SFML Vertical Sync is not supported - c++

I trying to implement a wator simulation were sharks eat fishes, I want to randomly spawn sharks, the program compiles but i get "Setting Vertical Sync not supported" .
working on Ubuntu 16.04. Before i was working on something else and i got the same error but the window was displayed this is not. Any help?
EDIT I have fixed up the code i had one too many { in my loop but now i am getting a "Segmentation Fault (Core dumped)" Error i have changed my png to 8 bit but that didnt help.
#include <SFML/Graphics.hpp>
int main()
{
int n;
int x;
int y;
sf::RenderWindow window(sf::VideoMode(800, 800), "SFML works!");
// Set Frame Rate to 60fps
window.setFramerateLimit(60);
srand(time(0));
sf::Texture shark;
shark.loadFromFile("image.png");
std::vector<sf::Sprite> Fishes(n,sf::Sprite(shark));
for (int n = 0; n < Fishes.size(); n++){
Fishes[n].setOrigin(15, 15);
Fishes[n].getPosition();
Fishes[n].setPosition(x = rand() % 790 + 10, y = rand() % -10 - 50);
}
// run the program as long as the window is open
while (window.isOpen())
{
// check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while (window.pollEvent(event))
{
// "close requested" event: we close the window
if (event.type == sf::Event::Closed)
window.close();
}
Fishes[n].setPosition(x, y+=1);
Fishes[n].rotate(1);
// clear the window with black color
window.clear(sf::Color::Black);
// draw everything here...
// window.draw(...);
window.draw(Fishes[n]);
// end the current frame
window.display();
}
return 0;
}

I would add a comment but I lack reputation. A segfault is caused writing or reading from illegal memory. In your case, I would try checking to see if your image is being loaded properly.
I would also note for loops with only one line in the body don't use just one curly bracket, use both or none.

You are still missing a loop over your fishes in your rendering loop.
Your first loop sets your loop variable n to the number after your last fish. Using that same loop variable again will result in undefined behavior. Fix it. Probably by adding another for loop where you use n the second time in your while rendering-loop.
Specifically, when you come to this line:
Fishes[n].setPosition(x, y+=1);
you variable n is not any kind of loop variable. Even worse it's totally random, you have not set any value. It's int n; from the first line after main(). If you delete that line (the first after main), you will see what is wrong.

Related

this_thread::sleep_for / SDL Rendering Skips instructions

I'm trying to make a sorting visualizer with SDL2, everything works except one thing, the wait time.
The sorting visualizer has a delay, I can change it to whatever i want, but when I set it to around 1ms it skips some instructions.
Here is 10ms vs 1ms:
10ms delay
1ms delay
The video shows how the 1ms delay doesn't actually finish sorting:
Picture of 1ms delay algorithm completion.
I suspect the problem being the wait function I use, I'm trying to make this program multi-platform so there are little to no options.
Here's a snippet of the code:
Selection Sort Code (Shown in videos):
void selectionSort(void)
{
int minimum;
// One by one move boundary of unsorted subarray
for (int i = 0; i < totalValue-1; i++)
{
// Find the minimum element in unsorted array
minimum = i;
for (int j = i+1; j < totalValue; j++){
if (randArray[j] < randArray[minimum]){
minimum = j;
lineColoration[j] = 2;
render();
}
}
lineColoration[i] = 1;
// Swap the found minimum element with the first element
swap(randArray[minimum], randArray[i]);
this_thread::sleep_for(waitTime);
render();
}
}
Some variables need explanation:
totalValue is the amount of values to be sorted (user input)
randArray is a vector that stores all the values
waitTime is the amount of milliseconds the computer will wait each time (user input)
I've cut the code down, and removed other algorithms to make a reproducible example, not rendering and using cout seems to work, but I still cant pin down if the issue is the render or the wait function:
#include <algorithm>
#include <chrono>
#include <iostream>
#include <random>
#include <thread>
#include <vector>
#include <math.h>
SDL_Window* window;
SDL_Renderer* renderer;
using namespace std;
vector<int> randArray;
int totalValue= 100;
auto waitTime= 1ms;
vector<int> lineColoration;
int lineSize;
int lineHeight;
Uint32 ticks= 0;
void OrganizeVariables()
{
randArray.clear();
for(int i= 0; i < totalValue; i++)
randArray.push_back(i + 1);
auto rng= default_random_engine{};
shuffle(begin(randArray), end(randArray), rng);
lineColoration.assign(totalValue,0);
}
int create_window(void)
{
window= SDL_CreateWindow("Sorting Visualizer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1800, 900, SDL_WINDOW_SHOWN);
return window != NULL;
}
int create_renderer(void)
{
renderer= SDL_CreateRenderer(
window, -1, SDL_RENDERER_PRESENTVSYNC); // Change SDL_RENDERER_PRESENTVSYNC to SDL_RENDERER_ACCELERATED
return renderer != NULL;
}
int init(void)
{
if(SDL_Init(SDL_INIT_VIDEO) != 0)
goto bad_exit;
if(create_window() == 0)
goto quit_sdl;
if(create_renderer() == 0)
goto destroy_window;
cout << "All safety checks passed succesfully" << endl;
return 1;
destroy_window:
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
quit_sdl:
SDL_Quit();
bad_exit:
return 0;
}
void cleanup(void)
{
SDL_DestroyWindow(window);
SDL_Quit();
}
void render(void)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//This is used to only render when 16ms hits (60fps), if true, will set the ticks variable to GetTicks() + 16
if(SDL_GetTicks() > ticks) {
for(int i= 0; i < totalValue - 1; i++) {
// SDL_Rect image_pos = {i*4, 100, 3, randArray[i]*2};
SDL_Rect fill_pos= {i * (1 + lineSize), 100, lineSize,randArray[i] * lineHeight};
switch(lineColoration[i]) {
case 0:
SDL_SetRenderDrawColor(renderer,255,255,255,255);
break;
case 1:
SDL_SetRenderDrawColor(renderer,255,0,0,255);
break;
case 2:
SDL_SetRenderDrawColor(renderer,0,255,255,255);
break;
default:
cout << "Error, drawing color not defined, exting...";
cout << "Unkown Color ID: " << lineColoration[i];
cleanup();
abort();
break;
}
SDL_RenderFillRect(renderer, &fill_pos);
}
SDL_RenderPresent(renderer);
lineColoration.assign(totalValue,0);
ticks= SDL_GetTicks() + 16;
}
}
void selectionSort(void)
{
int minimum;
// One by one move boundary of unsorted subarray
for (int i = 0; i < totalValue-1; i++) {
// Find the minimum element in unsorted array
minimum = i;
for (int j = i+1; j < totalValue; j++) {
if (randArray[j] < randArray[minimum]) {
minimum = j;
lineColoration[j] = 2;
render();
}
}
lineColoration[i] = 1;
// Swap the found minimum element with the first element
swap(randArray[minimum], randArray[i]);
this_thread::sleep_for(waitTime);
render();
}
}
int main(int argc, char** argv)
{
//Rough estimate of screen size
lineSize= 1100 / totalValue;
lineHeight= 700 / totalValue;
create_window();
create_renderer();
OrganizeVariables();
selectionSort();
this_thread::sleep_for(5000ms);
cleanup();
}
The problem is the ticks= SDL_GetTicks() + 16; as those are too many ticks for a millisecond wait and the if(SDL_GetTicks() > ticks) condition is false most of the time.
If you put 1ms wait and ticks= SDL_GetTicks() + 5 it will work.
In the selectionSort loop, if in the last, say, eight iterations, the if(SDL_GetTicks() > ticks) skips the drawing, the loop may well finish and let some pending drawings.
It is not the algorithm not completing, it is it finish before ticks reaches a number high enough to allow the drawing.
The main problem is that you are dropping updates to the screen by making all rendering dependant on an if condition:
if(SDL_GetTicks() > ticks)
My tests have shown that only about every 70th call to the function render actually gets rendered. All other calls are filtered by this if condition.
This extremely high number is because you are calling the function render not only in your outer loop, but also in the inner loop. I see no reason why it should also be called in the inner loop. In my opinion, it should only be called in the outer loop.
If you only call it in the outer loop, then about every 16th call to the function is actually rendered.
However, this still means that the last call to the render function only has a 1 in 16 chance of being rendered. Therefore, it is not surprising that the last render of your program does not represent the last sorting step.
If you want to ensure that the last sorting step gets rendered, you could simply execute the rendering code once unconditionally, after the sorting has finished. However, this may not be the ideal solution, because I believe you should first make a more fundamental decision on how your program should behave:
In your question, you are using delays of 1ms between calls to render. This means that your program is designed to render 1000 frames per second. However, your monitor can probably only display about 60 frames per second (some gaming monitors can display more). In that case, every displayed frame lasts for at least 16.7 milliseconds.
Therefore, you must decide how you want your program to behave with regard to the monitor. You could make your program
sort faster than your monitor can display individual sorting steps, so that not all of the sorting steps are rendered, or
sort slower than your monitor can display individual sorting steps, so that all sorting steps are displayed by the monitor for at least one frame, possibly several frames, or
sort at exactly the same speed as your monitor can display, so that one sorting step is displaying for exactly one frame by the monitor.
Implementing #3 is the easiest of all. Because you have enabled VSYNC in the function call to SDL_CreateRenderer, SDL will automatically limit the number of renders to the display rate of your monitor. Therefore, you don't have to perform any additional waiting in your code and can remove the line
this_thread::sleep_for(waitTime);
from the function selectionSort. Also, since SDL knows better than you whether your monitor is ready for the next frame to be drawn, it does not seem appropriate that you try to limit the number of frames yourself. So you can remove the line
if(SDL_GetTicks() > ticks) {
and the corresponding closing brace from the function render.
On the other hand, it may be better to keep the if statement to prevent the massively high frame rates in case SDL doesn't limit them properly. In that case, the frame rate limiter should probably be set well above 60 fps, though (maybe 100-200 fps), to ensure that the frames are passed fast enough to SDL.
Implementing #1 is harder, as it actually requires you to select which sorting steps to render and which ones not to render. Therefore, in order to implement #1, you will probably need to keep the if statement mentioned above, so that rendering only occurs conditionally.
However, it does not seem meaningful to make the if statement dependant on elapsed time since the last render, because while wating, the sorting will continue at full speed and it is therefore possible that all of the sorting will be completed with only one frame of rendering. You are currently preventing this from happending by slowing down the sort by using the line
this_thread::sleep_for(waitTime);
in the function selectionSort. But this does not seem like an ideal solution, but rather a stopgap measure.
Instead of making the if condition dependant on time, it would be easier to make it dependant on the number of sorting steps since the last render. That way, you could, for example, program it in such a way that every 5th sorting step gets rendered. In that case, there would be no need anymore to additionally slow down the actual sorting and your code would be simpler.
As already described above, when implementing #1, you will also have to ensure that you do not drop the last rendering step, or that you at least render the last frame after the sorting is finished. Otherwise, the last frame will likely not display the completed sort, but rather an intermediate sorting step.
Implementing #2 is similar to implementing #1, except that you will have to use SDL_Delay (which is equivalent this_thread::sleep_for) or SDL_AddTimer to determine when it is time to render the next sorting step.
Using SDL_AddTimer would require you to handle SDL Events. However, I would recommend that you do this anyway, because that way, you will also be able to handle SDL_QUIT events, so that you can close your program by closing the window. This would also make the line
this_thread::sleep_for( 5000ms );
at the end of your program unnecessary, because you could instead wait for the user to close the window, like this:
for (;;)
{
SDL_Event event;
SDL_WaitEvent( &event );
if ( event.type == SDL_QUIT ) break;
}
However, it would probably be better if you restructured your entire program, so that you only have one message loop, which responds to both SDL Timer and SDL_QUIT events.

SFML massive performance loss when sf::Window is not created

I am writing an app drawing multiple figures and comparing images (counting pixels values). Drawing and counting thread doesn't display any image. Gui is implemented in another thread.
Currently, I have found very strange anomaly. My drawing and comparing thread works very slow, but when I add before main loop sf::Window
I have x70 performance increase, but adding these lines breaks my GUI (probably because I create a window in another thread)*.
I am looking for a way of increasing performance without using sf::Window::create(...).
Full example:
int main()
{
// sf::Window window(sf::VideoMode(200, 200), "SFML");
std::vector<sf::CircleShape> circles_;
for (int i = 0; i < 200; i++)
{
sf::CircleShape circle(rand() % 50 + 10, 20);
circle.setFillColor(sf::Color(rand() % 256, rand() % 256, rand() % 256, 128));
circle.setPosition(rand() % (100), rand() % (100));
circles_.push_back(circle);
}
sf::RenderTexture generated_texture;
generated_texture.create(100, 100);
sf::Clock clock;
uint i = 0;
while (i < 10)
{
for (auto &shape : circles_)
{
generated_texture.draw(shape);
}
i++;
}
double result = double(i) / clock.getElapsedTime().asSeconds();
cout << "Result: " << result << " loops/sec";
return 0;
}
*For simplification let's assume that I don't have any gui (in my app it is optional). I just wanna run my app from commandline.
I have opened an issue on SFML github and found out that it was caused by activating and deactivating context, so in this case instead of:
sf::Window window(sf::VideoMode(200, 200), "SFML");
should be
sf::Context some_context;.
Original issue link:
https://github.com/SFML/SFML/issues/1672
Full answer:
"When sf::RenderTexture is done drawing it tries to restore the state to how it was before the draw call. Since this was the "no context" state it will repeatedly activate and deactivate the context every iteration. This is standard behaviour for any OpenGL resource that can live on its own without necessarily having a window.
If you want to do anything rendering related it is recommended to always have some kind of context-owning-thing lying around. If you don't want a full sf::Window then an sf::Context will have to do.
Due to the nature of OpenGL, you will never get around the limitation of having some kind of window (whether it's visible or not) that itself owns a context. That's just the way the API designers designed it 25 years ago."

Moving Sprite (SFML) in c++ using Loops

I am new to c++ and as well as SFML. I am trying to make my sprite object move down in position relative to its last position using a loop. I am looking for the animation of it sprite object falling when the program starts.
I thought implementing a the sleep function in my for loop would help solve the issue i was having where the program would just display the object at the last iteration of the loop. However my program just freezes and crashes.
Looking for some direction. Maybe the sleep function isn't the right thing to call here?
#include <SFML/Graphics.hpp>
#include <Windows.h>
#include <iostream>
using namespace std;
int main()
{
// Create the window here. Calling out the dimensions
sf::RenderWindow window(sf::VideoMode(800, 600), "Example Window");
// run the program as long as the window is open
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
//close window we requested
if (event.type == sf::Event::Closed)
{
window.close();
}
}
window.clear(sf::Color::Black);
sf::Texture texture;
if (!texture.loadFromFile("c:\\abstract.png"))
{
cout<<"Failed to load image...";
}
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setTextureRect(sf::IntRect(20,20,30,30));
for (float i = 0; i < 30.; i++)
{
sprite.move(sf::Vector2f(5.f, i));
window.draw(sprite);
Sleep(50);
}
window.display();
}
return 0;
}
What you are doing in your for is : Processing, drawing, processing, drawing... And finally displaying what you've drawn using window.display().
Meaning that what will be displayed on your window every frames, is the result of your "Processing, drawing" thing, in other word, 30 times your sprite at different positions.
What you want is to move your sprite a bit every frames. Thus, you have to finish your current while (window.isOpen()) iteration to move your sprite, draw it, and display it, and this over and over.
What you should do is declaring your sprite outside of your game loop (Which is while (window.isOpen())), and move it in this loop.
Step by step, your program should look like:
[Start]
Initialize your context
Create a sprite
Start looping
Clear the screen
Collect inputs
Move your sprite
Draw your sprite
Display your drawing on the window
End looping
[Exit]
The last thing you will need to handle is deltaTime (The timestep). Because if you move your sprite from (x,y) every frames, it means that the faster your computer is (Able to render a lot of frames quickly), the faster your sprite will move. In order to fix this problem, you'll have to move your sprite considering the time elapsed between the current frame and the previous frame (The slower is your PC, the more your sprite will move in one frame, the faster is your PC, the less your sprite will move in one frame). Timestep will cause your sprite to move (x,y) per second instead of (x,y) per frame, which is what you want in most graphic applications.

Printing a 2d array in sfml from a text file

Im trying to print out a 2d array of characters that is from a text file, into a renderwindow using the window.draw() function. However, everything seems to work perfectly fine, except that when printing its skipping exactly one character.
For instance if i had a line of 15 chars, it will only print 8,but when i print it on the terminal it prints it perfectly fine, I simply dont know why its behaving like that, tried several things like changing the text file itself, or changing the size. Nothing seems to work for me. any ideas or help is very much appreciated.
here is the part of the code:
void Level::printgrid(int level)
{
sf::RenderWindow window(sf::VideoMode(800, 600), "Game On");
sf::Font MyFont;
if (!MyFont.loadFromFile("tnr.ttf"))
{
// Error...
}
ifstream my_file("nn.txt"); //text that i will be reading from
char number;
int i = 0; //to help loop
int j = 0;
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
else
{
window.clear();
while (i<row) // ive tried 2 for loops that didnt work cause
{ // it kept re-entering those loops
while (j<col)
{
my_file.get(grid[i][j]); //getting the chars one by one
cout << grid[i][j]; // printing them on terminal
//so i can check its correct
//changing to text that is drawable to print in window
sf::Text text(grid[i][j], MyFont, 30);
text.setPosition(0 + (30 * i), 0 + (30 * j));
// drawing it in window
window.draw(text);
window.display();
j++;
}
my_file.get(number);
cout << endl;
i++;
j = 0;
}
}
}
}
}
There are a few issues with your code, but the most apparent problem is the fact that you're always drawing only one character, then presenting the result (which will flip buffers).
Due to this you're basically alternating characters between the two buffers (since SFML is double buffering).
In addition, you're continually reading from your file, recreating the characters/text elements, etc. which is not very effective and should fail once you reach the end of the file.
For some actual game or program, you should work on optimizing the drawing (drawing 10 characters at once as one sf::Text is faster than drawing 10 individual sf::Text objects). I'll be ignoring this for simplicity for now.
The following is just a quick (untested) example to show you the basic idea.
// First I'd use some container to store our `sf::Text` objects
// This will just create all the objects
std::vector<sf::Text> chars(rows * cols);
// Now let's read the characters and add to our vector
for (std::size_t y = 0; y < rows; ++y) {
for (std::size_t x = 0; x < cols; ++x) {
// Just an alias to simplify the following lines
sf::Text &text = chars[y * cols + x];
// Now just set up everything
text.setFont(my_font);
text.setFillColor(sf::Color::White);
text.setCharacterSize(30);
text.setPosition(30 * x, 30 * y);
text.setString(my_file.get());
}
}
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
// Just your usual event handling
}
window.clear();
// Iterate over all elements and draw them
for (const auto &text : chars)
window.draw(text);
window.display();
}
If you're trying to create some kind of graphical console, you should put all characters into some sf::VertexArray or potentially render them using a shader.

SFML 2.1 Full Explanation of using Vectors to create multiple Sprites

I am using SFML 2.1 in Code Blocks and I can't figure out how to use Vectors to make clones of my asteroid sprite. It keeps saying that asteroid_V hasn't been declared, and a warning box pops up saying it is "using characters that are illegal in the selected coding" and that they "were changed to protect [me] from losing data".
The objective of this program is to continuously create asteroid sprites that will spawn at random points above the screen before dropping straight down. There were other sprites and aspects in the program but I removed them from this post to properly condense it. This appears to be the only problem after all.
int n;
int main()
{
RenderWindow window;
window.setFramerateLimit(30);
RenderWindow mainMenu;
srand( time(0));
Texture asteroid_Pic;
asteroid_Pic.loadFromFile("Asteroid.png");
std::vector<sf::Sprite> asteroid(n, Sprite(asteroid_Pic));
for (int i = 0; i < asteroid.size(); i++){
asteroid[n].setOrigin(15, 15);
asteroid[n].getPosition();
asteroid[n].setPosition(x = rand() % 790 + 10, y = rand() % -10 - 50);
}
// run the program as long as the window is open
while (window.isOpen())
{
// check all the window's events that were triggered since the last iteration of the loop
Event event;
while (window.pollEvent(event))
{
// "close requested" event: we close the window
if (event.type == Event::Closed){
window.close();
}
asteroid[n].setPosition(x, y+=1);
asteroid[n].rotate(1);
// clear the window with black color
window.clear(Color::Black);
// draw everything here...
// window.draw(...);
window.draw(player1);
window.draw(asteroid[n]);
// end the current frame
window.display();
}
return 0;
}
You have another while (window.isOpen()) inside your main loop. Your program will enter the main loop and then never get out of that inner loop. It will never get to drawing at least once.
You need to get rid of the inner while (window.isOpen()) loop and find another way.
Although the original question was about timers, you can find a basic explanation of a game loop here. You have to handle time in you loop if you want to do something (move sprites, create new ingame entities) based on time.