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How to make nftw() faster


By : Carol B.
Date : September 13 2020, 07:00 PM
Hope that helps In the page that you linked, there is this explanation for this behavior:
code :


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Warning with nftw


By : John
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , Linux, for some reason, still uses SUSv1 for this API, where nftw() is still considered an extension.
From the Linux manual page, the include has to be:
code :
#define _XOPEN_SOURCE 500
#include <ftw.h>

nftw different on BSD?


By : user3755484
Date : March 29 2020, 07:55 AM
Does that help What is the return value of nftw? If it's -1 and the errno is set to EINVAL it's quite likely that you're exceeding the value of OPEN_MAX. Try passing a smaller value as third parameter to nftw and ensure it's smaller than OPEN_MAX.

How can I make my bombs either fall faster or spawn faster the longer the game lasts?


By : AbOo Raje SH
Date : March 29 2020, 07:55 AM
Hope this helps How can I make my bombs either fall faster or spawn faster the longer the game lasts? I am trying to make my game harder the longer you stay alive. I would like it to get harder every 10 bombs. I have been researching this for days and have tried multiple answers to similar questions. I believe the way I had to make my bombs is what is making it harder for me to do this. in advance! , I think a better approach is
code :
var lastTimeAddedBomb:NSDate
var numberOfBombsDropped:Int = 0
var difficultyLevel:Float = 1

override func update(currentTime: CFTimeInterval) {

    if (numberOfBombsDropped % 10 == 0) {
        difficultyLevel-= 0.1;
    }

    let intervalForBombs = difficultyLevel

    let timeFromLastBomb = NSDate().timeIntervalSinceDate(lastTimeAddedBomb)
    if (timeFromLastBomb >= intervalForBombs) {
        //call bomb
        //save last bomb date as now
        numberOfBombsDropped++
        lastTimeAddedBomb = NSDate()
    } 
}

click button sevral times make the game run faster and faster - javascript


By : kamshat
Date : March 29 2020, 07:55 AM
around this issue The problem is that when you click the 'Start' button you are calling the run() function again which is effectively doubling the speed of the game.
The run() function should be called only once in the game initialisation so that the game loop can run indefinitely.
code :
function gameInit(){
    //Initialisation code here
    run(); //Start the game loop only once
}

function startGame() {   
    //Handle 'Start' button click
    clearInterval(timeInterval);
    timeInterval = setInterval(randEnemyShots,frequencyShot);
}

Is ImageMagick the fastest way to overlay images? How do I make faster or is there a faster tech I'm unaware of?


By : DohnJoe
Date : March 29 2020, 07:55 AM
should help you out php-vips can be quite a bit quicker than imagick. I made a test program for you:
code :
#!/usr/bin/env php
<?php

require __DIR__ . '/vendor/autoload.php';
use Jcupitt\Vips;

for($i = 0; $i < 100; $i++) {
    $base = Vips\Image::newFromFile($argv[1], ["access" => "sequential"]);
    $overlay = Vips\Image::newFromFile($argv[2], ["access" => "sequential"]);

    // centre the overlay on the image, but lift it up a bit    
    $left = ($base->width - $overlay->width) * 0.5;
    $top = ($base->height - $overlay->height) * 0.45;

    $out = $base->composite2($overlay, "over", ["x" => $left, "y" => $top]);

    // write to stdout with a mime header
    $out->jpegsave_mime();
}       
$ time ./overlay.php blank-tshirt.jpg GOSHEN.svg > /dev/null
real    0m2.488s
user    0m13.446s
sys 0m0.328s
#!/usr/bin/env php
<?php

header("Content-type: image/jpeg");

for($i = 0; $i < 100; $i++) {
    $cmd = "composite GOSHEN.svg blank-tshirt.jpg -geometry 600x700+456+335 JPG:-";

    passthru($cmd);
}     
$ time ./magick.php > /dev/null
real    0m29.084s
user    0m42.289s
sys 0m4.716s
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