I have been developing a very simple text game using Objective C and Xcode. It is almost done but I am having a problem, the scanf method stops the loop and asks for user input while I need the computer to be running the rest of the loop, the solution I came up with was running two while loops at the same time, one being the logic loop and another being a loop for user input.
I have been doing my research and it looks like using threads are the way to go, I just have not found a tutorial that will break it down for a n00b in Objective C (I am decent in java, I just have never worked with threads). If anybody could explain them or link me to a very broken down tutorial that would be great. Or if anybody has another idea I am open to anything else.
Necessary Code (The scanf I am having a problem with has asterisks on the line):
while(running != 0)
{
if(gameState == 1)
{
if(timeToGenerateNum == true)
{
while(randNumber < 10000000)
{
randNumber = arc4random() % 100000000;
}
NSLog(#"%i", randNumber);
timeToGenerateNum = false;
}
else
{
while(time <= 2500)
{
NSLog(#"Testing");
time++;
******************scanf("%i", &userNum);************************
if(userNum == randNumber)
{
score += time;
time = 0;
timeToGenerateNum = true;
}
}
NSLog(#"Game Over! Your score was %i!", score);
running = 0;
}
}
else if(gameState == 2)
{
NSLog(#"To play, simply type in the number that appears on the screen.");
NSLog(#"But be careful, you only have a short amount of time before GAME OVER!");
NSLog(#"The quicker you type in the number the more score you get!");
NSLog(#"Are you ready to start, if so type '1' and press enter!");
scanf("%i", &gameState);
}
}
You're going to have to learn a bit about BSD (Unix, Linux) input/output to pull this off: replace your call to scanf with a non-blocking function you write to acquire input from the user's keyboard.
This function should immediately return whatever the user typed, or immediately return with a zero character count if she didn't type anything.
Read up on the select(2) system call, and keep in mind that keyboard input (standard input) is the first file descriptor, file descriptor zero.
Related
It is my first attempt to implement recursion with CUDA. The goal is to extract all the combinations from a set of chars "12345" using the power of CUDA to parallelize dynamically the task. Here is my kernel:
__device__ char route[31] = { "_________________________"};
__device__ char init[6] = { "12345" };
__global__ void Recursive(int depth) {
// up to depth 6
if (depth == 5) return;
// newroute = route - idx
int x = depth * 6;
printf("%s\n", route);
int o = 0;
int newlen = 0;
for (int i = 0; i<6; ++i)
{
if (i != threadIdx.x)
{
route[i+x-o] = init[i];
newlen++;
}
else
{
o = 1;
}
}
Recursive<<<1,newlen>>>(depth + 1);
}
__global__ void RecursiveCount() {
Recursive <<<1,5>>>(0);
}
The idea is to exclude 1 item (the item corresponding to the threadIdx) in each different thread. In each recursive call, using the variable depth, it works over a different base (variable x) on the route device variable.
I expect the kernel prompts something like:
2345_____________________
1345_____________________
1245_____________________
1234_____________________
2345_345_________________
2345_245_________________
2345_234_________________
2345_345__45_____________
2345_345__35_____________
2345_345__34_____________
..
2345_245__45_____________
..
But it prompts ...
·_____________
·_____________
·_____________
·_____________
·_____________
·2345
·2345
·2345
·2345
...
What I´m doing wrong?
What I´m doing wrong?
I may not articulate every problem with your code, but these items should get you a lot closer.
I recommend providing a complete example. In my view it is basically required by Stack Overflow, see item 1 here, note use of the word "must". Your example is missing any host code, including the original kernel call. It's only a few extra lines of code, why not include it? Sure, in this case, I can deduce what the call must have been, but why not just include it? Anyway, based on the output you indicated, it seems fairly evident the launch configuration of the host launch would have to be <<<1,1>>>.
This doesn't seem to be logical to me:
I expect the kernel prompts something like:
2345_____________________
The very first thing your kernel does is print out the route variable, before making any changes to it, so I would expect _____________________. However we can "fix" this by moving the printout to the end of the kernel.
You may be confused about what a __device__ variable is. It is a global variable, and there is only one copy of it. Therefore, when you modify it in your kernel code, every thread, in every kernel, is attempting to modify the same global variable, at the same time. That cannot possibly have orderly results, in any thread-parallel environment. I chose to "fix" this by making a local copy for each thread to work on.
You have an off-by-1 error, as well as an extent error in this loop:
for (int i = 0; i<6; ++i)
The off-by-1 error is due to the fact that you are iterating over 6 possible items (that is, i can reach a value of 5) but there are only 5 items in your init variable (the 6th item being a null terminator. The correct indexing starts out over 0-4 (with one of those being skipped). On subsequent iteration depths, its necessary to reduce this indexing extent by 1. Note that I've chosen to fix the first error here by increasing the length of init. There are other ways to fix, of course. My method inserts an extra _ between depths in the result.
You assume that at each iteration depth, the correct choice of items is the same, and in the same order, i.e. init. However this is not the case. At each depth, the choices of items must be selected not from the unchanging init variable, but from the choices passed from previous depth. Therefore we need a local, per-thread copy of init also.
A few other comments about CUDA Dynamic Parallelism (CDP). When passing pointers to data from one kernel scope to a child scope, local space pointers cannot be used. Therefore I allocate for the local copy of route from the heap, so it can be passed to child kernels. init can be deduced from route, so we can use an ordinary local variable for myinit.
You're going to quickly hit some dynamic parallelism (and perhaps memory) limits here if you continue this. I believe the total number of kernel launches for this is 5^5, which is 3125 (I'm doing this quickly, I may be mistaken). CDP has a pending launch limit of 2000 kernels by default. We're not hitting this here according to what I see, but you'll run into that sooner or later if you increase the depth or width of this operation. Furthermore, in-kernel allocations from the device heap are by default limited to 8KB. I don't seem to be hitting that limit, but probably I am, so my design should probably be modified to fix that.
Finally, in-kernel printf output is limited to the size of a particular buffer. If this technique is not already hitting that limit, it will soon if you increase the width or depth.
Here is a worked example, attempting to address the various items above. I'm not claiming it is defect free, but I think the output is closer to your expectations. Note that due to character limits on SO answers, I've truncated/excerpted some of the output.
$ cat t1639.cu
#include <stdio.h>
__device__ char route[31] = { "_________________________"};
__device__ char init[7] = { "12345_" };
__global__ void Recursive(int depth, const char *oroute) {
char *nroute = (char *)malloc(31);
char myinit[7];
if (depth == 0) memcpy(myinit, init, 6);
else memcpy(myinit, oroute+(depth-1)*6, 6);
myinit[6] = 0;
if (nroute == NULL) {printf("oops\n"); return;}
memcpy(nroute, oroute, 30);
nroute[30] = 0;
// up to depth 6
if (depth == 5) return;
// newroute = route - idx
int x = depth * 6;
//printf("%s\n", nroute);
int o = 0;
int newlen = 0;
for (int i = 0; i<(6-depth); ++i)
{
if (i != threadIdx.x)
{
nroute[i+x-o] = myinit[i];
newlen++;
}
else
{
o = 1;
}
}
printf("%s\n", nroute);
Recursive<<<1,newlen>>>(depth + 1, nroute);
}
__global__ void RecursiveCount() {
Recursive <<<1,5>>>(0, route);
}
int main(){
RecursiveCount<<<1,1>>>();
cudaDeviceSynchronize();
}
$ nvcc -o t1639 t1639.cu -rdc=true -lcudadevrt -arch=sm_70
$ cuda-memcheck ./t1639
========= CUDA-MEMCHECK
2345_____________________
1345_____________________
1245_____________________
1235_____________________
1234_____________________
2345__345________________
2345__245________________
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1345__345________________
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...
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========= ERROR SUMMARY: 0 errors
$
The answer given by Robert Crovella is correct at the 5th point, the mistake was in the using of init in every recursive call, but I want to clarify something that can be useful for other beginners with CUDA.
I used this variable because when I tried to launch a child kernel passing a local variable I always got the exception: Error: a pointer to local memory cannot be passed to a launch as an argument.
As I´m C# expert developer I´m not used to using pointers (Ref does the low-level-work for that) so I thought there was no way to do it in CUDA/c programming.
As Robert shows in its code it is possible copying the pointer with memalloc for using it as a referable argument.
Here is a kernel simplified as an example of deep recursion.
__device__ char init[6] = { "12345" };
__global__ void Recursive(int depth, const char* route) {
// up to depth 6
if (depth == 5) return;
//declaration for a referable argument (point 6)
char* newroute = (char*)malloc(6);
memcpy(newroute, route, 5);
int o = 0;
int newlen = 0;
for (int i = 0; i < (6 - depth); ++i)
{
if (i != threadIdx.x)
{
newroute[i - o] = route[i];
newlen++;
}
else
{
o = 1;
}
}
printf("%s\n", newroute);
Recursive <<<1, newlen>>>(depth + 1, newroute);
}
__global__ void RecursiveCount() {
Recursive <<<1, 5>>>(0, init);
}
I don't add the main call because I´m using ManagedCUDA for C# but as Robert says it can be figured-out how the call RecursiveCount is.
About ending arrays of char with /0 ... sorry but I don't know exactly what is the benefit; this code works fine without them.
I have looked all over and I cannot seem to figure out how to do this.
I have a parent process that has created a pipe()
Now, I want to fork() the parent and then execlp() and pass the pipe() to the new program as a command line argument.
Then from inside the new program I need to be able to read the pipefd.
I've seen a bunch of stuff on how to do it from inside the same process, but nothing on how to do it like this.
Edit: Initial post is/was rather vague.
What I have so far is:
int pfd[2];
if(pipe(pfd) == -1) {
perror("Creating pipe\n");
exit(1);
}
pid_t pid = fork();
if(pid == -1) {
fprintf (stderr, "Initiator Error Message : fork failed\n");
return -1;
}
else if(pid == 0) { // child process
close(pipe0[1]); // close(write);
execlp("program", "program", pipe0[0], NULL);
}
but then I don't really understand what I should do from inside "program" to get the FD. I tried assigning it to all sorts of things, but they all seem to error.
Thank you in advance!
The forked and execed child automatically inherit the open pipe descriptors and the pipe output is usually fed as standard input so that a command line argument to find the pipe is pretty redundant:
if(!pipe(&pipefd))
switch(fork()) {
case 0: !dup2(pipefd[0],0)&&
execlp("cat","cat","-n","/dev/fd/0",0);
case -1: return perror("fork");
default: write(pipefd[1],"OK\n",3);
}
Basically, I want it so that when I have 2 keys pressed together (both A and D, specifically), the last key pressed should have priority, and the key before that should be "suppressed" (no input).
For example: in a game, when you press A, your character moves to the left, and when you press D, he moves to the right.
Pressing those 2 keys together makes the character stop.
Now the thing here is that I don't want the character to stop, I want him to continue to move, based on the last key I pressed, even though I'm holding 2 keys at the same time.
I thought this was going to be a trivial task but I actually got a little overwhelmed after trying to learn how to implement this (I'm a noob, sorry :C ), so I came here looking for some help on how to do this on AHK or any easy to compile scripting language that directly changes the input of a key. I'm not trying to modify or create a game, so a script that remaps those keys is enough!
Autohotkey example, following your "A and D, specifically" question:
for k,v in StrSplit("ad")
Hotkey, % "~$" v,Silveirous
Silveirous:
t:=SubStr(A_PriorHotkey,3)
if GetKeyState(t) and (A_ThisHotkey!=A_PriorHotkey)
Send {%t% up}
return
Documentation:
for k,v in, StrSplit(), Hotkey,,,, "~$", SubStr(), A_Prior/ThisHotkey, if, GetKeyState(), t:=... and ... !=, Send {%t% up}
Edit:
Another solution, made to be working as explained in OP's edit/comment:
#If GetKeyState("d","p")
~a::Send {d up}
~a up::Send {d down}
#If GetKeyState("a","p")
~d::Send {a up}
~d up::Send {a down}
#If
Make sure to mind the difference between #If and if (expression) usage cases.
I'm too late but this could help someone in future :)
Basically you need a variable to keep track of which direction the character faced first and act according to that. A code example could be:
let currentDir = 0;
let maxSpeed = (deltaTime * someConstant);
if (IsKeyDown(KEY_RIGHT) && IsKeyDown(KEY_LEFT))
{
if (currentDir == 1)
speed.x = -maxSpeed;
else if (currentDir == -1)
speed.x = maxSpeed;
}
else if (IsKeyDown(KEY_LEFT))
{
currentDir = -1;
speed.x = -maxSpeed;
}
else if (IsKeyDown(KEY_RIGHT))
{
currentDir = 1;
speed.x = maxSpeed;
}
else
{
speed.x = 0.0f;
currentDir = 0;
}
//And at last player's position would change every frame
player.x += speed.x;
Then when you press left while pressing right the character moves left without stopping and vice versa :)
I'm doing pixel processing and when I call an empty Objective-C method, it uses 25% more CPU.
Furthermore another strange occurrence is if I have another Obj-C function call in that method that never gets called, it increases the CPU usage by an extra 10%.
Here's the code I'm calling:
- (void)addLeftCorner:(struct Position)p top:(BOOL)top {
if (top) {
[blackBorderLock lock];
[topLeftAllyMinionCorners addObject:[NSValue valueWithBytes:&p objCType:#encode(struct Position)]];
[blackBorderLock unlock];
} else {
[blackBorderLock lock];
[bottomLeftAllyMinionCorners addObject:[NSValue valueWithBytes:&p objCType:#encode(struct Position)]];
[blackBorderLock unlock];
}
}
- (void) processPixel:(uint8_t *)pixel x:(int)x y:(int)y{
//Assume multithreaded
if (pixel[0] == 0 && pixel[1] == 0 && pixel[2] == 0) {
//Check if top left border
if (x < imageData.imageWidth-1) {
if (y < imageData.imageHeight-1) { //Check for top left bar
//Check bottom right pixel
uint8_t *bottomRightPixel = pixel + (imageData.imageWidth + 1)*4;
if (bottomRightPixel[2] == 81 && bottomRightPixel[1] == 162 && bottomRightPixel[0] == 230) {
uint8_t *rightPixel = pixel + (1)*4;
if (rightPixel[0] == 0 && rightPixel[1] == 0 && rightPixel[2] == 0) {
uint8_t *bottomPixel = pixel + (imageData.imageWidth)*4;
if (bottomPixel[0] == 0 && bottomPixel[1] == 0 && bottomPixel[2] == 0) {
struct Position p;p.x=x;p.y=y;
[self addLeftCorner:p top:true];
}
}
}
}
if (y > 0) { //Check for bottom left bar
//Check top right pixel
uint8_t *topRightPixel = pixel + (-imageData.imageWidth + 1)*4;
if (topRightPixel[2] == 40 && topRightPixel[1] == 80 && topRightPixel[0] == 114) {
uint8_t *rightPixel = pixel + (1)*4;
if (rightPixel[0] == 0 && rightPixel[1] == 0 && rightPixel[2] == 0) {
uint8_t *topPixel = pixel - (imageData.imageWidth)*4;
if (topPixel[0] == 0 && topPixel[1] == 0 && topPixel[2] == 0) {
struct Position p;p.x=x;p.y=y;
[self addLeftCorner:p top:false];
}
}
}
}
}
}
}
In running this, the addLeftCorner never gets called yet if I comment it out, I get an extra 10% CPU usage. Also just calling the method processPixel takes 25% CPU usage alone.
Why is this? Is there a way to optimize it? I'd like to get that 35% CPU back.
TL;DR - You will want to investigate the use of NSObject -methodForSelector: as a means of avoiding Objective-C runtime overhead. Use this judiciously.
-
There's some terminology that comes from Smalltalk that is useful in keeping a mental model of what's really going on. We generally refer to invoking a method rather than calling a function in recognition that a dynamic language like Objective-C resolves function addresses at runtime, every time, in response to the kind of object that is the receiver of the message.
This dynamic dispatch is at the heart of the polymorphism of dynamic languages. And while the Objective-C runtime goes to almost superhuman lengths to make method invocation as efficient as possible, it will never ever be as efficient as a direct function call.
Most of the time, method invocation inefficiencies don't matter. The usually small loss of efficiency is swamped by human interaction with the application. But for computational kernels like image processing, the inefficiencies will become apparent.
By using NSObject -methodForSelector:, you can resolve the method into a function address once, and after that skip the runtime lookup. Study the documentation carefully. Make sure you understand what a SEL is and what an IMP is. Calling a method as a function requires two extra arguments, self and _cmd. Make sure you understand what they are and how they're used.
Most of all, make sure that profiling absolutely proves that bypassing the runtime like this is necessary. Based on your description of the problem, I'm not completely convinced you're seeing exactly what the issue is. But you're the one who knows your software best.
You'll be preventing the possibility of polymorphism of the objects you're using this method/function with, so it kind of sets this aspect of your design in concrete, without the usual flexibility of a dynamic language.
I am working on a Dragon Warrior - type rpg game in Game Maker studio and can't figure out how to get a show choice option that doesn't use the mouse. I have setup the game to run completely with a gamepad, but when I am confronted with the situation that requires feedback (choice selection) from the player I am unable to get the gamepad working. Heres the GML
if (distance_to_object(obj_judy)) <= 64 {
if keyboard_check(vk_space) || gamepad_button_check_pressed(0, gp_face3) {
show_question(mine_crystal);
if true {
global.energy -= 10;
global.power_crystal += 1;
instance_destroy();
}
}
}
The problem is " show_question(); " uses a windows-type popup and doesn't work with the gamepad.
How do I get feedback from the player using only inputs from the gamepad?
Thanks for your time reading and your help with this small issue.
So yeah, you'll need to write that logic yourself. Also, that code you wrote there looks kinda scary, i'd use this;
if (show_question(mine_crystal) == true) {
global.energy -= 10;
global.power_crystal += 1;
instance_destroy();
}
because
show_question(mine_crystal);
if true {
global.energy -= 10;
global.power_crystal += 1;
instance_destroy();
}
Will show a question, and then always do the mine crystal action (because your if (true) will always evaluate to true, it doesn't know about the line above