XNA 4 GraphicsDevice - graphics

From my few years of experience programming in graphics, one thing that I have learned is that you should never pass in a reference to a graphics context to an object and operate on it for the duration of the program (JOGL explicitly states this). A context can be invalidated when something such as the graphics device (GPU) is reset, turned off, or some other weird thing happens.
I have recently delved back into programming in XNA 4.0, and one of my projects involves objects needing to know about the size of the window/viewport, when the window is resized, and when dynamic buffers have lost their content (requiring the buffers to be rebuilt on a possibly invalidated GraphicsDevice). Instead of passing in the GraphicsDevice and GameWindow to numerous methods in the update phase or for Disposal, I have opted to pass them into constructors. For example:
public Camera(GameWindow w, GraphicsDeviceManager m) {
// ... Yada-yada matrices
gdm = m;
window = w;
window.ClientSizeChanged += OnWindowResize;
}
public void Dispose() {
window.ClientSizeChanged -= OnWindowResize;
window = null;
gdm = null;
}
// Control Logic ...
public void OnWindowResize(object Sender, EventArgs args) {
Vector2 s = new Vector2(gdm.GraphicsDevice.Viewport.TitleSafeArea.Width, gdm.GraphicsDevice.Viewport.TitleSafeArea.Height);
// Recalculate Projection ...
}
Is it safe to do something like this, or is something happening in the background that I need to be aware of?

I solved this problem in my current game project by running the game as a singleton, which makes it available in a static context within the namespace. Game.Instance.graphicsDevice will always point to the current graphics device object, even if the context has changed. XNA raises various events when the context is invalidated/changed/reset/etc., and you can reload/re-render things and resize buffers as needed by hooking in to these events.
Alternatively, you could pass GraphicsDevice with the ref keyword, which might be a quick, drop-in fix by simply being the same reference as the original caller, assuming that caller that instantiated your objects either has the original reference object or had the GraphicsDevice passed to it with ref as well.

Related

Multithreaded GUI update() methods

I'm begginer in multithreading. I recently started to writing something like multithreaded observer. I need some clarification.
Let's say I'm working with Subject, and I'm changing its state. Then Observers (in example - GUI widgets) have to be notified, so they could perform the update() method.
And there is my question: how am i handling those getValue() performed by many Observers? If it's just a getter for some variable, do i have to run it in new thread? Does it require any locking?
Or mayby there is a metod to just send those new value to GUI thread, and letting widgets there access those value. And again, can it be a single loop, or do i have to create another threads for every widget to get those value?
That's a difficult subject. Here are couple of things that will guide and help you with it.
Embrace eventual consistency. When one object updates on one thread, others will receive change notifications and update to the correct state eventually. Don't try to keep everything in sync all the time. Don't expect everything to be up to date all the time. Design your system to handle these situations. Check this video.
Use immutability especially for collections. Reading and writing to a collection from multiple threads can result in disasters. Don't do it. Use immutable collections or use snapshotting. Basically one object that will called from multiple thread will return a snapshot of the state of the collection. when a notification for a change is received, the reader (GUI in your case) will request a snapshot of the new state and update it accordingly.
Design rich Models. Don't use AnemicModels that have only setters and getters and let others manipulate them. Let the Model protect it's data and provide queries for it's state. Don't return mutable objects from properties of an object.
Pass data that describes changes with change notifications. This way readers (GUI) may sync their state only from the change data without having to read the target object.
Divide responsibility. Let the GUI know that it's single threaded and received notifications from the background. Don't add knowledge in your Model that it will be updated on a background thread and to know that it's called from the GUI and give it the responsibility of sending change requests to a specific thread. The Model should not care about stuff like that. It raises notifications and let subscribers handle them the way they need to. Let the GUI know that the change notification will be received on the background so it can transfer it to the UI thread.
Check this video. It describes different way you can do multithreading.
You haven't shown any code or specified language, so I'll give you an example in pseudo code using a Java/C# like language.
public class FolderIcon {
private Icon mIcon;
public Icon getIcon() { return mIcon; }
public FolderIcon(Icon icon) {
mIcon = icon;
}
}
public class FolderGUIElement : Observer {
private Folder mFolder;
private string mFolderPath;
public FolderGUIElement(Folder folder) {
mFolder = folder;
mFolderPath = mFolder.getPath();
folder.addChangeListener(this);
}
public void onSubjectChanged(change c) {
if(c instanceof PathChange) {
dispatchOnGuiThread(() => {
handlePathChange((PathChange)change);
});
}
}
handlePathChange(PathChange change) {
mFolderPath = change.NewPath;
}
}
public class Folder : Subject {
private string mPath;
private FolderIcon mIcon;
public string getPath() { return mPath; }
public FolderIcon getIcon() { return mIcon; }
public void changePath(string newPath) {
mPath = patnewPath;
notifyChanged(new PathChange(newPath));
}
public void changeIcon(FolderIcon newIcon) {
mIcon = newIcon;
notifyChanged(new IconChange(newIcon));
}
}
Notice couple of things in the example.
We are using immutable objects from Folder. That means that the GUI elements cannot get the value of Path or FolderIcon and change it thus affecting Folder. When changing the icon we are creating a brand new FolderIcon object instead of modifying the old one. Folder itself is mutable, but it uses immutable objects for it's properties. If you want you can use fully immutable objects. A hybrid approach works well.
When we receive change notification we read the NewPath from the PathChange. This way we don't have to call the Folder again.
We have changePath and changeIcon methods instead of setPath and setIcon. This captures the intent of our operations better thus giving our model behavior instead of being just a bag of getters and setters.
If you haven't read Domain Driven Design I highly recommend it. It's not about multithreading, but on how to design rich models. It's in my list of books that every developer should read. On concept in DDD is ValueObject. It's immutable and provide a great way to implement models and is especially useful in multithreaded systems.

How to Dispose SharpDX resources?

I have made two different posts the last couple of days about we going from XNA to MonoGame and how the application increase in memory and no input from keyboard is detected after the first time it has been launched.
Using WinForms with a button to start a MonoGame.
private void button1_Click(object sender, EventArgs e)
{
viThread = new Thread(Demo);
viThread.Priority = ThreadPriority.Highest;
viThread.Start();
}
private void Demo()
{
using(Demo d = new Demo())
d.Run();
}
Since Monogame are using SharpDX (XNA did not) I call for a function when i Exit the application with Game.Exit() which look like:
SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects().Length;
The number is always above 600. How can I Dispose/Remove all resources? I think that will solve both problems (memory leak for sure). Greetings
Both MonoGame and your code should dispose all objects and it will ultimately dispose SharpDX resources, but you should not having to dispose SharpDX resources directly. As MonoGame is a facade to SharpDX, it is usually considered as the owner of SharpDX objects. I don't know the details about MonoGame implementation, so I don't know if they are handling the whole Dispose process correctly but you should check this with them (A dispose of a Game class should call dispose on all GameComponent including the ContentManager... etc.)

Object Collision Issue - Weird Behaviour - Unity

I wondering if someone could give me a hand with this problem I'm having with objects and collisions in Unity.
I have a sphere object being controlled by the users phone's accelerometer. The sphere moves around fine but once it hits a wall the sphere starts acting weird. It pulls in the direction of the wall it collided with, starts bouncing, and just overall not responsive anymore to the movement of the phone.
Any idea as to why this could be happening?
Here is the script used to control the player's sphere.
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float speed;
void Update() {
Vector3 dir = Vector3.zero;
dir.x = Input.acceleration.x;
dir.z = Input.acceleration.y;
if (dir.sqrMagnitude > 1)
dir.Normalize();
dir *= Time.deltaTime;
transform.Translate(dir * speed);
}
void OnTriggerEnter (Collider other)
{
if (other.gameObject.tag == "Pickup") {
other.gameObject.SetActive(false);
}
}
}
That happens because your object has a 'Rigidbody' component, and, I suppose, it's not a kinetic rigidbody. Basically, it behaves just like it should: a real physical object will not pass through another object, that is the most basic behaviour of a physics engine. However, since you don't operate with the physics-based object using forces, but manually change it's position, you break a level of abstraction. In result, you move the object inside the wall, and now it can't get out.
Use ApplyForce method instead. If you want to pull or push object (instead of just move, which contradicts the fact that these objects are managed by physics) in a certain direction every frame, you should use ForceMode.Acceleration (or ForceMode.Force, if you want the effect to depend on the mass) every physics frame, which means that you have to use FixedUpdate method instead of Update.

How can I implement callback functions in a QObject-derived class which are called from non-Qt multi-threaded libraries?

(Pseudo-)Code
Here is a non-compilable code-sketch of the concepts I am having trouble with:
struct Data {};
struct A {};
struct B {};
struct C {};
/* and many many more...*/
template<typename T>
class Listener {
public:
Listener(MyObject* worker):worker(worker)
{ /* do some magic to register with RTI DDS */ };
public:
// This function is used ass a callback from RTI DDS, i.e. it will be
// called from other threads when new Data is available
void callBackFunction(Data d)
{
T t = extractFromData(d);
// Option 1: direct function call
// works somewhat, but shows "QObject::startTimer: timers cannot be started
// from another thread" at the console...
worker->doSomeWorkWithData(t); //
// Option 2: Use invokeMethod:
// seems to fail, as the macro expands including '"T"' and that type isn't
// registered with the QMetaType system...
// QMetaObject::invokeMethod(worker,"doSomeGraphicsWork",Qt::AutoConnection,
// Q_ARG(T, t)
// );
// Option 3: use signals slots
// fails as I can't make Listener, a template class, a QObject...
// emit workNeedsToBeDone(t);
}
private:
MyObject* worker;
T extractFromData(Data d){ return T(d);};
};
class MyObject : public QObject {
Q_OBJECT
public Q_SLOTS:
void doSomeWorkWithData(A a); // This one affects some QGraphicsItems.
void doSomeWorkWithData(B b){};
void doSomeWorkWithData(C c){};
public:
MyObject():QObject(nullptr){};
void init()
{
// listeners are not created in the constructor, but they should have the
// same thread affinity as the MyObject instance that creates them...
// (which in this example--and in my actual code--would be the main GUI
// thread...)
new Listener<A>(this);
new Listener<B>(this);
new Listener<C>(this);
};
};
main()
{
QApplication app;
/* plenty of stuff to set up RTI DDS and other things... */
auto myObject = new MyObject();
/* stuff resulting in the need to separate "construction" and "initialization" */
myObject.init();
return app.exec();
};
Some more details from the actual code:
The Listener in the example is a RTI DataReaderListener, the callback
function is onDataAvailable()
What I would like to accomplish
I am trying to write a little distributed program that uses RTI's Connext DDS for communication and Qt5 for the GUI stuff--however, I don't believe those details do matter much as the problem, as far as I understood it, boils down to the following:
I have a QObject-derived object myObject whose thread affinity might or might not be with the main GUI thread (but for simplicity, let's assume that is the case.)
I want that object to react to event's which happen in another, non-Qt 3rd-party library (in my example code above represented by the functions doSomeWorkWithData().
What I understand so far as to why this is problematic
Disclaimer: As usual, there is always more than one new thing one learns when starting a new project. For me, the new things here are/were RTI's Connext and (apparently) my first time where I myself have to deal with threads.
From reading about threading in Qt (1,2,3,4, and 5 ) it seems to me that
QObjects in general are not thread safe, i.e. I have to be a little careful about things
Using the right way of "communicating" with QObjects should allow me to avoid having to deal with mutexes etc myself, i.e. somebody else (Qt?) can take care of serializing access for me.
As a result from that, I can't simply have (random) calls to MyClass::doSomeWorkWithData() but I need to serialize that. One, presumably easy, way to do so is to post an event to the event queue myObject lives in which--when time is available--will trigger the execution of the desired method, MyClass::doSomeWorkWithData() in my case.
What I have tried to make things work
I have confirmed that myObject, when instantiated similarly as in the sample code above, is affiliated with the main GUI thread, i.e. myObject.thread() == QApplication::instance()->thread().
With that given, I have tried three options so far:
Option 1: Directly calling the function
This approach is based upon the fact that
- myObject lives in the GUI thread
- All the created listeners are also affiliated with the GUI thread as they are
created by `myObject' and inherit its thread that way
This actually results in the fact that doSomeWorkWithData() is executed. However,
some of those functions manipulate QGraphicsItems and whenever that is the case I get
error messages reading: "QObject::startTimer: timers cannot be started from another
thread".
Option 2: Posting an event via QMetaObject::invokeMethod()
Trying to circumvent this problem by properly posting an event for myObject, I
tried to mark MyObject::doSomeWorkWithData() with Q_INVOKABLE, but I failed at invoking the
method as I need to pass arguments with Q_ARG. I properly registered and declared my custom types
represented by struct A, etc. in the example), but I failed at the fact the
Q_ARG expanded to include a literal of the type of the argument, which in the
templated case didn't work ("T" isn't a registered or declared type).
Trying to use conventional signals and slots
This approach essentially directly failed at the fact that the QMeta system doesn't
work with templates, i.e. it seems to me that there simply can't be any templated QObjects.
What I would like help with
After spending about a week on attempting to fix this, reading up on threads (and uncovering some other issues in my code), I would really like to get this done right.
As such, I would really appreciate if :
somebody could show me a generic way of how a QObject's member function can be called via a callback function from another 3rd-party library (or anything else for that matter) from a different, non QThread-controlled, thread.
somebody could explain to me why Option 1 works if I simply don't create a GUI, i.e. do all the same work, just without a QGraphcisScene visualizing it (and the project's app being a QCoreApplication instead of a QApplication and all the graphics related work #defineed out).
Any, and I mean absolutely any, straw I could grasp on is truly appreciated.
Update
Based on the accepted answer I altered my code to deal with callbacks from other threads: I introduced a thread check at the beginning of my void doSomeWorkWithData() functions:
void doSomeWorkWithData(A a)
{
if( QThread::currentThread() != this->thread() )
{
QMetaObject::invokeMethod( this,"doSomeWorkWithData"
,Qt::QueuedConnection
,Q_ARG(A, a) );
return;
}
/* The actual work this function does would be below here... */
};
Some related thoughts:
I was contemplating to introduce a QMutexLocker before the if statement, but decided against it: the only part of the function that is potentially used in parallel (anything above the return; in the if statement) is--as far as I understand--thread safe.
Setting the connection type manually to Qt::QueuedConnection: technically, if I understand the documentation correctly, Qt should do the right thing and the default, Qt::AutoConnection, should end up becoming a Qt::QueuedConnection. But since would always be the case when that statement is reached, I decided to put explicitly in there to remind myself about why this is there.
putting the queuing code directly in the function and not hiding it in an interim function: I could have opted to put the call to invokeMethod in another interim function, say queueDoSomeWorkWithData()', which would be called by the callback in the listener and then usesinvokeMethodwith anQt::AutoConnection' on doSomeWorkWithData(). I decided against this as there seems no way for me to auto-code this interim function via templates (templates and the Meta system was part of the original problem), so "the user" of my code (i.e. the person who implements doSomeWorkWithData(XYZ xyz)) would have to hand type the interim function as well (as that is how the templated type names are correctly resolved). Including the check in the actual function seems to me to safe typing an extra function header, keeps the MyClass interface a little cleaner, and better reminds readers of doSomeWorkWithData() that there might be a threading issue lurking in the dark.
It is ok to call a public function on a subclass of QObject from another thread if you know for certain that the individual function will perform only thread-safe actions.
One nice thing about Qt is that it will handle foreign threads just as well as it handles QThreads. So, one option is to create a threadSafeDoSomeWorkWithData function for each doSomeWorkWithData that does nothing but QMetaMethod::invoke the non-threadsafe one.
public:
void threadSafeDoSomeWorkWithData(A a) {
QMetaMethod::invoke("doSomeWorkWithData", Q_ARG(A,a));
}
Q_INVOKABLE void doSomeWorkWithData(A a);
Alternatively, Sergey Tachenov suggests an interesting way of doing more or less the same thing in his answer here. He combines the two functions I suggested into one.
void Obj2::ping() {
if (QThread::currentThread() != this->thread()) {
// not sure how efficient it is
QMetaObject::invoke(this, "ping", Qt::QueuedConnection);
return;
}
// thread unsafe code goes here
}
As to why you see normal behaviour when not creating a GUI? Perhaps you're not doing anything else that is unsafe, aside from manipulating GUI objects. Or, perhaps they're the only place in which your thread-safety problems are obvious.

Creating a non-displayed, sized, UIView outside the UI thread?

Is there a way to manipulate the size of a non-displayed UIView from outside the UI thread prior to adding it to a displayed view?
While working through some asynchronous iOS code, I thought I would try to have an async method build up a UIView that would be displayed later [on the UI thread]. In this case, and this appears to be the "gotcha", it was a UILabel where I want to give it a predetermined frame size derived from a StringSize call. Unfortunately, the UIView constructor that takes a RectangleF frame calls UIApplication.EnsureOnUIThread first.
// Throws UIKitThreadAccessException on Frame-setting UILabel constructor.
Task<UILabel> getView = Task.Factory.StartNew(() => {
//... Do some async fun (e.g., call web service for some data for someNSString)
SizeF requiredStringSize = someNSString.StringSize(someFont, new SizeF(maxWidth, float.MaxValue), UILineBreakMode.WordWrap);
RectangleF someViewFrame = new RectangleF(PointF.Empty, requiredStringSize)
return new UILabel(someViewFrame);
});
Since I don't really need to set a valid location at the point of this task execution, I figured I could avoid setting the frame in the constructor and set the size afterwards. Unfortunately, you only seem to be able to set size by modifying UIView.Frame as a whole. While the parameter-less constructor does not make this UI thread call, as soon as I try to set the Frame to the size needed, the UIView.Frame accessor does and it blows up.
// Also throws UIKitThreadAccessException, this time when setting the Frame directly.
Task<UILabel> getView = Task.Factory.StartNew(() => {
//...do all the above stuff...
UIView someView = new UILabel();
someView.Frame = new RectangleF(someView.Frame.Location, requiredStringSize);
});
I've already decided to make my code more specific to the case at hand and use a Task<string> instead, letting the displaying code (run on the UI thread) handle the view creation, but it would be nice to know if this is possible since it would make the code I am writing more extensible.
UIKit is not designed to be used outside of the main thread.
I've seen some bizarre behaviour creep in when this rule is ignored, so I strongly advise against this.

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