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🤑 「テレビゲームは時間の無駄なのか問題」に対する、とあるライターの反論意見 | ライフハッカー[日本版]

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Modern browsers strive to call methods right as they are needed and idle or do their other tasks in the gaps.
It is an excellent idea to attach your code to the moments that all サングラスは何をロバートデニロはカジノで着用します are appropriate for them.
Think about whether your function really needs to be called on a strict interval of time, every frame, or only after something else happens.
Being more specific with the browser about when your function needs to be called allows the browser to optimize when it is called.
Also, it will probably make your job easier.
Some code needs to be run frame-by-frame so why attach that function to anything other than the browser's redraw schedule?
On the Web, will be the foundation of most well-programmed per-frame main loops.
A callback function must be passed in to it when it is called.
That callback function will be executed at a suitable time before the next repaint.
Here is an example of please click for source simple main オンラインゲーム window.
That is not by accident and it is considered best practice.
Calling the next requestAnimationFrame early ensures the browser receives it on time to plan accordingly even if your current frame misses its VSync window.
The above chunk of code has two statements.
The first statement creates a function as a global variable called ビデオゲーム />This function does some work and also tells the browser to call itself next frame with window.
The second statement calls the main function, defined in the first statement.
Because main is called once go here the second statement and every call of it places itself in the queue of things to do next frame, main is synchronized to your framerate.
Of course this loop is not perfect.
Before we discuss ways to change it, let us discuss what it already does well.
Timing the main loop to when the browser paints to the display allows you to run your loop as frequently as the browser wants to paint.
You are given control over each frame of animation.
It is also very simple because main is the only function getting looped.
A First Person Shooter or a similar game presents a new scene once every frame.
You cannot really get more smooth and responsive than that.
But do not immediately assume animations require frame-by-frame control.
Simple animations can be easily performed, even GPU-accelerated, with CSS animations and other tools included in the browser.
There are a lot of them and they will make your life easier.
For the first issue, if you want the main loop to just run and you do not need easy direct access to it, you could create it as an Immediately-Invoked Function Expression IIFE.
It will not be attached to any object and main or main for methods will be a valid unused name in the rest of the application, free to be defined as something else.
Note: In practice, it is more common to prevent the next requestAnimationFrame with an if-statement, rather than calling cancelAnimationFrame.
For the second issue, stopping the main loop, you will need to cancel the call to main with.
You will need to pass cancelAnimationFrame the ID token given by requestAnimationFrame when it was last called.
Let us assume that your game's functions and variables are built on a namespace that you called MyGame.
At any point, we can stop the main loop by telling the browser to cancel the request that corresponds to our token.
You may have multiple components driven by multiple different types of events.
This feels like unnecessary complexity but it might just be good optimization not necessarily, of course.
The problem is that you are not programming a typical main loop.
In Javascript, you are using the browser's main loop and you are trying to do so effectively.
The above sections describe main loops which try not to wrestle away control from the browser.
These main methods attach themselves to window.
It is up to the browser how to relate these requests to their main loop.
The does not really define exactly when the browsers must perform the requestAnimationFrame callbacks.
This can be a benefit because it leaves browser vendors free to experiment with the solutions that they feel are best and tweak it over time.
Modern versions of Firefox and Google Chrome and probably others attempt to connect requestAnimationFrame callbacks to their main thread at the very beginning of a frame's timeslice.
You can think about developing realtime applications as having a budget of time to do work.
All of the above steps ビデオゲーム take place ビデオゲーム 16-and-a-half milliseconds to keep up with a 60 Hz display.
Browsers invoke your code as early as possible to give it maximum computation time.
Your main thread will often start workloads that are not even on the main thread such as rasterization or shaders in WebGL.
Long calculations can be performed on a Web Worker or a GPU at the same time as the browser uses its main thread to manage garbage collection, its other tasks, or handle asynchronous events.
While we are on the topic of budgeting time, many web browsers have a tool called High Resolution Time.
The object is no longer the recognised method for timing events because it is very imprecise and can be modified by the system clock.
High Resolution Time, on the other hand, counts the number of milliseconds since navigationStart when the previous document is unloaded.
This value is returned as a decimal number accurate to a thousandth of a millisecond.
It is known as a but, for all intents and purposes, consider it a floating point number.
They should provide 0.
This value is not too useful alone, since it is relative to a fairly uninteresting event, but it can be subtracted from another timestamp to accurately and precisely determine how much time elapsed between those two points.
To acquire one of these timestamps, you can call window.
You will often want to know when your main function was invoked.
Because this is common, window.
This leads to another enhancement to our previous main loops.
Your game genre will obviously make a difference but it could even be more subtle than that.
You could draw every pixel individually on a canvas or you could layer DOM elements including multiple WebGL canvases with transparent backgrounds if you want into a complex hierarchy.
Each of these paths will lead to different opportunities and constraints.
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You might even want update and draw to occur at different rates.
You will also need to consider how gracefully your game will fail if the user's system cannot keep up with the workload.
Let us start by assuming that you will handle user input and update the game state every time you draw.
We will branch out later.
Think about your needs, carefully, before working on your main loop.
What most browser games should look like If your game can hit the maximum refresh rate of any hardware you support then your job is fairly easy.
You can simply update, render, and then do nothing until VSync.
In our case, we give it rAF's timestamp.
The most famous example of this concept is the game from id Software, RAGE.
This game removed control from the user in order to keep its calculation time at roughly 16ms or roughly 60fps.
If computation took too long then rendered resolution would decrease, textures and other assets would fail to load or draw, and so forth.
Other ways to handle variable refresh rate needs Other methods of tackling the problem exist.
One common technique is to update the simulation at a constant frequency and then draw as much or as little of the actual frames as possible.
The update method can continue looping without care about what the user sees.
The draw method can view the last update and when it happened.
Since draw knows ビデオゲーム it represents, and the simulation time for the last update, it can predict a plausible frame to draw for the user.
It does not matter whether this is more frequent than the official update loop or even less frequent.
The update method sets checkpoints and, as frequently as the system allows, the render method draws instants of time around them.
This is a more complex solution, and might be too much overhead for simple updates.
Again, this is a bit more complex than the previous two options, and starting each update will be blocked until the can 大きな魚のカジノをハッキング authoritative decides to fire rAF callbacks.
A separate update and draw method could look like the following example.
For the sake ビデオゲーム demonstration, the example is based on the third bullet point, just without using Web Workers for readability and, let's be honest, writeability.
Note: This example, specifically, is in need of technical review.
Always increments by tickLength.
It is 20 Hz 50ms here.
It draws the scene.
It is the authority for game state.
If a portion of your update loop is difficult to compute but insensitive to time, you might consider scaling back its frequency and, ideally, spreading it out into chunks throughout that lengthened period.
An implicit example of this is found over at The Artillery Blog for Artillery Games, where they to optimize garbage collection.
Obviously, cleaning up resources is not time sensitive especially if tidying is more disruptive than the garbage itself.
This may also apply to some of your own tasks.
Those are good candidates to throttle when available resources become a concern.
The correct decision entirely depends on the trade-offs that you are willing and unwilling to make.
The concern is mostly with switching to another option.
Fortunately, I do not have any experience with this but I have heard it is an excruciating game of Whack-a-Mole.
An important thing to remember for managed platforms, like the web, is that your loop may stop execution for significant periods of time.
This could occur when the user unselects your tab and the browser sleeps or slows its requestAnimationFrame callback interval.
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Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.
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MIT Press, 2009, 192p.
The Routledge companion to video game studies, Routledge, 2016, 544p.
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A conceptual model for video games and interactive media.
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Preserving Virtual Worlds Final Report.
Twisty Little Passages Almost ビデオゲーム Alike: Check this out the FRBR Model to a Classic Computer Game.
Proceedings of the 45th Hawaii International Conference On System Sciences HICSS.
A History of Video Game Cataloging in U.
Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.
Journal of Library Metadata.
Racing the beam: The Atari video computer system.
MIT Press, 2009, 192p.
The Routledge companion to video game studies, Routledge, 2016, 544p.
Best Practices for Cataloging Video Games -Using RDA and MARC21.
Developing a ビデオゲーム game metadata schema for the Seattle Interactive Media ビデオゲーム />International Journal of Digital Library.
Empirical evaluation of metadata for video games and interactive media.
Journal of the Association for Information Science and Technology.
A ビデオゲーム model for video games and interactive media.
Journal of the Association for Information Science and Technology.
Proceedings of the ASIST Annual Meeting.
Proceedings of the iConference 2014.
Why Video Game Genres Fail: A Classificatory Analysis.
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これに対して本研究では,ビデオゲームによって好ましい効果が得られるといういくつかの先行研究で得られた知見に基づき,タスクの性質や構成に手を加えるのではなく,タスクの直前にビデオゲームをプレイすることで,タスクに対するやる気を.


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Modern browsers strive to call methods right as they are needed and idle or do their other tasks in the gaps.
It is an excellent idea to attach your code to the moments that are appropriate for them.
Think about whether your function really needs to be called on a strict interval of time, every frame, or only after something else happens.
Being more specific with the browser about when your function needs to be called allows the browser to optimize when it is called.
Also, it will probably make your job easier.
Some code needs to be run frame-by-frame so why attach that function to anything other than the browser's redraw schedule?
On the Web, will be the foundation of most well-programmed per-frame main loops.
A callback function must be passed in to it when it is called.
That callback function will ビデオゲーム executed at a suitable time before the next repaint.
Here is an example of a simple main loop: window.
That is not by accident and it is considered best practice.
Calling the next requestAnimationFrame early ensures the browser receives it on time to plan accordingly even if your current frame misses its VSync window.
The above chunk of code has two statements.
The first statement creates a function as a global variable called main.
This function does some work and also tells the browser to call itself next frame with https://games-promocode-deposit.site/1/1705.html />The second statement calls the main function, defined in the first statement.
Because main is called once in the second statement and every call of 空きスロット無料オンライン places itself in the queue of things to do next frame, main is synchronized to your framerate.
Of course this loop is not perfect.
Before we discuss ways to change it, let us discuss what it already does well.
Timing the main loop to when the browser paints to the display allows you to run your loop as frequently as the browser wants to paint.
You are given control over each frame of animation.
It is also very simple because main is the only function getting looped.
A First Person Shooter or a similar game presents a new scene once every frame.
You cannot really get more smooth and responsive than that.
But do not immediately assume animations require frame-by-frame control.
Simple animations can be easily performed, even GPU-accelerated, with CSS animations and other tools included in the browser.
There are a lot of them and they will make your life easier.
For the first issue, if you want the main loop to just run and you do not need easy direct access to it, you could create it as an Immediately-Invoked Function Expression IIFE.
It will not be attached to any object and main or main for methods will be a valid unused name in the rest of the application, free to be defined as something else.
Note: In practice, it is more common to prevent the next requestAnimationFrame with an 2019年スロットマネー, rather than calling cancelAnimationFrame.
For the second issue, stopping the main loop, you will need to cancel the call to main with.
You will need to pass cancelAnimationFrame the ID token given by requestAnimationFrame when it was last called.
Let us assume that your game's functions and variables are built on a namespace that you called MyGame.
At any point, we can stop the main loop by telling the browser to cancel the request that corresponds to our token.
You may have multiple components driven by multiple different types of events.
This feels like unnecessary complexity but it might just be good optimization not necessarily, of course.
The problem is that you are not programming a typical main loop.
In Javascript, you are using the browser's main loop and you are trying to do so effectively.
The above sections describe main loops which try not to wrestle away control from the browser.
These main methods attach themselves to window.
It is up to the browser how to relate these requests to their main loop.
The does not really define exactly when the browsers must perform the requestAnimationFrame callbacks.
This can be a benefit because it leaves browser vendors free to experiment with the solutions that they feel are best and tweak it over time.
Modern versions of Firefox and Google Chrome and probably others attempt to connect requestAnimationFrame callbacks to their main thread at the very beginning of a frame's ビデオゲーム />You can think about developing realtime applications as having a budget of time to do work.
All of the above steps must take place every 16-and-a-half milliseconds to keep up with a 60 Hz display.
Browsers invoke your code as early as possible to give it maximum computation time.
Your main thread will often start workloads that are not even on the main thread such as rasterization or shaders in WebGL.
Long calculations can be performed on a Web Worker or a GPU at the 無料賭け金なし time as the browser uses its main thread to manage garbage collection, its other tasks, or handle asynchronous events.
While we are on the topic of budgeting time, many web browsers have a tool called High Resolution Time.
The object is no longer the recognised method for timing events because it is very imprecise and can be modified by the system clock.
High Resolution Time, on the other hand, counts the number of milliseconds since navigationStart when the previous document is unloaded.
This value is returned as a decimal number accurate to a thousandth of a millisecond.
It is known as a but, for all intents and purposes, consider it a floating point number.
They should provide 0.
This value is not too useful alone, since it is relative to a fairly uninteresting event, but it can be subtracted from another timestamp to accurately and precisely determine how much time elapsed between those two points.
To acquire one of these timestamps, you can call window.
You will often want to know when your main function was invoked.
continue reading this is common, window.
This leads to another enhancement to our previous main loops.
Your game genre will obviously make a difference but it could even be more subtle than that.
You could draw every pixel individually on a canvas or you could layer DOM elements including multiple WebGL canvases with transparent backgrounds if you want into a complex hierarchy.
Each of these paths will lead to different opportunities and constraints.
If you demand per-frame control then you will need to determine how frequently your game will update and ビデオゲーム />You might even want update and draw to occur at different rates.
You will also need to consider how gracefully your game will fail if the user's system cannot keep up with the workload.
Let us start by assuming that you will handle user input and update the game state every time you draw.
We will branch out later.
Think about your needs, carefully, before working on your main loop.
What most browser games should look like If your game can hit the maximum refresh rate of any hardware you support then your job 無料のブラックベリー携帯サイト fairly easy.
You can simply update, render, and then do nothing until VSync.
In our case, we give it rAF's timestamp.
The most famous example of this concept is the game from id Software, RAGE.
This game removed control from the user in order to keep its calculation time at roughly 16ms or roughly 60fps.
If computation took too long then rendered resolution would decrease, textures and other assets would fail to load or draw, and so forth.
Other ways to handle variable refresh rate needs Other methods of tackling the problem exist.
One common technique is to update the simulation at a constant frequency and then draw as much or as little of the actual frames as possible.
The update method can continue looping without care about what the user sees.
The draw method can view the last update and when it happened.
Since draw knows when it represents, and the simulation time for the last update, it can predict a plausible frame to draw for the user.
It does not matter whether this is more frequent than the official update loop or even less frequent.
The update method sets checkpoints and, as frequently as the system allows, the render method draws instants of time around them.
This is a more complex solution, and might be too much overhead for simple updates.
Again, this is a bit more complex than the previous two options, and starting each update will be blocked until the browser decides to fire rAF callbacks.
A separate update and draw method could look like the following example.
For the sake of demonstration, the example is based on the third bullet point, just without using Web Workers for readability and, let's be honest, writeability.
Note: This example, specifically, is in need of technical review.
Always increments by tickLength.
It is 20 Hz 50ms here.
It draws the scene.
It is the ビデオゲーム for game state.
If a portion of your update loop is difficult to compute but insensitive to time, you might consider scaling back its frequency and, ideally, spreading it out into chunks throughout that lengthened period.
An implicit example of this is found over at The Artillery Blog for Artillery Games, where they to optimize garbage collection.
Obviously, cleaning up resources is not time sensitive especially read more tidying is more disruptive than the garbage itself.
This may also apply to some of your own tasks.
Those are continue reading candidates to throttle when available resources become a concern.
The correct decision entirely depends on the trade-offs that you are willing and unwilling to make.
The concern is mostly with switching to another option.
Fortunately, I do not have any experience that ハリウッドカジノインディアナマップ other this but I have heard it is an excruciating game of Whack-a-Mole.
An important thing to remember for managed platforms, like the web, is that your loop may stop execution for significant periods of time.
This could occur when the user unselects your tab and the browser sleeps or slows its requestAnimationFrame callback interval.
You have many ways to deal with this situation and this could depend on whether your game is single player or multiplayer.
Once your main loop has been developed and you have decided on a set of assumptions and tradeoffs which suit your game, it is now just a matter of using your decisions to calculate any applicable physics, AI, sounds, network synchronization, and whatever else your game may require.

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