- html - 出于某种原因,IE8 对我的 Sass 文件中继承的 html5 CSS 不友好?
- JMeter 在响应断言中使用 span 标签的问题
- html - 在 :hover and :active? 上具有不同效果的 CSS 动画
- html - 相对于居中的 html 内容固定的 CSS 重复背景?
所以我一直在Processing工作几个星期以来,虽然我没有编程经验,但我已经转向更复杂的项目。我正在编写一个进化模拟器,它会产生具有随机属性的生物。
最终,我将添加复制,但现在这些生物只是在屏幕上漂浮,并稍微跟随鼠标。它与来自线路的声音相互作用,但我将这些部分注释掉,以便可以在 Canvas 上查看,它不应该真正改变问题,我只是想我会指出它。
到目前为止,帧率对我来说远不理想,随着更多生物的产生,它会慢慢降低。我是否犯了一些根本性的错误,或者我只是每帧运行了太多功能?
这是源代码,你可以在浏览器中使用它here :
//import ddf.minim.*;
//import ddf.minim.signals.*;
//import ddf.minim.analysis.*;
//import ddf.minim.effects.*;
//Minim minim;
//AudioInput in;
boolean newCreature = true;
boolean matured[];
int ellipses[];
int hair[];
int maxCreatureNumber = 75;
//int volume;
//int volumeTolerance = 1;
int creatureIndex = -1;
int creatureX[];
int creatureY[];
float strokeWeightAttribute[];
float creatureSize[];
float creatureEndSize[];
float creatureXIncrement[];
float creatureYIncrement[];
float bubbleSize;
float easing = 0.05;
float angle = 0.00;
color colorAttribute[];
void setup() {
background(0);
size(1000,500);
noFill();
//minim = new Minim(this);
//in = minim.getLineIn(Minim.STEREO, 512);
creatureX = new int[maxCreatureNumber];
creatureY = new int[maxCreatureNumber];
ellipses = new int[maxCreatureNumber];
hair = new int[maxCreatureNumber];
strokeWeightAttribute = new float[maxCreatureNumber];
creatureEndSize = new float[maxCreatureNumber];
creatureSize = new float[maxCreatureNumber];
creatureXIncrement = new float[maxCreatureNumber];
creatureYIncrement = new float[maxCreatureNumber];
matured = new boolean[maxCreatureNumber];
colorAttribute = new color[maxCreatureNumber];
}
void draw() {
angle += 0.05;
fill(0, 50);
rect(-1, -1, 1001, 501);
// for(int i = 0; i < in.bufferSize() - 1; i++) {
// if(in.mix.get(i) * 50 > volumeTolerance) {
// volume++;
// }
// }
if(newCreature && creatureIndex < maxCreatureNumber - 1) {
initSpontaneousCreature();
}
updateCreatures();
// bubbleSize = volume/250;
bubbleSize += 0.01;
// volume = 0;
}
//void stop() {
// minim.stop();
// super.stop();
//}
void initSpontaneousCreature() {
creatureIndex++;
creatureEndSize[creatureIndex] = int(random(5, 20));
creatureX[creatureIndex] = int(random(1000));
if(creatureX[creatureIndex] >= 500) {
creatureX[creatureIndex] -= creatureEndSize[creatureIndex];
}
else {
creatureX[creatureIndex] += creatureEndSize[creatureIndex];
}
creatureY[creatureIndex] = int(random(500));
if(creatureY[creatureIndex] >= 250) {
creatureY[creatureIndex] -= creatureEndSize[creatureIndex];
}
else {
creatureY[creatureIndex] += creatureEndSize[creatureIndex];
}
ellipses[creatureIndex] = int(random(4));
hair[creatureIndex] = int(random(4));
strokeWeightAttribute[creatureIndex] = random(1, 4);
colorAttribute[creatureIndex] = color(int(random(20,255)), int(random(20,255)), int(random(20,255)));
matured[creatureIndex] = false;
newCreature = false;
while(ellipses[creatureIndex] == 0 && hair[creatureIndex] == 0) {
ellipses[creatureIndex] = int(random(4));
hair[creatureIndex] = int(random(4));
}
}
void updateCreatures() {
for(int n = 0; n <= creatureIndex; n++) {
if(matured[n]) {
creatureX[n] += ((((mouseX) - creatureX[n]) * easing) / (60/*-abs(volume/5))*/)) + random(-5, 6);
creatureY[n] += ((((mouseY) -creatureY[n]) * easing) / (60/*-abs(/*volume/5))*/)) + random(-5,6);
drawCreature();
}
else {
if(creatureEndSize[n] != creatureSize[n]) {
creatureSize[n] += bubbleSize;
if(creatureSize[n] > creatureEndSize[n]) {
creatureSize[n] -= (creatureSize[n] - creatureEndSize[n]);
}
}
else {
newCreature = true;
matured[n] = true;
// bubbleSize = 0;
}
drawCreature();
}
}
}
void drawCreature() {
for(int n = 0; n <= creatureIndex; n++) {
if(matured[n]) {
stroke(colorAttribute[n]);
strokeWeight(strokeWeightAttribute[n]);
for(int i = 0; i <= 4; i++) {
if(ellipses[n] == i) {
if(i == 0) {
}
else if (i == 1) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(180));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
popMatrix();
}
else if(i == 2) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(180));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(270));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
popMatrix();
}
else if(i == 3) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(90));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(180));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(270));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
popMatrix();
}
}
if(hair[n] == i) {
if(i == 0) {
}
else if (i == 1) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
for(int j = 0; j <= 360; j+=70) {
rotate(j);
stroke(colorAttribute[n], random(255));
line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
}
popMatrix();
}
else if(i == 2) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
for(int j = 0; j <= 360; j+=30) {
rotate(j);
stroke(colorAttribute[n], random(255));
line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
}
popMatrix();
}
else if(i == 3) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
for(int j = 0; j <= 360; j+=1) {
rotate(j);
stroke(colorAttribute[n], random(255));
line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
}
popMatrix();
}
}
}
}
if(!matured[n]) {
stroke(abs(sin(angle) * 255));
//strokeWeight(5);
ellipse(creatureX[n], creatureY[n], creatureSize[n] * 5, creatureSize[n] * 5);
noStroke();
}
}
}
最佳答案
是的,正如我所怀疑的,所有不必要的pushMatrix()
, popMatrix()
调用和大量的行似乎是罪魁祸首,但仍然有很多冗余代码。
我只是以更简洁的方式重构了代码,它似乎运行良好。
这是我的“改进”版本:
int maxCreatures = 75;
int numCreatures = 0;
int spawnNthFrame = 50;//spawn a creature every 50 frames
Creature[] creatures;
void setup() {
background(0);
size(1000,500);
noFill();
creatures = new Creature[maxCreatures];
}
void draw() {
fill(0, 50);
rect(-1, -1, 1001, 501);
if(frameCount % spawnNthFrame == 0){
println("creatures: " + numCreatures);
if(numCreatures < maxCreatures) {
//Creature constructor float endSize,int x, int y,int ellipses,int hair,float strokeW,color c
creatures[numCreatures] = new Creature(random(5, 20),int(random(1000)),int(random(500)),int(random(4)),int(random(4)),random(1, 4),color(int(random(20,255)), int(random(20,255)), int(random(20,255))));
numCreatures++;
}
}
for(int i = 0; i < numCreatures; i++) creatures[i].update();
}
class Creature{
int x,y,cXInc,cYInc;//if x,y are ints, increments would be into, right?
float cStrokeWeight,cSize,cEndSize,cSizeInc = 0.01,easing = 0.05,angle = 0.00;
color cColor;
int hair,numHair,ellipses;
boolean matured = false;
Creature(float endSize,int x, int y,int ellipses,int hair,float strokeW,color c){
cEndSize = endSize;
this.x = x;
if(x >= 500) x -= cEndSize;
else x += cEndSize;
this.y = y;
if(y >= 250) x -= cEndSize;
else x += cEndSize;
this.ellipses = ellipses;
this.hair = hair;
if(hair == 1) numHair = 3;//~5, half that, draw through centre, etc.
if(hair == 2) numHair = 6;
if(hair == 3) numHair = 30;//no default value
cStrokeWeight = strokeW;
this.cColor = c;
}
void update(){
if(matured) {
x += (((mouseX - x) * easing) / 60) + random(-5, 6);
y += (((mouseY - y) * easing) / 60) + random(-5, 6);
}else {
if(cSize < cEndSize) cSize += cSizeInc;
else matured = true;
angle += 0.05;
}
this.draw();
}
void draw(){
if(matured){
stroke(cColor);
strokeWeight(cStrokeWeight);
if(ellipses == 1){//2 ellipses diagonally
ellipse(x,y,cSize,cSize);
ellipse(x+cSize,y+cSize,cSize,cSize);
}
if(ellipses == 2){
ellipse(x,y,cSize,cSize);
ellipse(x,y+cSize,cSize,cSize);
ellipse(x+cSize,y+cSize,cSize,cSize);
}
if(ellipses == 3){
ellipse(x,y,cSize,cSize);
ellipse(x+cSize,y,cSize,cSize);
ellipse(x,y+cSize,cSize,cSize);
ellipse(x+cSize,y+cSize,cSize,cSize);
}
float hairAngleInc = TWO_PI/numHair;//angle increment for each piece = 360/number of hair lines
float hairAngle,hairLength,hairCos,hairSin;
for(int i = 0; i < numHair; i++){
hairAngle = hairAngleInc * i;
hairCos = cos(hairAngle);
hairSin = sin(hairAngle);
hairLength = random(20);
stroke(cColor, random(255));
line(x + (hairCos * -hairLength),y + (hairSin * -hairLength), x + (hairCos * hairLength),y + (hairSin * hairLength));
}
}else{
stroke(abs(sin(angle) * 255));
ellipse(x,y, cSize * 5, cSize * 5);
}
}
}
pushMatrix();
translate();
ellipse();
rotate()
ellipse()
popMatrix();
//if(i == 1) for(int j = 0; j <= 360; j+=70) , well 360/70 is about 5, if (i == 2) , 12 hair
//if = 3-> 360 lines ? do you really need that many lines, that thick ? how about 30 ? 5*12=60, but if you draw the lines through the centre, not from the centre, you can get away with half the lines
x = cos(angle) * radius
y = sin(angle) * radius
angle = hairAngle
radius = hairLength
x + (hairCos * -hairLength) =
move to x and from there move by hairLength
to the left(-) for the current angle (hairCos)
var maxCreatures = 75;
var numCreatures = 0;
var spawnNthFrame = 50;//spawn a creature every 50 frames
var creatures = [];
function setup() {
background(0);
createCanvas(1000,500);
noFill();
}
function draw() {
fill(0, 50);
rect(-1, -1, 1001, 501);
if(frameCount % spawnNthFrame === 0){
println("creatures: " + numCreatures);
if(numCreatures < maxCreatures) {
//Creature constructor float endSize,int x, int y,int ellipses,int hair,float strokeW,color c
creatures[numCreatures] = new Creature(random(5, 20),int(random(1000)),int(random(500)),int(random(4)),int(random(4)),random(1, 4),color(int(random(20,255)), int(random(20,255)), int(random(20,255))));
numCreatures++;
}
}
for(var i = 0; i < numCreatures; i++) creatures[i].update();
}
function Creature(endSize,x,y,ellipses,hair,strokeW,c){
this.x = x;
this.y = y;
this.ellipses = ellipses;
this.hair = hair;
this.numHair = 0;
this.cStrokeWeight = strokeW;
this.cColor = c;
this.cXInc = 0;
this.cYInc = 0.01;
this.cSize = 0;
this.cEndSize = endSize;
this.easing = 0.05;
this.angle = 0.0;
this.matured = false;
if(x >= 500) x -= this.cEndSize;
else x += this.cEndSize;
if(y >= 250) x -= this.cEndSize;
else x += this.cEndSize;
if(hair == 1) this.numHair = 3;//~5, half that, draw through centre, etc.
if(hair == 2) this.numHair = 6;
if(hair == 3) this.numHair = 30;//no default value
this.update = function(){
if(this.matured) {
this.x += (((mouseX - this.x) * this.easing) / 60) + random(-5, 6);
this.y += (((mouseY - this.y) * this.easing) / 60) + random(-5, 6);
}else {
if(this.cSize < this.cEndSize) this.cSize += this.cSizeInc;
else this.matured = true;
this.angle += 0.05;
}
this.draw();
}
this.draw = function(){
if(this.matured){
stroke(this.cColor);
strokeWeight(this.cStrokeWeight);
if(this.ellipses == 1){//2 ellipses diagonally
ellipse(this.x,this.y,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
}
if(this.ellipses == 2){
ellipse(this.x,this.y,this.cSize,this.cSize);
ellipse(this.x,this.y+this.cSize,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
}
if(this.ellipses == 3){
ellipse(this.x,this.y,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y,this.cSize,this.cSize);
ellipse(this.x,this.y+this.cSize,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
}
var hairAngleInc = TWO_PI/this.numHair;//angle increment for each piece = 360/number of hair lines
var hairAngle,hairLength,hairCos,hairSin;
for(var i = 0; i < this.numHair; i++){
hairAngle = hairAngleInc * i;
hairCos = cos(hairAngle);
hairSin = sin(hairAngle);
hairLength = random(20);
stroke(this.cColor, random(255));
line(this.x + (hairCos * -hairLength),this.y + (hairSin * -hairLength), this.x + (hairCos * hairLength),this.y + (hairSin * hairLength));
}
}else{
stroke(abs(sin(this.angle) * 255));
ellipse(this.x,this.y, this.cSize * 5, this.cSize * 5);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.4/p5.min.js"></script>
关于optimization - 处理:如何提高程序的帧率?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/4320162/
我正在尝试运行以下代码片段,以使曲线适合一些经验数据,但在Julia Optim.jl包中,optimize()方法一直存在问题。我正在使用Julia v1.1.0,并安装了所有正确的软件包。我不断收
时不时你会听到一些故事,这些故事旨在说明某人在某件事上有多擅长,有时你会听到这个人如何热衷于代码优化,以至于他优化了他的延迟循环。 因为这听起来确实是一件奇怪的事情,因为启动“计时器中断”而不是优化的
我正在尝试使用 z3py 作为优化求解器来最大化从一张纸上切出的长方体的体积。 python API 提供了 Optimize() 对象,但使用它似乎不可靠,给我的解决方案显然不准确。 我尝试使用 h
我今天接受了采访。这个问题是为了优化下面的代码。如果我们将在 for 循环之后看到下面的代码,那么下面有四个“if-else”步骤。所以,面试官要求我将其优化为 3 if-else 行。我已经尝试了很
我使用BFGS算法使用Optim.jl库来最小化Julia中的函数。今天,我问了一个关于同一个库的question,但是为了避免混淆,我决定将它分成两部分。 我还想对优化后的负逆黑森州进行估算,以进行
在 haskell 平台中实现许多功能时有一个非常常见的模式让我很困扰,但我找不到解释。这是关于使用嵌套函数进行优化。 where 子句中的嵌套函数旨在进行尾递归的原因对我来说非常清楚(如 lengt
我目前正试图利用 Julia 中的 Optim 包来最小化成本函数。成本函数是 L2 正则化逻辑回归的成本函数。其构造如下; using Optim function regularised_cost
我正在使用 GEKKO 来解决非线性规划问题。我的目标是将 GEKKO 性能与替代方案进行比较,因此我想确保我从 GEKKO 中获得其所能提供的最佳性能。 有n个二元变量,每个变量都分配有一个权
我可以手动更改参数C和epsilon以获得优化结果,但我发现有PSO(或任何其他优化算法)对SVM进行参数优化。没有算法。什么意思:PSO如何自动优化SVM参数?我读了几篇关于这个主题的论文,但我仍然
我正在使用 scipy.optimize.fmin_l_bfgs_b 来解决高斯混合问题。混合分布的均值通过回归建模,其权重必须使用 EM 算法进行优化。 sigma_sp_new, func_val
当你有一个 Option ,编译器知道 NULL永远不是 &T 的可能值, 和 encodes the None variant as NULL instead .这样可以节省空间: use std:
当你有一个 Option ,编译器知道 NULL永远不是 &T 的可能值, 和 encodes the None variant as NULL instead .这样可以节省空间: use std:
以下是说明我的问题的独立示例。 using Optim χI = 3 ψI = 0.5 ϕI(z) = z^-ψI λ = 1.0532733 V0 = 0.8522423425 zE = 0.598
根据MySQL文档关于Optimizing Queries With Explain : * ALL: A full table scan is done for each combination o
我无法预览我的 Google 优化工具体验。 Google 优化抛出以下错误: 最佳答案 我也经常遇到这种情况。 Google 给出的建议是错误的。清除 cookie 并重新启动浏览器并不能解决问题。
我一直在尝试使用 optim()或 optimize()函数来最小化绝对预测误差的总和。 我有 2 个向量,每个长度为 28,1 个包含预测数据,另一个包含过去 28 天的实际数据。 fcst和 ac
在我对各种编译器书籍和网站的独立研究中,我了解到编译器可以优化正在编译的代码的许多不同方法,但我很难弄清楚每种优化会带来多少好处给予。 大多数编译器编写者如何决定首先实现哪些优化?或者哪些优化值得付出
我在我的项目中使用 System.Web.Optimizations BundleConfig。我在我的网站上使用的特定 jQuery 插件遇到了问题。如果我将文件添加到我的 ScriptBundle
我收到这个错误 Error: webpack.optimize.CommonsChunkPlugin has been removed, please use config.optimization.
scipy的optimize.fmin和optimize.leastsq有什么区别?它们似乎在 this example page 中以几乎相同的方式使用.我能看到的唯一区别是 leastsq 实际上
我是一名优秀的程序员,十分优秀!