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/*
 * Copyright (c) 2008-2011, Piccolo2D project, http://piccolo2d.org
 * Copyright (c) 1998-2008, University of Maryland
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are permitted provided
 * that the following conditions are met:
 *
 * Redistributions of source code must retain the above copyright notice, this list of conditions
 * and the following disclaimer.
 *
 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions
 * and the following disclaimer in the documentation and/or other materials provided with the
 * distribution.
 *
 * None of the name of the University of Maryland, the name of the Piccolo2D project, or the names of its
 * contributors may be used to endorse or promote products derived from this software without specific
 * prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package org.piccolo2d.util;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;

import javax.swing.SwingUtilities;

/**
 * PDebug is used to set framework wide debugging flags.
 * 

* * @version 1.0 * @author Jesse Grosjean */ public class PDebug { /** Set to true to display clip bounds boxes. */ public static boolean debugRegionManagement = false; /** * Set to true if you want to display common errors with painting and * threading. */ public static boolean debugPaintCalls = false; /** Set to true to display frame rate in the console. */ public static boolean debugPrintFrameRate = false; /** Set to true to display used memory in console. */ public static boolean debugPrintUsedMemory = false; /** Displays bounding boxes around nodes. Used in PCamera. */ public static boolean debugBounds = false; /** Displays a tint to all shapes within a bounding box. */ public static boolean debugFullBounds = false; /** Whether to complain whenever common threading issues occur. */ public static boolean debugThreads = false; /** How often in frames result info should be printed to the console. */ public static int printResultsFrameRate = 10; private static int debugPaintColor; private static long framesProcessed; private static long startProcessingOutputTime; private static long startProcessingInputTime; private static long processOutputTime; private static long processInputTime; private static boolean processingOutput; private PDebug() { super(); } /** * Generates a color for use while debugging. * * @return a color for use while debugging. */ public static Color getDebugPaintColor() { final int color = 100 + debugPaintColor++ % 10 * 10; return new Color(color, color, color, 150); } /** * Checks that process inputs is being doing from the Swing Dispatch Thread. */ public static void scheduleProcessInputs() { if (debugThreads && !SwingUtilities.isEventDispatchThread()) { System.out.println("scene graph manipulated on wrong thread"); } } /** * Ensures that painting is not invalidating paint regions and that it's * being called from the dispatch thread. */ public static void processRepaint() { if (processingOutput && debugPaintCalls) { System.err .println("Got repaint while painting scene. This can result in a recursive process that degrades performance."); } if (debugThreads && !SwingUtilities.isEventDispatchThread()) { System.out.println("repaint called on wrong thread"); } } /** * Returns whether output is being processed. * * @return whether output is being processed */ public static boolean getProcessingOutput() { return processingOutput; } /** * Records that processing of ouptut has begun. */ public static void startProcessingOutput() { processingOutput = true; startProcessingOutputTime = System.currentTimeMillis(); } /** * Flags processing of output as finished. Updates all stats in the process. * * @param g graphics context in which processing has finished */ public static void endProcessingOutput(final Graphics g) { processOutputTime += System.currentTimeMillis() - startProcessingOutputTime; framesProcessed++; if (framesProcessed % printResultsFrameRate == 0) { if (PDebug.debugPrintFrameRate) { System.out.println("Process output frame rate: " + getOutputFPS() + " fps"); System.out.println("Process input frame rate: " + getInputFPS() + " fps"); System.out.println("Total frame rate: " + getTotalFPS() + " fps"); System.out.println(); resetFPSTiming(); } if (PDebug.debugPrintUsedMemory) { System.out.println("Approximate used memory: " + getApproximateUsedMemory() / 1024 + " k"); } } if (PDebug.debugRegionManagement) { final Graphics2D g2 = (Graphics2D) g; g2.setColor(PDebug.getDebugPaintColor()); g2.fill(g.getClipBounds().getBounds2D()); } processingOutput = false; } /** * Records that processing of input has started. */ public static void startProcessingInput() { startProcessingInputTime = System.currentTimeMillis(); } /** * Records that processing of input has finished. */ public static void endProcessingInput() { processInputTime += System.currentTimeMillis() - startProcessingInputTime; } /** * Return how many frames are processed and painted per second. Note that * since piccolo doesn't paint continuously this rate will be slow unless * you are interacting with the system or have activities scheduled. * * @return frame rate achieved */ public static double getTotalFPS() { if (framesProcessed > 0) { return 1000.0 / ((processInputTime + processOutputTime) / (double) framesProcessed); } else { return 0; } } /** * Return the frames per second used to process input events and activities. * * @return # of frames per second that were allocated to processing input */ public static double getInputFPS() { if (processInputTime > 0 && framesProcessed > 0) { return 1000.0 / (processInputTime / (double) framesProcessed); } else { return 0; } } /** * Return the frames per seconds used to paint graphics to the screen. * * @return # of frames per second that were used up to processing output */ public static double getOutputFPS() { if (processOutputTime > 0 && framesProcessed > 0) { return 1000.0 / (processOutputTime / (double) framesProcessed); } else { return 0; } } /** * Return the number of frames that have been processed since the last time * resetFPSTiming was called. * * @return total number of frames processed */ public long getFramesProcessed() { return framesProcessed; } /** * Reset the variables used to track FPS. If you reset seldom they you will * get good average FPS values, if you reset more often only the frames * recorded after the last reset will be taken into consideration. */ public static void resetFPSTiming() { framesProcessed = 0; processInputTime = 0; processOutputTime = 0; } /** * Returns an approximation of the amount of memory that is being used. * * Not that this call might affecting timings. * * @return approximate # of bytes of memory used */ public static long getApproximateUsedMemory() { System.gc(); System.runFinalization(); final long totalMemory = Runtime.getRuntime().totalMemory(); final long free = Runtime.getRuntime().freeMemory(); return totalMemory - free; } }





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