', () => {
p.loop();
});
c.elt.addEventListener('mouseleave', () => {
p.noLoop();
});
let bounds = c.elt.getBoundingClientRect();
// Just in case the mouse is already over the canvas when it is created.
// This is also how you would use getBoundingClientRect from the draw()
// and mouseMoved() functions instead of the mouseenter/mouseleave events.
if (p.winMouseX < bounds.left ||
p.winMouseX > bounds.right ||
p.minMouseY < bounds.top ||
p.winMouseY > bounds.bottom) {
p.noLoop();
}
};
p.draw = () => {
p.background(p.lerpColor(
bgColor,
black,
p.abs((p.frameCount % 240 - 120) / 120)
));
let bounds = c.elt.getBoundingClientRect();
p.fill('white');
p.noStroke();
p.text(`${p.winMouseX}, ${p.winMouseY} :: ${bounds.left}, ${bounds.top}, ${bounds.right}, ${bounds.bottom}`, 10, 10);
}
};
}
let sketch1 = new p5(makeSketch('red'));
let sketch2 = new p5(makeSketch(0, 255, 0));
let sketch3 = new p5(makeSketch('blue'));
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>
You might also find that it is sufficient to pause sketches that are off screen:
function makeSketch(...colorArgs) {
return (p) => {
let bgColor;
let black;
let c;
let isLooping;
p.setup = () => {
c = p.createCanvas(p.windowWidth, p.windowHeight);
bgColor = p.color(...colorArgs);
black = p.color(0);
let bounds = c.elt.getBoundingClientRect();
isLooping = true;
if (bounds.bottom < 0 ||
bounds.top > p.windowHeight) {
p.noLoop();
isLooping = false;
}
// Might need to check this on resize as well.
document.addEventListener('scroll', () => {
let bounds = c.elt.getBoundingClientRect();
// Note this only checks verticle scrolling, but you could check horizontal as well
if (bounds.bottom > 0 &&
bounds.top <= p.windowHeight) {
if (!isLooping) {
isLooping = true;
console.log(`sketch ${colorArgs.join(',')}: loop`);
p.loop();
}
} else if (isLooping) {
isLooping = false;
console.log(`sketch ${colorArgs.join(',')}: noLoop`);
p.noLoop();
}
});
};
p.draw = () => {
p.background(p.lerpColor(
bgColor,
black,
p.abs((p.frameCount % 240 - 120) / 120)
));
p.fill('white');
p.noStroke();
p.text(`${p.frameCount}`, 10, 10);
}
};
}
let sketch1 = new p5(makeSketch('red'));
let sketch2 = new p5(makeSketch(0, 255, 0));
let sketch3 = new p5(makeSketch('blue'));
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>

Bug found in scrolling smooth code found in someone else post but don't know how to fix

I search on my friend Google for some code to do smooth scroll and found this : Smooth vertical scrolling on mouse wheel in vanilla javascript?
It works well but if i scroll once and then try to use my mouse to manually move the scrollbar, it's broken...
SmoothScroll(document, 120, 12);
function SmoothScroll(target, speed, smooth) {
if (target === document)
target = (document.scrollingElement ||
document.documentElement ||
document.body.parentNode ||
document.body) // cross browser support for document scrolling
var moving = false
var pos = target.scrollTop
var frame = target === document.body &&
document.documentElement ?
document.documentElement :
target // safari is the new IE
target.addEventListener('scroll', scrolled, {
passive: false
})
target.addEventListener('mousewheel', scrolled, {
passive: false
})
target.addEventListener('DOMMouseScroll', scrolled, {
passive: false
})
function scrolled(e) {
e.preventDefault(); // disable default scrolling
var delta = normalizeWheelDelta(e)
pos += -delta * speed
pos = Math.max(0, Math.min(pos, target.scrollHeight - frame.clientHeight)) // limit scrolling
if (!moving) update()
}
function normalizeWheelDelta(e) {
if (e.detail) {
if (e.wheelDelta)
return e.wheelDelta / e.detail / 40 * (e.detail > 0 ? 1 : -1) // Opera
else
return -e.detail / 3 // Firefox
} else
return e.wheelDelta / 120 // IE,Safari,Chrome
}
function update() {
moving = true
var delta = (pos - target.scrollTop) / smooth
target.scrollTop += delta
if (Math.abs(delta) > 0.5)
requestFrame(update)
else
moving = false
}
var requestFrame = function () { // requestAnimationFrame cross browser
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (func) {
window.setTimeout(func, 1000 / 50);
}
);
}()
}
So... i want it to work properly when i already scroll once but try to use the mouse to move the scrollbar instead of mousewheel.
Thanks for helping!
Looks like you could fix it by re-adjusting the pos variable to the scrollTop before your scrolling calculations.
Additionally theres a bug where your scroll could get stuck in an infinite render loop causing you to never stop animating. This was due to the delta being .5 < delta < 1 making the request frame get called forever. You cant actually move the scrollTop anything less than 1 so I adjusted the conditions for another render loop and rounded the delta
function scrolled(e) {
// if currently not animating make sure our pos is up to date with the current scroll postion
if(!moving) {
pos = target.scrollTop;
}
e.preventDefault(); // disable default scrolling
var delta = normalizeWheelDelta(e)
pos += -delta * speed
pos = Math.max(0, Math.min(pos, target.scrollHeight - frame.clientHeight)) // limit scrolling
if (!moving) update()
}
function update() {
moving = true;
// scrollTop is an integer and moving it by anything less than a whole number wont do anything
// to prevent a noop and an infinite loop we need to round it
var delta = absRound((pos - target.scrollTop) / smooth)
target.scrollTop += delta
if (Math.abs(delta) >= 1) {
requestFrame(update)
} else {
moving = false
}
}
function absRound(num) {
if(num < 0) {
return -1*Math.round(-1*num);
} else {
return Math.round(num);
}
}
That way when manually adjusting the scroll position if the wheel is used it doesnt jump to the position it was once at, but instead adjust itself to the current scroll position.

XNA Hold screen to move object

im working with windows phone game using xna... and looking a way to make my object to move with holding some rectangle that i made as a button on screen....
i already tried this but it just read tap gesture only
foreach (GestureSample gestureSample in input.Gestures)
{
switch (gestureSample.GestureType)
{
case GestureType.Hold:
case GestureType.Tap:
Point tapLocation = new Point((int)gestureSample.Position.X, (int)gestureSample.Position.Y);
if (rightRectangle.Contains(tapLocation))
{
rightTouched = true;
player.Catapult.CurrentState = CatapultState.MoveRight;
playerPositionUpdate.X += 20;
player.catapultPosition.X += 20;
player.Catapult.catapultPosition.X += 20;
player.Catapult.projectilePositionUpdate.X += 20;
if (player.Catapult.catapultPosition.X == player.Catapult.catapultPosition.X + 20)
rightTouched = false;
CenterOnPosition(player.Catapult.Position - catapultCenterOffset);
}
break;
}
}
Gestures are discrete events. You want to poll the state of the touch panel every frame. Use TouchPanel.GetState() for that.
See Working with Touch Input (Windows Phone) for information.
As mentioned above you shouldn't use GestureSample for that purpose, because using dragcomplete and freedrag a bit tricky. Instead you should code your own gestures using TouchPanel.GetState()
TouchCollection touchCollection = TouchPanel.GetState();
if (touchCollection.Count == 1)
{
var touch = touchCollection[0];
switch (touch.State)
{
case TouchLocationState.Pressed:
if (rectangle.Contains((int) touch.Position.X, (int) touch.Position.Y))
{
isMoving = true;
}
break;
case TouchLocationState.Moved:
if (isMoving)
{
TouchLocation prevLocation;
touch.TryGetPreviousLocation(out prevLocation);
if (prevLocation.Position != touch.Position)
{
Vector2 delta = touch.Position - prevLocation.Position;
//offset your rectangle on delta
}
}
break;
case TouchLocationState.Released:
isMoving = false;
break;
}
}
else if (touchCollection.Count == 2)
{
var touchOne = touchCollection[0];
var touchTwo = touchCollection[1];
//pinch logic here
}
I guess you understand the idea.

Play an animation when touch moved is certain distance from touch began

i am new to unityscript and unity and i am trying to make an animation trigger when the touch moved position is +100 to the right of touch began, so i have also tried +500 and +1000 and it seems that the animation is playing when the touch is past 100,500,or 1000 on the screen, not the touch.began position + (the amount), any help is appreciated, thank you for your time as i am new to unityscript
#pragma strict
var distance : float = 10;
var joystick : GameObject;
private var first : boolean = false;
function Start () {
}
function Update () {
transform.eulerAngles = Vector3(0,Camera.main.transform.eulerAngles.y + 180,0);
var v3Pos : Vector3;
if (Input.touchCount > 0 &&
Input.GetTouch(0).phase == TouchPhase.Began) {
// Get movement of the finger since last frame
var touchDeltaPosition:Vector2 = Input.GetTouch(0).position;
if(!first){
var touchdet : Vector2 = touchDeltaPosition;
first = true;
}
// Move object across XY plane
v3Pos = Vector3(touchDeltaPosition.x, touchDeltaPosition.y, distance);
transform.position = Camera.main.ScreenToWorldPoint(v3Pos);
}
if (Input.touchCount > 0 &&
Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchAlphaPosition:Vector2 = Input.GetTouch(0).position;
// Move object across XY plane
v3Pos = Vector3(touchAlphaPosition.x, touchAlphaPosition.y, distance);
transform.position = Camera.main.ScreenToWorldPoint(v3Pos);
}
if (Input.touchCount > 0 &&
(Input.GetTouch(0).phase == TouchPhase.Ended || Input.GetTouch(0).phase == TouchPhase.Canceled )) {
// Get movement of the finger since last frame
var touchBetaPosition:Vector2 = Input.GetTouch(0).position;
first = false;
// Move object across XY plane
v3Pos = Vector3(touchBetaPosition.x, 600, distance);
transform.position = Camera.main.ScreenToWorldPoint(v3Pos);
}
if(first)
{
if(touchAlphaPosition.x > touchdet.x + 100)
{
animation.Play("Right");
}
}
}
The variable touchDet is declared and initialized in the function Update, so the value is not persisted between function calls. touchDet in all but the iteration where TouchPhase.Began event fires will always be equal to Vector2.zero.

Farseer/XNA Assertion Failed, Vector2 position for body modified by camera matrix

I created a camera with a matrix and used it to move the view point in 2D. Basically I started from this template:
http://torshall.se/?p=272
I also had in one of my class, a simple code to spawn boxs with the mouse:
public void CreateBodies()
{
mouse = Mouse.GetState();
if (mouse.RightButton == ButtonState.Pressed)
{
Bodies += 1;
if (Bodies >= MaxBodies)
Bodies = 0;
rectBody[Bodies] = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(rectangle.Width), ConvertUnits.ToSimUnits(rectangle.Height), 1);
rectBody[Bodies].Position = ConvertUnits.ToSimUnits(mouse.X, mouse.Y);
rectBody[Bodies].BodyType = BodyType.Dynamic;
}
}
This Worked perfectly fine but when I moved the ''camera'' the mouse didn't change in the right location, Si I did this little modification in game1.cs and in my method to have the world coord. of my mouse:
mouse = Mouse.GetState();
Matrix inverse = Matrix.Invert(camera.transform);
Vector2 mousePos = Vector2.Transform(new Vector2(mouse.X, mouse.Y), inverse);
TE.CreateBodies(mousePos);
public void CreateBodies(Vector2 mousePosition)
{
mouse = Mouse.GetState();
MousePosition = mousePosition;
if (mouse.RightButton == ButtonState.Pressed)
{
Bodies += 1;
if (Bodies >= MaxBodies)
{
Bodies = 0;
}
rectBody[Bodies] = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(rectangle.Width), ConvertUnits.ToSimUnits(rectangle.Height), 1);
rectBody[Bodies].BodyType = BodyType.Dynamic;
rectBody[Bodies].Position = ConvertUnits.ToSimUnits(MousePosition);
}
}
Now this is supposed to give me the world coords. of my mouse, but I have a problem, when I run the program and click somewhere on the screen to create a box I get this error:
http://img68.xooimage.com/files/6/a/4/bob-2c526f4.png
What's going on? :/
Edit:
This is at the line 439 of body.cs:
Debug.Assert(!float.IsNaN(value.X) && !float.IsNaN(value.Y));

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