My Netlogo 6.0.4 model generates custom output using csv commands I coded myself. I have 192 experiments to run (see image below). They proceed using partial ticks equal to the user-supplied "timestep" size. In order to speed up execution, I de-selected "Update View" and "Update plots and monitors". The BehaviorSpace window also includes a slider currently set to "Normal Speed." Question: Since updates are off, does the speed slider have any effect on computation speed? Based on the user manual, I would think not, but despite de-selecting "Update View" I can still move the slider, which suggests to me that it may still be possible.
The speed slider speeds up models by skipping some view updates. So if you uncheck the "Update view" checkbox, you've already done the maximum, the speed slider will not help further.
It would make sense for the speed slider to be grayed out when "Update view" is checked. Not sure why we never did that. (Never thought of it? Or just never got around to it?)
Related
I have programmed a 90 second sequence in Google Earth Studio and I want to slow down the middle section only.
(I think there could be a long and dirty workaround by changing the overall time of the video in project settings and selecting scaling, then swaping in copies of the original start and finish, and link them all back together - but there must be an easier way to do this!?)
If there is a better forum for Google Earth Studio programming questions, please share in Comments.
I have found a better way to slow down a section of Google Earth Studio but it's still a bit clunky.
Increase the overall length of the animation in project setting, see above.
Highlight all the keyframes AFTER and including the end of the section to stretch (the spots on the keyframe editor, bottom half of screen).
Drag the selected keyframes to the right. This increases the time to get between the 2 keyframes (section to be stretched) automatically slowing the section down.
Tip 1: Selecting multiple keyframes (spots) - click and drag mouse but remember to select all keyframes including those out of sight. Scroll down to lower attributes.
Tip 2: Roll up (shrink) attributes before selecting multiple keyframes. This usually means that you can see everything without needing to scroll down. Click the small arrow next to the attribute (far left of keyframe editor).
Tip 3: You can always select keyframes manually, just hold down shift when you click on them to add to original selection.
Add to the comments if you know an easier way slow down a section of Google Earth Studio.
I am building an app with the App Designer. The figure includes multiple plots that are synced. I would like to make something to scroll through the plots so that I can show a set amount of time at any given time. As it is now, it includes the ability to pan and zoom with just mouse controls. I cannot find a way to make such a scroll bar.
I was thinking of using the slider tool to keep re-plotting the plot based on where the slider begins, but that solution is very messy. And it could lead to some data never appearing.
Even if I could just make some way for me to set the plot to just show a given x interval (say 100 units of time) and use a key press to go to the next x interval without skipping anything.
Any help would be greatly appreciated!
So, I have my animation and it goes to an empty state.
The thought behind this is that it goes to it's default no animation state.
However, before it does that, it glitches back in to the old animation.
I tested it, it only happens whenever I go from an animation to an empty state.
It always glitches for the same amount of time for each transition, however it is different for each transition.
I have never seen something like this before, does anyone of you know the problem?
The animation
The clear state
The transition
What do you mean by glitching? I am going to take a guess and say you do not want an exit timer, so uncheck this box.
An exit timer is just used to transition between two states and will take the amount of time to wait to transition. In your transition block, it also shows you stacking your two animations which might be why everything looks weird for a short time. Instead of an exit timer, you might want to use parameters to change your states or directly set them in code.
The other possible issue is the checkbox Write Defaults.
From the Unity Docs, the description of Write Defaults is
Whether or not the AnimatorStates writes back the default values for
properties that are not animated by its Motion.
Unexpected behavior with animators can be caused by Write Defaults if you are not familiar with how they work or what they do. Again, it is hard to say what exactly is wrong with the description of your issue. Try unchecking each of these boxes individually and seeing if either one fixes your issue. If that does not work, try both and if that does not work, let me know what your issue is in more detail. Possibly attach a gif or video showing what is breaking as the written description is not helping too much.
I have no idea why this happens and I was wondering if there was a reason or maybe even a fix.
Vid link to what I'm talking about: https://youtu.be/HwxqL95lzXU
The reason it occurs is that the editor has to update all changes made on whatever you have selected. On top of that, Unity will attempt to draw the gizmos related to the object you have selected and all child objects. Depending on the object you have selected, the number of updates that need to redraw the editor and/or the number of gizmos needed to be drawn can take up a lot of CPU, which causes lag.
The one solution I can think of is to click on Gizmos in the top right of the editor window, and uncheck the box Selection Outline. If there is not a noticeable enough difference, disabling all gizmos can also help.
Outside of these small changes, I am unsure if there is a way to heavily reduce CPU usage in editor when selecting objects in editor. I tend to never have objects selected while playing unless I need to track various data. Even if I do need to track data, it is not the entire gameObject, so I will selectively print data I need or track it with a custom editor tool.
The title says it all. I'm building an application with switches, sliders, and plots but no 2-dimensional display. Is there a way to delete the World display? Of course I can shrink it down, and I can set all the turtles to hidden?, but I can't find a way to get rid of it entirely. Thanks.
As Nicolas says, there is no official way to do this.
The workaround I would suggest is to set max-pxcor to 0, reducing the view's height to a minimum, then covering it with an opaque "note".
Click "Add", then select "Note", click in the Interface tab to create the note, then uncheck the "Transparent background" checkbox. Then drag and resize the note as needed.
There is officially no way to make the view disappear in NetLogo.
But (and I probably shouldn't be telling you this) there is a bug in NetLogo that you could take advantage of. If you run:
set-patch-size -1
...the view disappears!
If you save and re-load your model, however, it reappears. (This is because NetLogo makes sure that the view is some minimum size when loading a model.) You can get around that by using a startup procedure:
to startup
set-patch-size -1
end
But, be warned: you probably shouldn't do that. This is very much a hack. The bug will probably be fixed eventually, so you can't expect this to keep working. And it may very well cause other, unforeseeable problems.
The wisest thing to do is probably be to just move the view far out of the way, so that the user has to scroll a long way to see it. That would make the view "hidden" for most intents and purposes and wouldn't cause any trouble.