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  where goes my accuracy?  (Read 688 times)
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Offline emzic

Senior Member





« Posted 2007-05-17 16:28:18 »

hello, since i read in the other thread that System.currentMillis is better than nanoTime i tried to change my Timing class.

in order to get the time that has passed since the last frame in my gameloop, i use this code.

[
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lastTime = curTime;
curTime = System.currentTimeMillis();
   
frameTime = (curTime-lastTime)  /   1000.0;
     
System.out.println(frameTime);

(all variables are doubles, not longs)

unfortunately this seems to be very inaccurate. the results are like this.

0.0
0.0
0.0
0.0
0.0
0.015
0.0
0.0
0.0
0.016

where exactly is my problem? thanks!

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Offline oNyx

JGO Coder


Medals: 1


pixels! :x


« Reply #1 - Posted 2007-05-17 17:32:26 »

currentTimeMillis() isn't better then nanoTime(). It's more robust, but it's resolution is a lot lower.

See this thread for details:
http://www.java-gaming.org/forums/index.php?topic=16481.0

See also:
http://www.java-gaming.org/forums/index.php?topic=11640.30

弾幕 ☆ @mahonnaiseblog
Offline Kova

Senior Member





« Reply #2 - Posted 2007-05-17 17:48:44 »

where exactly is my problem? thanks!

you don't understand the code

frame time should calculate how much ms has passed executing some block of code, simplified:
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startTime = curretTimeMillies();
//... some code
endTime = currentTimeMillies();
frameTime = endTime - startTime;


if this was a in a loop then you could do "startTime = endTime;" instead, like in your code, because time that has passed for calculating frameTime is extreamly small compared to code you are measuring. But if you do this then you need to carefully initialize variables before entering the loop since it won't be good when calculating for first time.
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Offline emzic

Senior Member





« Reply #3 - Posted 2007-05-18 15:30:02 »

ok thanks.
i switched back to nanoTime()...

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webstart blendinspect - OpenGL BlendingModes visualization.
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