A long standing issue with the iOS simulator is its laggy/jerky performance on iOS simulator, even in Apples Maps app. I am doing a lot of development on an MKMapView and am thinking to upgrade to Mac OS Catalina in the hopes that the rendering in the simulator will be fixed.
Does the simulator completely run in its own box hence not affected by OS upgrade? If not, has anyone seen any worthwhile improvements (if any) of going to Catalina?
Note: I have tried changing rendering modules and only saw tiny improvements, nothing significant.
Yes, when using the iOS 13+ runtimes, which support Metal on Catalina.
Check out Getting the Most Out of Simulator - WWDC 2019 for more information and some nice comparisons in the video (check out around 32 minutes into the video).
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I am looking to start programming using OpenCL. I currently have a laptop running Ubuntu Linux. (More specifically it's Linux Mint however they are similar in many respects and I will be changing back to Xubuntu shortly, so I am hoping any info will work for both.)
This laptop is a "difficult" laptop because it has both an on-chip Intel graphics processor (side by side with the CPU) and a dedicated NVIDIA Graphics Card. (I believe it is a GTX 670?) I say difficult because it was pretty complicated to install the drivers to allow me to develop using OpenGL... Even now I get confused sometimes when I run my program and it explodes because I didn't run it using 'optirun'.
Anyway, back to the question in hand, I researched the required software, and continually keep being pointed at NVIDIA's site to download their OpenCL drivers / toolkits. However I would prefer to use Khronos OpenCL rather than NVIDIA's Cuda. I don't fully understand what the difference is however*, and online info is either limited or cryptic.
The actual programming / problem vectorization I have already done, I'm just a bit lost at the moment as to what software I should / must install and how to go about doing so.
*Edit: I find the OpenCL syntax more intuitive.
Yesterday I upgraded OS X to Yosemite, and since then my game is not recognised by Game Center. GKErrorDomain: code 15 and the text:
"The requested operation could not be completed because this application is not recognised by Game Center."
I've checked Developer -> Use Sandbox Server in the Game Center App without results. Also, tried Clean, Build again. It seems the GC App not enters sandbox mode?
As I said the game worked fine until I upgraded to Yosemite.
Any help is appreciated.
I think the problem might be that OS X Yosemite has new functions that the game cannot support, since the game was made for an older version of OS. You might have to upgrade everything and see if it works. If not, then you should ask the question on the apple web page.
ask questions about osx yosemite here(go to the support, and then go to the osx)
The question is how to fix the issue. This is not about new functions. I do not see why the GC is not changing to sandbox mode and not showing the sandbox mode itself.
The failure is coming from GC as it tries to locate the running game in the production server, but it should try to find it in the Sandbox server, where it is set up.
Sometimes when you run a new version of your game using still the old version numbers, you can test the product on the production server as well. But in my case this is a new app with a new ID, so I cannot do that. I would need the Sandbox server, but it doe snot show up at all.
I am thinking about going back to Mavericks and check it there.
Actually I have checked what the software tries to reach. It is actually the production server of the game center, so it is not the right one for sure, but I cannot figure out how can I force OS X to use the sandbox server when tries to login to the Game Center.
I've been trying to research why certain compatibility features differ based on operating system so I can program a patch. I'm using the compatibility settings in the registry for Windows 95 to run a game (that of which the game was produced on) in each system. In Windows XP, the game runs perfectly. None of the scenes lag, and the sound works just as well as the scenes. I'm unsure of how it runs in Windows Vista, but in Windows 7 & 8 the compatibility feature breaks the game. I used a VM to run XP, but that doesn't effect the game's playability; real XP users have tested it. Whenever I play the game using the Win95 setting for compatibility in 7 & 8, everything lags. The music doesn't slow down during gameplay, but the graphics do. During cutscenes, they literally break. Everything pixelates, white noise and static increases volume, and the video lags every two seconds.
I therein tested it in Ubuntu Linux via WINE, and it runs better than it does in XP. I just had to use the alsa sound driver. What changed? If so, is it programmatically fixable? I'm using an amalgamation of C++, Batch and Java.
If it is necessary, the video game is entitled "The Neverhood."
Thanks.
The compatibility feature available in the shell is just scratching the surface of the "Application Compatibility" subject in Windows.
There is a tool called "Microsoft Application Compatibility Toolkit (ACT)" (that exist since Windows XP exist I believe) that has much more to offer, so maybe that can help.
For example here are some compatibility settings for Graphics Control Issues
I currently play "The Neverhood" on Win7 x64 without any visual problem, you are right when I played on Win7 for first time (4 years ago) was a headache and a little tricky to do the correct compatibility flags for each win version but finally I wrote this reg code for Win7 and worked for me while 4 years, sure it will work for you too:
Windows Registry Editor Version 5.00
[HKEY_CURRENT_USER\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers]
"C:\\Folder\\nhc.exe"="# WIN95 256COLOR 640X480 DISABLEDWM"
Where "C:\\Folder\\nhc.exe" of course is the path to your Neverhood. (Notice the double backslashes)
that flags means: Change Display color to 256 colors, change display resolution to 640x480, disable Themes service (DWM Service).
I hope this help you.
This may not answer the question directly, but if you want to improve performance of The Neverhood, change the compatibility to run in Windows 95 - then switch all other options ON, except the bottom three. This helps to make the game as fast and smooth as possible.
I have just recently installed Windows 8, and I tried to compile and build a simple c++ game project in VS 2010, but when I did, it was running at 5 fps. On windows 7, it runs at a solid 60 fps. Nothing has been changed in the code, but there is just horrible slow down.
I have updated my video drivers, but there is still horrible lag. I thought the problem was to do with compatibility issues with windows 8 and OpenGL, but I can't find anything to confirm this. I was wondering if anyone else has had this problem, and if you have solved it.
I would recommend you test your graphics card / drivers first. All sorts of driver issues could arise when you upgrade operating systems. One of the best tests would be to download Cinebench and see how it performs. Cinebench will evaluate your OpenGL performance. If you get poor results, then you know it's a hardware / driver issue and not an issue with your application.
If the Cinebench results are good, then you can move on to the recommendations made by #Robert Rouhani (comments).
http://www.maxon.net/products/cinebench/overview.html
What sort of video card do you have in the Win8 machine?
If it's a laptop you might be battling against nVidia Optimus (or an equivalent technology?). Basically programs have to tell the OS in advance that they want to use the video card or they get defaulted to using the low power GPU embedded in the CPU (note: over-simplification).
If this is the case, there's some options in the nVidia control panel to let you create a profile telling the OS to run your app with the discrete GPU, rather than the embedded one.
Can some suggest a test/development embedded platform to use with OpenCV.
I would like to develop an embedded video analytics solution, but I don't know where to start.
Some suggestion/ideas/hw starter kits?
Maybe some Pc-104 solutions with Intel Atom? Has someone made some test about performances on this platform or any other embedded platform?
Thanks
A Pentium/PC built OpenCV application will run on any Atom platform with the same OS unmodified. This is because Atoms natively run Pentium executables.
If you are looking for a more embedded solution, there are OpenCV ports for the BeagleBoard. SInce OpenCV is portable code, it can be compiled to most systems that provide a C/C++ compiler. I have successfully used OpenCV on ARM, MIPS and XScale processors.
As for mobile platforms, there are ports to the iPhone, Android and various Windows CE/Mobile/Embdeed versions.
If you're looking for a very small option, I strongly recommend the Gumstix Overo series. I use them for my Computer Vision research, and they work really well. There are a couple of options for processors, I'd recommend the Overo Tide module, which has 512 MB of RAM, and an onboard DSP for offloading some CV operations. Combine this with a Tobi expansion board and a few cables, and you've got a full embedded computer vision research platform for ~$350. They also sell a small camera, which I'm still getting around to trying out. What's nice about the Gumstix is you can just build OpenCV onboard, which saves you some of the headaches with BitBake type solutions.
I'd personally recommend TI OMAP platforms - Beagleboard xM and PandaBoard.
Those boards have embedded video input, run Linux, and have more than enough performance to run OpenCV. They are also extremely portable and have good community support.
Do you mean OpenCV the computer vision library originally developed by Intel? I would be inclined to start with Moblin, Intel's embedded Linux, at moblin.org and for hw use a netbook or any PC that Moblin supports. Hook up a supported webcam from the list at www.qbik.ch/usb/devices/search_res.php?pattern=webcam .
There is a Wikipedia entry that might help. Your project sounds like fun!
cheers -- Rick
You can use the Blackfin kit from Analog Devices. Analog Devices have created a library similar to opencv for the blackfin DSP processor.
you can use Symbian Simulator for this they Nokia have there Open CV for Symbian for hardware testing you have to drop the mail to them they will provide u the hardware through the telnet for given time of time
OpenCV does not need any "special" hardware to function. You can use it fully using images from normal files (e.g. JPG)
Have you looked at some of the tutorials/code? Do they require something specific that you do not have?
Vision Components seem to support the OpenCV in their Smart Cameras (see this article).
I guess I am late to answer.
I have recently used opencv3.4.6 with PC-104 boards (PCM3365) for an INDUSTRIAL Application.
Only thing to note is that when i start webcamera using cv::Videocapture, it takes a long time to open (around 30-40secs), otherwise everything is fine.
Good Luck