SwapChainBackgroundPanel not calling Rendering event when GPU picking - DirectX and XAML - xaml

I have already sort of asked this question already here (Previous Question) but it only got a handful of views and zero answers/comments so I thought I'd give it a go again with some more info that I've found.
I basically have a Windows Store DirectX + XAML app that I'm developing. I currently have the problem that the Rendering event of the SwapChainBackgroundPanel that I use for DirectX rendering (as per the Windows 8 example on MSDN) sometimes isn't called when the user is interacting with the app.
It will continue to update if I am doing something with the camera such as changing what it's looking at based on touch/mouse position but it won't be called if I am picking and I don't know why.
I use the standard GPU picking method (where I render the scene with a unique color for each object and then take a 1x1 texture of the press area to find the selected object) but when I am using this picking technique to select multiple objects (the user drags their finger/mouse over many objects) Rendering isn't being called. So in effect what happens is, lots of objects get selected but the user only sees this when they remove their finger/stop pressing the mouse button.
Is there any reason why this is happening? Is it because of the GPU picking method? And if so is there a way around it rather than using the ray-trace picking method (which considerably slows down picking for a large number of objects)?
Has anyone else had this problem? Is there an explanation from Microsoft anywhere that it is deliberate that rendering doesn't get called while this is happening?
Thanks for your time.

Related

Kivy: Depth Oder not so in Depth

Now I could be wrong about this but after testing it all day, I have discovered...
When adding a widget and setting the z-index, the value "0" seems to be the magic depth.
If a widget's Z is at 0, it will be drawn on top of everything that's not at 0, Z wise.
It doesn't matter if a widget has a z-index of 99, -999, 10, -2 or what ever... It will not appear on top of a widget who's z-index is set to 0.
It gets more strange though...
Any index less than -2 or greater than 2 seems to create an "index out of range" error. Funny thing is...when I was working with a background and sprite widget, the background's Z was set to 999 and no errors. When I added another sprite widget, that's when the -2 to 2 z-index limitation appeared.
Yeah I know...sounds whacked!
My question is, am I right about "0" being the magic Z value?
If so, creating a simple 23D effect like making a sprite move being a big rock will take some unwanted code.
Since you can only set Z when adding,a widget, one must remove and immediately add back, with the new Z value...a widget.
You'll have to do this with the moving sprite and the overlapping object in question. Hell, I already have that code practically written but I want to find out from Kivy pros, is there a way to set z-index without removing and adding a widget.
If not, I'll have to settle for the painful way.
My version of Kivy is 1.9.0
What do you mean by z-order? Drawing order is determined entirely by order of widgets being added to the parent, and the index argument to add_widget is just a list index at which the widget will be inserted. The correct way to change drawing order amongs widgets is to remove and add them (actually you can mess with the canvases manually but this is the same thing just lower level, and not a better idea).
I found a working solution using basic logic based on the fact widgets have to be removed and added again in order to control depth/draw order.
I knew the Main Character widget had to be removed along with the object in question...so I created a Main Character Parent widget, which defines and control the Main Character, apart from its Graphic widget.
My test involves the Main Character walking in front of a large rock, then behind it...creating a 23D effect.
I simply used the "y-" theory along with widget attach and detach code to create the desired effect.
The only thing that caught me off guard was the fact my Graphic widget for my Actor was loading textures. That was a big no no because the fps died.
Simple fix, moved the texture loading to the Main Character Parent widget and the loading is done once for all-time.
PS, if anyone knows how to hide the scrollbars and wish to share that knowledge, it'll be much appreciated. I haven't looked for an API solution for it yet but I will soon.
Right now I'm just trying to make sure I can do the basic operations necessary for creating a commercial 23D game (handhelds).
I'm a graphic artist and web developer so coming up with lovely visuals won't be an issue. I'm more concerned with what'll be "under the hood" so to say. Hopefully enough, lol.

How to see redraw activity in QML?

According to a Qt blog post from 2011, there is supposed to be an environment variable QML_FLASH_MODE that can be set to 1 to see which areas of a QML application are being repainted.
I have set this variable for a Qt Quick 2 application that I'm writing and there is no visual difference to running the application without this variable.
Is there any other way to see QML redrawing activity? I'm trying to troubleshoot performance issues.
It looks like QML_FLASH_MODE was removed in this commit as part of refactoring to support separate rendering loops per window. Reason why it was removed is not obvious, but anyway its gone now.
If you think QML_FLASH_MODE will help you to analyse your scene, you can always get back to Qt 5.1.1 where it still should be present.
On the other hand, to visually analyse scene is not always efficient. I suggest to use qtcreator's profiling. Take a look at property bindings that reevaluated just before painting happens. This should help you to figure which property changes have triggered redraw and could give you some hints on how to optimise your scene.
If you just want to count fps or log when frames being painted, check QQuickWindow::frameSwapped signal.

Repeating NSTimer locks UI thread

First of all, I know there are a few other StackOverflow questions about this subject, but I have read them all and I still am confused about what to do for my situation. I'm probably missing something obvious here, if you could help clarify that would be much appreciated!
I have a app which is doing a lot of work to animate images within a view - mainly comprised of a number of images moving in straight lines for a second or two at a time. I considered at first making them all simple, once off animations using UIView animateWithDuration for the whole duration of the movement. But I found that didn't give me a lot of power to intercept the movement or stop it or check where it was up to, so I scrapped that. My new approach is to use an NSTimer, firing 20 times per second, doing incremental movements. This way I also can intervene (almost) instantly to change the animation or stop it or update a status label based on how far through it is, etc, etc.
First of all...there probably is a better way than this. Feel free to suggest something better!
Assuming this is acceptable though, my issue now is that while these animations are happening, I can't click any of the other controls on the UI. I get no response. It's not like it's just slow or delayed either - the click never comes through. It seems that the NSTimer processing totally locks the UI - but only from new interactions. Changes I make to the UI within the timer processing method happen just fine, and are very snappy.
From what I've read this shouldn't happen. However I also saw a comment on this question saying that if the timer processing is intensive then it could lock the UI thread. I don't see my processing to be that intensive here - certainly no resource requests, just a bit of data manipulating and animating some objects - but I could be underplaying it.
What are my options here? At first I thought I might create a new thread to kick off the timer. But I remember reading that the UI updates have to happen on the main thread anyway. Why is this? And plus, would that really solve the issue? Am I just asking too much of the device to process this timer as well as UI interactions? Is there something else I'm missing?
Any and all advice would be appreciated.
Edit:
I've just found the cause of my UI blocking problem. I was using the animateWithDuration with blocks, but was not setting the options. Therefore UIViewAnimationOptionAllowUserInteraction was not set. I changed it to set this option and my UI is happily responding now.
That said, I'll still leave this question open for specific suggestions regarding my overall approach. Thanks.
I would consider using CADisplayLink. From the documentation:
A CADisplayLink object is a timer object that allows your application to synchronize its drawing to the refresh rate of the display.
Your application creates a new display link, providing a target object and a selector to be called when the screen is updated. Next, your application adds the display link to a run loop.
Once the display link is associated with a run loop, the selector on the target is called when the screen’s contents need to be updated. The target can read the display link’s timestamp property to retrieve the time that the previous frame was displayed. For example, an application that displays movies might use the timestamp to calculate which video frame will be displayed next. An application that performs its own animations might use the timestamp to determine where and how displayed objects appear in the upcoming frame. The duration property provides the amount of time between frames. You can use this value in your application to calculate the frame rate of the display, the approximate time that the next frame will be displayed, and to adjust the drawing behavior so that the next frame is prepared in time to be displayed.
Your application can disable notifications by setting the paused property to YES. Also, if your application cannot provide frames in the time provided, you may want to choose a slower frame rate. An application with a slower but consistent frame rate appears smoother to the user than an application that skips frames. You can increase the time between frames (and decrease the apparent frame rate) by changing the frameInterval property.
When your application finishes with a display link, it should call invalidate to remove it from all run loops and to disassociate it from the target.
CADisplayLink should not be subclassed.
I'm not totally sure how everything is handled in your program, but you might want to just consider having one thread/timer that controls all of the objects and their movements. There's really no need to create a separate thread/timer for every single object, as that will easily cause problems.
You can just create a class for your moving items with some variables that contain information about their direction, speed, duration, etc, and then have a controlling thread/timer calculate and move the objects. You can then intervene onto the one main controller object instead of having to deal with many other objects.
I think you'll find that even if you optimize this, timer based animation like this is not going to perform well.
You might want to ask about the specific things that you think you couldn't do with CoreAnimation. If you solve those issues, you'll end up with a much better result than trying to roll your own.

I want to animate the movement of a foreign OS X app's window

Background: I recently got two monitors and want a way to move the focused window to the other screen and vice versa. I've achieved this by using the Accessibility API. (Specifically, I get an AXUIElementRef that holds the AXUIElement associated with the focused window, then I set the NSAccessibilityPositionAttribute value to move the window.
I have this working almost exactly the way I want it to, except I want to animate the movement of windows. I thought that if I could get the NSWindow somehow, I could get its layer and use CoreAnimation to animate the window movement.
Unfortunately, I found out that this isn't possible. (Correct me I'm wrong though -- if there's a way to do it this way it'd be great!) So I'm asking you all for help. How should I go about animating the movement of the focused window, if I have access to the AXUIElementRef?
-R
--EDIT
I was able to get a crude animation going by creating a while loop and moving the position of the window by a small amount each time to make a successful animation. However, the results are pretty sub-par. As you can guess, it takes a lot of unnecessary processing power, and is still very choppy. There must be a better way.
The best possible way I can imagine would be to perform some hacky property comparison between the AXUIElement info values for the window and the info returned from the CGWindow api. Once you're able to ascertain what windows in the CGWindow API match AXUIElementRefs, you could grab bitmaps of the current window contents, overlay the screen with your own custom animation draw of the faux windows, then as you drop the overlay set the real AXUIElementRef's to the desired-end-animation positions.
Hacky, tho.

Valueurl Binding On Large Arrays Causes Sluggish User Interface

I have a large data set (some 3500 objects) that returns from a remote server via HTTP. Currently the data is being presented in an NSCollectionView. One aspect of the data is a path pack to the server for a small image that represents the data (think thumbnail for simplicity).
Bindings works fantastically for the data that is already returned, and binding the image via a valueurl binding is easy to do. However, the user interface is very sluggish when scrolling through the data set - which makes me think that the NSCollectionView is retrieving all the image data instead of just the image data used to display the currently viewable images.
I was under the impression that Cocoa controls were smart enough to only retrieve data for the information that is actually being output to the user interface through lazy loading. This certainly seems to be the case with NSTableView - but I could be misguided on this thought.
Should valueurl binding act lazily and, moreover, should it act lazily in an NSCollectionView?
I could create a caching mechanism (in fact I already have such a thing in place for another application - see my post here if you are interested Populating NSImage with data from an asynchronous NSURLConnection) but I really don't want to go this route if I don't have to for this specific implementation as the user could potentially change data sets often and may only want small sub-sets of the data.
Any suggested approaches?
Thanks!
Update
After some more testing it seems that the problem arises because a scroll action through the data set causes each image to be requested from the server. Once all the images have been passed over in the data set the response is very fast.
So question... is there any way of turning off the valueurl fetch while scrolling and turning it back on when scrolling has finished?
My solution is to use a custom caching mechanism like the one I already use for another application. The problem manifests itself because as you scroll past images that have not yet been downloaded, the control triggers itself to go and fetch the as yet non-downloaded files.
Once downloaded the images are available locally and therefore scrolling speed normalizes. The solution is to check to see if the image is available locally and present an alternate app-bundle graphic while the image is being downloaded in the background. Once the image has been downloaded, update the model with the image replacing the stub image that came from the bundle.
This leaves the UI in a very responsive state throughout, leaves the user with the ability to interact and allows for a custom background management of the images.
Of course it would have been nice if Cocoa id all this for me, but then what would I be left to do? :-)