Throttling an AMQP Consumer Using RabbitMQ

I'm using AMQP in a reliability pattern and my use-case is to put messages in a queue, then consume them and insert the information into a web service. My web service is slow, and my queue can have many, many messages and I would like to ensure that the consumer doesn't kill my database. Is there a build-in way to perform throttling in RabbitMQ, either time-based(only X messages per mi

使用RabbitMQ限制AMQP使用者

我在可靠性模式中使用AMQP,我的用例是将消息放入队列中,然后使用它们并将信息插入到Web服务中。 我的Web服务很慢,我的队列可以有很多很多的消息,我想确保消费者不会杀死我的数据库。 是否有一种内置的方式来在RabbitMQ中执行调速,或者是基于时间的(每分钟/每秒钟只有X条消息)或其他一些机制? 每个连接都有流量控制,所以如果服务器上的消息太多,发布者将会等待。 RabbitMQ是非常可靠的系统,我可以说你不必担心它

OpenGL (LWJGL): Render to Texture not working

I've got some code that's supposed to render text to a texture so that I don't have to render each character each draw step, and can instead use the rendered texture. However, my code does not as it's supposed to, and the texture is left blank. After a few hours of trying different things, I cannot figure it out, and so I bring the question to you. I'm fairly certain the p

OpenGL(LWJGL):渲染到纹理不起作用

我有一些代码可以将文本渲染到纹理,这样我就不必为每个绘制步骤渲染每个字符,而是可以使用渲染的纹理。 但是,我的代码并不如预期的那样,并且纹理保持空白。 经过几个小时的尝试不同的事情,我无法弄清楚,所以我把问题提交给你。 我相当确定问题出现在下面的代码块中,但如果你认为它不是,我会很乐意发布你想要的任何其他代码示例。 我真的很想把这件事做完。 确切的问题是,创建的纹理是空白的,永远不会渲染(看起

LWJGL Textures not rendering

I am trying to figure out why I can't get any textures to render with LWJGL 3. I've tried multiple ways to load (PNGDecoder, STB, BufferedImage) and to render textures. But the result is always a white quad. Main Class: public static void main(String[] args) { glfwInit(); window = glfwCreateWindow(640, 480, "TEST", 0, 0); glfwShowWindow(window); glfwMakeContextCurrent(

LWJGL纹理不渲染

我想弄清楚为什么我不能使用LWJGL 3渲染任何纹理。我尝试了多种方法来加载(PNGDecoder,STB,BufferedImage)和渲染纹理。 但结果总是一个白色的四边形。 主要类别: public static void main(String[] args) { glfwInit(); window = glfwCreateWindow(640, 480, "TEST", 0, 0); glfwShowWindow(window); glfwMakeContextCurrent(window); GL.createCapabilities(); GL11.glEnable(GL11.GL_TEXTURE

Drawing to Textures does not work LWJGL

I'm trying to draw to a 2d texture and to draw that texture in a 3D scene. Code for Initializing the framebuffer objects and textures: public static void initFBO() { renderEngine.framebuffers = new int[7]; renderEngine.monitorTextures = new int[7]; for(int i = 0;i < 7;i++) { renderEngine.framebuffers[i] = glGenFramebuffers(); renderEngine.monitorTextures

绘制纹理不起作用LWJGL

我正在尝试绘制2d纹理,并在3D场景中绘制该纹理。 初始化帧缓冲区对象和纹理的代码: public static void initFBO() { renderEngine.framebuffers = new int[7]; renderEngine.monitorTextures = new int[7]; for(int i = 0;i < 7;i++) { renderEngine.framebuffers[i] = glGenFramebuffers(); renderEngine.monitorTextures[i] = glGenTextures(); glBindFramebuffer(GL_FRAMEB

OpenGL LWJGL Texture Rendering Failure

Working with LWJGL's OpenGL version 1.1 and 2D Textures, I find myself stuck... For some reason, the LWJGL engine will not render loaded textures on the 2D Layer... Instead, I get a white square.. I'm assuming that it is highly likely that I'm missing something somewhere in my code.. Below is the entire code, as related to such event.. Loading up the OpenGL Environment: glHint(

OpenGL LWJGL纹理渲染失败

使用LWJGL的OpenGL版本1.1和2D纹理,我发现自己陷入了困境...... 出于某种原因,LWJGL引擎不会在2D图层上渲染加载的纹理...相反,我得到一个白色的方块。 我假设这很有可能是我的代码中某处丢失了某些东西。以下是与此类事件相关的完整代码。 加载OpenGL环境: glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glEnable(GL_TEXTURE_2D); glClearColor(0, 0, 0, 1); glClearDe

LWJGL GLTranslation add to previos Translation

i've got a problem with coding here. When i render 2 ore more blocks the location with the new block add with the old ones and so there's different distances between theese blocks. I used a FPCameraController and so I cannot add GL11.glloadIdentify() because my blocks disappears. Rendering Class: while(!Display.isCloseRequested) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPT

LWJGL GLTranslation添加到previos翻译

我在这里编码时遇到了问题。 当我渲染2块或更多块时,新块的位置会与旧块一起添加,因此这些块之间的距离不同。 我使用了FPCameraController,所以我不能添加GL11.glloadIdentify(),因为我的块消失了。 渲染类: while(!Display.isCloseRequested){GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); GL11.glCullFace(GL11.GL_BACK); GL1

Rendering to framebuffer shows wrong result

I am trying to render all my renderings to a framebuffer instead of the backbuffer, while using the LWJGL. I do the following things for the graphics. Setting up the display and setting up OpenGL: try { Display.setDisplayMode(new DisplayMode(1024, 768)); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } Display.se

渲染帧缓冲显示错误的结果

我试图在使用LWJGL的同时将所有渲染渲染到帧缓冲区而不是后缓冲区。 我为图形做了以下事情。 设置显示并设置OpenGL: try { Display.setDisplayMode(new DisplayMode(1024, 768)); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } Display.setTitle(WINDOW_NAME); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentit

LWJGL: Texture renders with background color

I'm working on a game project I've been planning for a long time. I set up the basic things and want to make the textures work. I use a custom written TextureLoader (with a code snippet you might know) and put the resulting texture id into a hash map so I don't need to recreate a new texture id. package net.sep87x.atmos.render; import java.awt.image.BufferedImage; import java.io.F

LWJGL:纹理使用背景颜色进行渲染

我正在研究一个我一直在计划的游戏项目。 我设置了基本的东西,并希望使纹理起作用。 我使用自定义的书写纹理加载器(带有代码片段,你可能知道)并将生成的纹理ID放入哈希映射中,因此我不需要重新创建新的纹理ID。 package net.sep87x.atmos.render; import java.awt.image.BufferedImage; import java.io.File; import java.io.IOException; import java.nio.ByteBuffer; import java.util.HashMap; import javax.imageio

LWJGL textures rendering as single color

for the past hour or so I've been trying to fix a bug that makes it so that the textures which I attempt to render are just single colors. The odd thing is that this method of loading textures has worked perfectly fine for me before with no problems like this. Here's how I load the texture (From a BufferedImage): public static int loadTexture(BufferedImage image) { glEnable(GL_TEX

LWJGL纹理渲染为单色

在过去的一个小时左右,我一直在试图修复一个bug,使得我尝试渲染的纹理只是单一的颜色。 奇怪的是,这种加载纹理的方法在我没有像这样的问题之前对我来说工作得很好。 下面是我如何加载纹理(来自BufferedImage): public static int loadTexture(BufferedImage image) { glEnable(GL_TEXTURE_2D); TextureImpl.unbind(); try { int[ ] pixels = new int[image.getWidth() * image.getHeight()]

Generating Audio Waveforms

This post is more about clarification than it is about implementing some sort of audio waveform algorithm. I've read a myriad of posts concerning the subject (both on SO and out on the web), and here's what I've gathered: In the context of 16-bit WAV, I want to read every two bytes as a short , which will result in a value between -32768 to 32767. With a sample rate of 44.1kHz, I

生成音频波形

这篇文章更多的是关于澄清,而不是关于实现某种音频波形算法。 我已经阅读了大量关于这个主题的文章(包括SO和网络上的文章),以下是我收集到的内容: 在16位WAV的上下文中,我想每两个字节读取一个short ,这将导致介于-32768到32767之间的值。 采样率为44.1kHz时,每一秒钟的音频采样数为44000。 这很简单,但我有以下问题: 以单声道渲染的WAV只有一个通道,即每帧两个字节的信息。 在立体声中,这成为四个字节的