Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Melchior FRANZ -- Thursday 18 October 2007:
 The good news: I have a Nasal binding/script cache almost finished.
 I don't know yet if it makes a huge difference, [...]

That's now finished and, as expected, makes firing of bindings between
20% and 90% faster. But I doubt that it will improve any stuttering
problem that some people have. (I still don't have *any* such problem.
I had in the past, and I've only changed the kernel version, libc, and
the nvidia driver since then. Same old crappy hardware.)

While working on the script cache, I noticed that Durk is right about
Nasal's garbage collector (GC). It *has* a bug. And Nasal listeners
trigger it just like keyboard/joystick bindings and possibly also
settimer() calls. I was quite surprised to see that the refcounter
of some SGSharedPtr nodes became bigger and bigger. Apparently Nasal
allocates them, but doesn't free them anymore.

Try the attached Nasal script. It prints every 5 seconds the number
of references to some nodes:

Right after startup:

  5   /input/joysticks/js/axis[3]/binding   # nasal js binding
  24  /sim/current-view/view-number # some listeners attached

And after around hundred times moving the joystick's throttle lever
and a lot of switching the view, the number of node references is:

  1067/input/joysticks/js/axis[3]/binding
  1138/sim/current-view/view-number

So, Nasal has now over thousand unfreed references to the nodes.
And indeed, this matches a counter that I had added to nasal-props.cxx.
There are many more SGSharedPtr allocated than freed! Unfortunately,
Nasal internals aren't exactly my strong side, so I'll have to leave
that to Andy.  :-)


m.



PS: the timing alerts are getting quite annoying. They pointed us to
some weak spots, but that's it. They will hardly help any further
to fix the stuttering problem. (And the warning code isn't exactly
written efficiently. It rather *contributes* to the problem.  ;-)
var nodes = [
/input/joysticks/js/axis[3]/binding,  # js throttle binding
/sim/current-view/view-number,# listener node
];

var loop = func {
foreach (var n; nodes)
print(n.getAttribute(refcount), \t, n.getPath());
print();
settimer(loop, 5);
}

settimer(func {
forindex (var i; nodes)
nodes[i] = props.globals.getNode(nodes[i], 1);
loop();
}, 0);

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Heiko Schulz
Hmmm
 
 That's now finished and, as expected, makes firing
 of bindings between
 20% and 90% faster. But I doubt that it will improve
 any stuttering
 problem that some people have. (I still don't have
 *any* such problem.
 I had in the past, and I've only changed the kernel
 version, libc, and
 the nvidia driver since then. Same old crappy
 hardware.)
 

So your FGFS runs totally smooth?
When it is so easy, why have so much people problems
with? And on different platforms? 

Some things I noticed this night working on the
737-300 in OSG:
-the stutters gets more and worser, when starting in
the air several times in a row. 

-approaching the ground increases the stutters too.

Maybe a RAM-Problem, but I'm not sure.

Just some notes
HHS



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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Heiko Schulz -- Sunday 21 October 2007:
 So your FGFS runs totally smooth?

Basically, yes. Both branches. But of course, I get irregular
stutters when some new object is to be loaded, because an
MP-player joins in, or I approach KSFO and the Golden Gate
bridge has to be loaded etc. But there's no interval freezing.
(And I know the phenomenon very well. As I said, I had that
myself a while ago. Funnily, nobody else could reproduce it
back then. ;-)

m.

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[Flightgear-devel] FlightGear at NMS Museum of Flight, Scotland

2007-10-21 Thread Stuart Buchanan
Hi All,

A while back I posted a note about demoing FlightGear at my local Museum of 
Flight, part of the National Museums of Scotland ( 
http://www.nms.ac.uk/museumofflighthomepage.aspx ). 

This was part of a wider discussion that I'd been having with them over the 
last year or so about using FlightGear within the museum as the basis of 
interactive exhibits.

Yesterday I finished installing a system that the museum will be running 
themselves. The system is very straightforward, consisting of a PC, joystick 
and projector to simulate landing a Vulcan bomber at the museum. The museum 
will be running it as a staffed exhibit most weekends, and using it to gauge 
demand for future simulators.

While I don't think the exhibit will be of much interest to the hardened FG 
fanatic on this list, I thought it worth mentioning some of the benefits that 
the museum saw in FG, and some hints for others involved in similar projects.

Some of the key advantages that FG provided which made this possible were:

A) Local scenery. FG already had pretty detailed scenery for the local area, 
including local landmarks, thanks to the models I'd put into the FG Scenery DB. 
I then augmented this by using Terragear to generate an improved airfield 
layout. This was a key requirement from the museum. Getting equivalent work 
done for MSFS was quoted at tens of thousands of pounds.

B) Aircraft. I had already created a FG Vulcan, modelled after the museum's own 
airframe, so visitors were flying the aircraft standing outside. Very cool. FG 
also already had a large number of aircraft they had in their collection 
(include less well-known models such as the Seahawk), for future simulations. 

C) Tutorial System. This made it very easy to create a specific scenario for 
the museum, complete with instructions.

D) Nasal. The capability this provided was immense, from being able to mute the 
sound when the simulation was waiting for a new visitor, to displaying 
instructions on the screen.

For those interested in doing a similar project for their local flight museum, 
here are some things I've leaned over the course of the project so far:

A) Tie it to the museum. The museum were keen that the simulation should tie 
into the museums collection, and the museum itself. In this instance we 
simulated an actual historic event at the airfield - the delivery of the Vulcan 
XM597 to the museum. This provided an opportunity to show the airfield and the 
surrounding countryside from the air, and give the visitor a chance to see 
inside the cockpit of an aircraft they couldn't normally access.

B) Make it short. The landing simulation takes about 1 minute to run. This 
allows high visitor throughput and stops people from being bored.

C) Make it simple. Too many controls will confuse the visitor - target it at 
Joe Public rather than a flight sim buff. For the landing simulation the 
visitor only has a joystick for control - a scripted co-pilot handles 
throttles, air-brakes, drogue chute etc.

D) Make it easy. We had around 70% of visitors land the Vulcan successfully 
first time. This means they get a positive experience, and keeps throughput 
high as they don't need to re-try!

Regards,

-Stuart




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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Laurence Vanek
Melchior FRANZ wrote:
 * Melchior FRANZ -- Thursday 18 October 2007:
   
 The good news: I have a Nasal binding/script cache almost finished.
 I don't know yet if it makes a huge difference, [...]
 

 ..and the nvidia driver since then. Same old crappy hardware.)

   

Just curious, what does old crappy hardware consist of?  I ask because 
this seems more prevalent with people running high end systems (i.e. 
fancy graphics cards, dual core cpu's etc).



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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Laurence Vanek -- Sunday 21 October 2007:
 Just curious, what does old crappy hardware consist of? 

2.4GHz P4, FX5500, 768 MB   (I'd accept donations!  ;-)

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Durk Talsma
On Sunday 21 October 2007 11:10, Melchior FRANZ wrote:
 * Melchior FRANZ -- Thursday 18 October 2007:
  The good news: I have a Nasal binding/script cache almost finished.
  I don't know yet if it makes a huge difference, [...]

 That's now finished and, as expected, makes firing of bindings between
 20% and 90% faster. But I doubt that it will improve any stuttering
 problem that some people have. (I still don't have *any* such problem.
 I had in the past, and I've only changed the kernel version, libc, and
 the nvidia driver since then. Same old crappy hardware.)

Sounds good. As other people have commented, it seems like the better the 
hardware the worse the problem. 


 While working on the script cache, I noticed that Durk is right about
 Nasal's garbage collector (GC). It *has* a bug. And Nasal listeners
 trigger it just like keyboard/joystick bindings and possibly also
 settimer() calls. I was quite surprised to see that the refcounter
 of some SGSharedPtr nodes became bigger and bigger. Apparently Nasal
 allocates them, but doesn't free them anymore.

 And after around hundred times moving the joystick's throttle lever
 and a lot of switching the view, the number of node references is:

   1067/input/joysticks/js/axis[3]/binding
   1138/sim/current-view/view-number

 So, Nasal has now over thousand unfreed references to the nodes.
 And indeed, this matches a counter that I had added to nasal-props.cxx.
 There are many more SGSharedPtr allocated than freed! Unfortunately,
 Nasal internals aren't exactly my strong side, so I'll have to leave
 that to Andy.  :-)

Okay, I'm at least glad we found something in that area. Hopefully Andy can 
shed some light on what might be going on. 


 PS: the timing alerts are getting quite annoying. They pointed us to
 some weak spots, but that's it. They will hardly help any further
 to fix the stuttering problem. (And the warning code isn't exactly
 written efficiently. It rather *contributes* to the problem.  ;-)


Well, the idea was indeed to demote the alerts to a lower priority once we get 
the hang of what's going on. Once a few people can confirm that the growing 
interval pauses are gone, I believe we're ready for that. Until then, I would 
like to keep these warnings on alert status, however.

While working on this, I do believe that having access to some sort of timing 
statistic is important for future program development. In an offlist 
discussion last week, Curt mentioned that once upon a time (probably 
preceding the subsystems manager, and the property tree) we had this 
possibility. I am working on reimplementing that idea for the subsystems 
manager, using a simple sample statistics class. The idea is to collect total 
execution time of each subsystem and keep track of mean / min / max execution 
time for each subsystem. 

I've been experimenting with that a bit this morning, and the results are 
interesting. Obviously, these statistics should only be collected and printed 
when explicitly requested (i.e. using an option / property). 

As for programming inefficiencies, time stamps are collected in a rather 
non-intrusive way, and printed after subsystem execution, so I don't see how 
that could contribute to the problem.

Cheers,
Durk

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Durk Talsma
On Sunday 21 October 2007 13:37, Melchior FRANZ wrote:
 * Heiko Schulz -- Sunday 21 October 2007:
  So your FGFS runs totally smooth?

 Basically, yes. Both branches. But of course, I get irregular
 stutters when some new object is to be loaded, because an
 MP-player joins in, or I approach KSFO and the Golden Gate
 bridge has to be loaded etc. But there's no interval freezing.
 (And I know the phenomenon very well. As I said, I had that
 myself a while ago. Funnily, nobody else could reproduce it
 back then. ;-)


FWIW, the plib branch has a cache that keeps track of already loaded AI 
models. Whenever a new model is needed (either by AI or by multiplayer), 
already loaded models are shared; otherwise a new model is loaded. The models 
are not persistent, however, so that once the model is no longer needed is 
gets unloaded. And of course, the next time somebody joins a multiplayer 
session with that aircraft, it has to be loaded again. ... 

Considering that we have many, many shared models, it might be an idea to add 
a similar model cache for non aircraft models. For AI Aircraft the model 
loading / unloading is very noticeable, and for some of the more complex 
buildings / structures / airports thats also the case. That would mitigate 
the loading strain for these models quite a bit.  Making the cache persistent 
would be quite trivial, and probably further reduce the model loading 
stutters. 

The OSG branch doesn't have a caching mechanism, and if I understood Mathias 
correctly, that would also not be necessary. I've been experimenting with 
that a bit yesterday, and I'm not so sure anymore that is the case. I still 
need to double check my notes with Mathias. In the mean time, I've been 
working on adding an experimental model cache to the OSG branch for 
(AI/Multiplayer) aircraft, and it does seem to help reduce the model loading 
related  stutters (at least on my laptop). Again, we could expand the same 
caching logic to the non aircraft models, and make the cache optionally 
persistent. Before going into that, however, I'd like to compare notes with 
Mathias.

Cheers,
Durk

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Durk Talsma -- Sunday 21 October 2007:
 Well, the idea was indeed to demote the alerts to a lower priority once we 
 get 
 the hang of what's going on. Once a few people can confirm that the growing 
 interval pauses are gone, I believe we're ready for that.

I think they are now useless because they don't point anywhere that's
related to the stuttering. They demonstrated that the replay system
was slow. It's still slow, but better. And that firing bindings might
have been slow. But I'm not convinced that these are causes for the
stuttering. And the other subsystems get random appearances on the
list, and it doesn't look like there's a pattern.



 As for programming inefficiencies, time stamps are collected in a rather 
 non-intrusive way, and printed after subsystem execution, so I don't see how 
 that could contribute to the problem.

Heh, just my usual exaggerations, sorry. I just found it funny how
the loop for iterating through the vector was written, in a function
that deals with performance measuring. :-)  But, alas, that's a
general problem in fgfs. I guess we could save a frame per second
or two, if we considered the usual dos and don'ts, like other
projects do. (And I don't mean micro-optimization.)

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Durk Talsma -- Sunday 21 October 2007:
 Considering that we have many, many shared models, it might be an idea to add 
 a similar model cache for non aircraft models.

We have that for shared models in plib:  simgear/scene/models/modellib.cxx
Those are never freed, though, so we don't do it for static models.

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Durk Talsma
On Sunday 21 October 2007 21:15, Melchior FRANZ wrote:
 I think they are now useless because they don't point anywhere that's
 related to the stuttering. They demonstrated that the replay system
 was slow. It's still slow, but better. And that firing bindings might
 have been slow. But I'm not convinced that these are causes for the
 stuttering. And the other subsystems get random appearances on the
 list, and it doesn't look like there's a pattern.

FWIW, the new statistics based function is a bit more adaptive in that it only 
reports timing errors when subsystem execution time deviates a lot from the 
mean. I'm still fine tuning, but that way it should only trigger the warning 
in cases of exceptionally long pauses.


  As for programming inefficiencies, time stamps are collected in a rather
  non-intrusive way, and printed after subsystem execution, so I don't see
  how that could contribute to the problem.

 Heh, just my usual exaggerations, sorry. I just found it funny how
 the loop for iterating through the vector was written, in a function
 that deals with performance measuring. :-)  But, alas, that's a
 general problem in fgfs. I guess we could save a frame per second
 or two, if we considered the usual dos and don'ts, like other
 projects do. (And I don't mean micro-optimization.)

Haha, I sorta got that, let's just say I forgot to put a smiley behind my 
reply. :-) Admittedly, the vector loop is a bit of a make shift solution, but 
was actually done so that performance statistics could be collected and 
printed without interrupting the update function itself. 

Cheers,
Durk


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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Durk Talsma
On Sunday 21 October 2007 21:21, Melchior FRANZ wrote:
 * Durk Talsma -- Sunday 21 October 2007:
  Considering that we have many, many shared models, it might be an idea to
  add a similar model cache for non aircraft models.

 We have that for shared models in plib:  simgear/scene/models/modellib.cxx
 Those are never freed, though, so we don't do it for static models.

Okay thanks. That's good to know.

Cheers,
Durk

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Durk Talsma -- Sunday 21 October 2007:
 On Sunday 21 October 2007 21:15, Melchior FRANZ wrote:
  And the other subsystems get random appearances on the
  list, and it doesn't look like there's a pattern.
 
 FWIW, the new statistics based function is a bit more adaptive in that it 
 only 
 reports timing errors when subsystem execution time deviates a lot from the 
 mean.

Yes, but I think that the randomly appearing subsystems are only
victims of other processes -- maybe the stuttering source (which
would then have to be in another thread), but probably just other
processes on the system, that just pull the CPU down. When the
GUI only displays the frame rate in the lower right corner, then
I don't see how this subsystem should vary its execution time.
And he GUI is regularly in the Timing Alert list. Only without
any pattern as far as I can see. The alerts just look like noise
to me.

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 21 October 2007:
 Try the attached Nasal script.

But before you do, change refcount to references. I just committed
that to CVS to confuse everybody.  :-)

  props.globals.getNode(/sim/aircraft).getAttribute(references)

does now return the reference counter -- the number of co-owners
of the shared pointer. This is really only useful for debugging.
And here's again a summary of all the attribute names:

 children... returns number of children (faster than size(n.getChildren()!)
 listeners   ... return number of attached listeners
 references  ... returns number of co-owners (+ 2 for own consumption)
 tied... returns whether a node is tied (in which case listeners
 might not get triggered)
 alias   ... whether the node is an alias to another node
 read... whether the node is read-protected
 write   ... whether the node is write-protected
 archive ... whether the archive flag is set, which makes the
 node saved with Save Flight in the menu
 trace-read  ... whether the node is being traced for read operations
 trace-write ... whether the node is being traced for write operations
 userarchive ... whether the node will be saved to ~/.fgfs/autosave.xml
 on exit

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-21 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Durk Talsma wrote:
 On Sunday 21 October 2007 13:37, Melchior FRANZ wrote:
...
 
 The OSG branch doesn't have a caching mechanism, and if I understood Mathias 
 correctly, that would also not be necessary. I've been experimenting with 
 that a bit yesterday, and I'm not so sure anymore that is the case. I still 
 need to double check my notes with Mathias. In the mean time, I've been 
 working on adding an experimental model cache to the OSG branch for 
 (AI/Multiplayer) aircraft, and it does seem to help reduce the model loading 
 related  stutters (at least on my laptop). Again, we could expand the same 
 caching logic to the non aircraft models, and make the cache optionally 
 persistent. Before going into that, however, I'd like to compare notes with 
 Mathias.
The OSG branch does have a caching mechanism, although until recently not very 
much of
the model structure was being cached. We do have to copy the scene graph nodes 
of an
OSG model in order to support animation, and there is lots of room for 
optimization in
deciding what parts of a model can be safely shared, but the geometry (and 
associated
display lists), textures and graphics state are mostly being shared now.

Tim
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFHG7kJeDhWHdXrDRURAgJ8AJ94evGh1e2QlVj7Oy8ZEBOO6lj51ACeOkhj
PhWnB7jx3RC4MIXH6WlhsaM=
=xkz6
-END PGP SIGNATURE-

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[Flightgear-devel] compile error

2007-10-21 Thread SydSandy
Hello all , I just tried to recompile the PLIB version , and now Im getting ...
In file included from environment_mgr.cxx:36:
environment_ctrl.hxx:142:9: error: too many decimal points in number
In file included from environment_mgr.cxx:36:
environment_ctrl.hxx:137: error: expected unqualified-id before ‘’ token
environment_ctrl.hxx:140: error: expected unqualified-id before ‘==’ token
environment_ctrl.hxx:142: error: expected unqualified-id before ‘’ token

which led me to this in environment_gtrl.hxx , though I don't know if its an 
error or intentional ...

// LessThan predicate for bucket pointers.
static bool lessThan(bucket *a, bucket *b);
===
static bool lessThan(bucket *a, bucket *b);
 1.25.2.4
};

Anyone else getting errors like this ?
-- 
SydSandy [EMAIL PROTECTED]

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