Speed up Turing
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FC7321
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Posted: Mon Jun 03, 2013 11:27 am Post subject: Speed up Turing |
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My program is not running as fast as I would like it to (NOT because of delays). Is there any way to making Turing read and process the coding faster?
Thanks. |
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Sponsor Sponsor
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DemonWasp
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Posted: Mon Jun 03, 2013 12:01 pm Post subject: RE:Speed up Turing |
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Not really. You could try OpenTuring, but that's a band-aid solution (and it won't help if your teacher/marker is running your code in standard Turing).
The problem is almost certainly in your code. Turing is brutally slow, but novice coders often make simple mistakes that slow their program down too--and you can actually fix those. Post your code and people here can suggest areas for improvement. |
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FC7321
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Posted: Tue Jun 04, 2013 11:59 am Post subject: Re: Speed up Turing |
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Turing: |
setscreen ("graphics: 1000; 600") %Englarge execution window
setscreen ("onscreenonly") %Generates a smoother appearance
%GRPAHICS -- Variables
var fontmenu : int := Font.New ("impact:20") %Declaring font
var MainMenu : int := Pic.FileNew ("MainMenu.jpg") %Declare image for main menu
var introscreen : int := Pic.FileNew ("logo.jpg") %Declare image for introduction screen
var creditscreen : int := Pic.FileNew ("credits.jpg") %Declare image for credit screen
var gamescreen : int := Pic.FileNew ("gameScreen.jpg") %Declare image for game screen
var endscreen : int := Pic.FileNew ("endscreen.jpg") %Declare image for end screen
var I1 : int := Pic.FileNew ("I1.jpg") %Declare instruction screen (1)
var I2 : int := Pic.FileNew ("I2.jpg") %Declare instruction screen (2)
var I3 : int := Pic.FileNew ("I3.jpg") %Declare instruction screen (3)
var I4 : int := Pic.FileNew ("I4.jpg") %Declare instruction screen (4)
var I5 : int := Pic.FileNew ("I5.jpg") %Declare instruction screen (5)
var IBack : int := Pic.FileNew ("IBack.jpg") %Declare instruction screen background
%Set the following procedures as forward in order to avoid mutual recursion
forward procedure Instructions
forward procedure SongSelect
forward procedure Credits
forward procedure mainmenu
forward procedure lanes
forward procedure endscreen_song
forward procedure Instruction1
forward procedure Instruction2
forward procedure Instruction3
forward procedure Instruction4
forward procedure Instruction5
body procedure Instruction5 % open instruction screen, fifth slide
cls % clear screen
Pic.Draw (I5, 1, 1, 0) % display background of instruction screen
loop
drawfillbox ((maxx - 100), 0, maxx, 100, white)
Font.Draw ("Menu", maxx - 80, 30, fontmenu, red)
drawfillbox (0, maxy - 100, 100, maxy, white)
Font.Draw ("Back", 20, maxy - 80, fontmenu, red)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
elsif m >= 0 and n >= (maxy - 100) and m <= 100 and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction4
end if
end loop
end Instruction5
body procedure Instruction4
cls
Pic.Draw (I4, 1, 1, 0)
loop
drawfillbox ((maxx - 100), 0, maxx, 100, white)
Font.Draw ("Menu", maxx - 80, 30, fontmenu, red)
drawfillbox (maxx - 100, maxy - 100, maxx, maxy, white)
Font.Draw ("Next", maxx - 80, maxy - 80, fontmenu, red)
drawfillbox (0, maxy - 100, 100, maxy, white)
Font.Draw ("Back", 20, maxy - 80, fontmenu, red)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
elsif m >= (maxx - 100) and n >= (maxy - 100) and m <= maxx and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction5
elsif m >= 0 and n >= (maxy - 100) and m <= 100 and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction3
end if
end loop
end Instruction4
body procedure Instruction3
cls
Pic.Draw (I3, 1, 1, 0)
loop
drawfillbox ((maxx - 100), 0, maxx, 100, white)
Font.Draw ("Menu", maxx - 80, 30, fontmenu, red)
drawfillbox (maxx - 100, maxy - 100, maxx, maxy, white)
Font.Draw ("Next", maxx - 80, maxy - 80, fontmenu, red)
drawfillbox (0, maxy - 100, 100, maxy, white)
Font.Draw ("Back", 20, maxy - 80, fontmenu, red)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
elsif m >= (maxx - 100) and n >= (maxy - 100) and m <= maxx and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction4
elsif m >= 0 and n >= (maxy - 100) and m <= 100 and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction2
end if
end loop
end Instruction3
body procedure Instruction2
cls
Pic.Draw (I2, 1, 1, 0)
loop
drawfillbox ((maxx - 100), 0, maxx, 100, white)
Font.Draw ("Menu", maxx - 80, 30, fontmenu, red)
drawfillbox (maxx - 100, maxy - 100, maxx, maxy, white)
Font.Draw ("Next", maxx - 80, maxy - 80, fontmenu, red)
drawfillbox (0, maxy - 100, 100, maxy, white)
Font.Draw ("Back", 20, maxy - 80, fontmenu, red)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
elsif m >= (maxx - 100) and n >= (maxy - 100) and m <= maxx and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction3
elsif m >= 0 and n >= (maxy - 100) and m <= 100 and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction1
end if
end loop
end Instruction2
body procedure Instruction1
cls
Pic.Draw (I1, 1, 1, 0)
loop
drawfillbox ((maxx - 100), 0, maxx, 100, white)
Font.Draw ("Menu", maxx - 80, 30, fontmenu, red)
drawfillbox (maxx - 100, maxy - 100, maxx, maxy, white)
Font.Draw ("Next", maxx - 80, maxy - 80, fontmenu, red)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
elsif m >= (maxx - 100) and n >= (maxy - 100) and m <= maxx and n <= maxy then
Music.PlayFile ("Drumstick Sound.wav")
cls
Instruction2
end if
end loop
end Instruction1
%Instructions Screen
body procedure Instructions
Music.PlayFileLoop ("Mississippi Queen Instrumental.mp3") %Play a song on loop
cls
Instruction1
end Instructions
%Song Select Screen (OPTIONAL)
body procedure SongSelect
cls
loop
drawfill (1, 1, 72, 72)
drawfillbox ((maxx div 2) - 300, (maxy div 2) + 100, (maxx div 2) + 300, (maxy div 2) + 200, white)
drawfillbox ((maxx div 2) - 300, (maxy div 2), (maxx div 2) + 300, (maxy div 2) + 50, white)
drawfillbox ((maxx div 2) - 300, (maxy div 2) - 75, (maxx div 2) + 300, (maxy div 2) - 25, white)
drawfillbox ((maxx div 2) - 300, (maxy div 2) - 150, (maxx div 2) + 300, (maxy div 2) - 100, white)
Font.Draw ("Song Select", (maxx div 2) - 75, (maxy div 2) + 140, fontmenu, red)
drawfillbox ((maxx - 100), 0, maxx, 100, white)
Font.Draw ("Back", maxx - 80, 30, fontmenu, red)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
end if
View.Update
end loop
end SongSelect
%Credits Screen
body procedure Credits
Music.PlayFileLoop ("Foreplay Long Time Boston Instrumental.mp3")
cls
Pic.Draw (creditscreen, 1, 1, 0)
loop
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= (maxx - 100) and n >= 0 and m <= maxx and n <= 100 then
Music.PlayFile ("Drum Fill.wav")
cls
mainmenu
end if
View.Update
end loop
end Credits
%Main Menu Screen
body procedure mainmenu
Music.PlayFileLoop ("Bullseye Instrumental.mp3")
cls
loop
%Background
Pic.Draw (MainMenu, 1, 1, 0)
var m, n, o, p : int
buttonwait ("up", m, n, o, p )
if m >= 405 and n >= 385 and m <= 957 and n <= 430 then
Music.PlayFile ("Guitar Chord 1.wav")
cls
lanes
elsif m >= 405 and n >= 320 and m <= 957 and n <= 365 then
Music.PlayFile ("Guitar Chord 2.wav")
cls
Instructions
elsif m >= 405 and n >= 260 and m <= 957 and n <= 300 then
Music.PlayFile ("Guitar Chord 4.wav")
cls
Credits
elsif m >= 405 and n >= 200 and m <= 957 and n <= 240 then
quit
end if
View.Update
end loop
end mainmenu
% MAIN PROGRAM: GAME
% MUSIC_SONG 01
process song01_subprogram
Music.PlayFileStop
Music.PlayFile ("demo.mp3")
end song01_subprogram
% GRAPHICS (BUTTONS)
%Declare all images of buttons and notes as sprites
var redkey : int := Pic.FileNew ("scale_rednote.bmp")
var redsprite : int := Sprite.New (redkey )
var bluekey : int := Pic.FileNew ("scale_bluenote.bmp")
var bluesprite : int := Sprite.New (bluekey )
var greenkey : int := Pic.FileNew ("scale_greennote.bmp")
var greensprite : int := Sprite.New (greenkey )
var yellowkey : int := Pic.FileNew ("scale_yellownote.bmp")
var yellowsprite : int := Sprite.New (yellowkey )
var orangekey : int := Pic.FileNew ("scale_orangenote.bmp")
var orangesprite : int := Sprite.New (orangekey )
var redslot : int := Pic.FileNew ("scale_red.bmp")
var slotredsprite : int := Sprite.New (redslot )
Sprite.SetPosition (slotredsprite, 75, 50, false) %set initial position of the sprite
var blueslot : int := Pic.FileNew ("scale_blue.bmp")
var slotbluesprite : int := Sprite.New (blueslot )
Sprite.SetPosition (slotbluesprite, 175, 50, false) %set initial position of the sprite
var greenslot : int := Pic.FileNew ("scale_green.bmp")
var slotgreensprite : int := Sprite.New (greenslot )
Sprite.SetPosition (slotgreensprite, 275, 50, false) %set initial position of the sprite
var yellowslot : int := Pic.FileNew ("scale_yellow.bmp")
var slotyellowsprite : int := Sprite.New (yellowslot )
Sprite.SetPosition (slotyellowsprite, 375, 50, false) %set initial position of the sprite
var orangeslot : int := Pic.FileNew ("scale_orange.bmp")
var slotorangesprite : int := Sprite.New (orangeslot )
Sprite.SetPosition (slotorangesprite, 475, 50, false) %set initial position of the sprite
% ENABLE CONTROLS
var chars : array char of boolean
var hit : boolean := false
Input.KeyDown (chars )
% MAIN PROGRAM VARIABLES & CONSTANTS
var lanenumber : int
const totalnotes : int := 16
% DESCENDING NOTES
var y1 : int := 450
var y2 : int := 450
var y3 : int := 450
var y4 : int := 450
var y5 : int := 450
% DETECT PRESSED KEYS
var one_pressed, two_pressed, three_pressed, four_pressed, five_pressed : boolean := false % declare variables for keys and initialize as "unpressed"
% HIT NOTE COUNT
var count_pt10, count_pt5, count_pt3, count_pt1 : int := 0
var count := 0
var totalpoints : int
var winpercentage : int := 0
% TIME DELAY IN BETWEEN CONSECUTIVE NOTES
var interval : array 1 .. totalnotes of int
interval (1) := (4550)
interval (2) := (120)
interval (3) := (0)
interval (4) := (140)
interval (5) := (165)
interval (6) := (5)
interval (7) := (90)
interval (8) := (170)
interval (9) := (0)
interval (10) := (80) %9.820 SECONDS IN
interval (11) := (170)
interval (12) := (140)
interval (13) := (0)
interval (14) := (160)
interval (15) := (130)
interval (16) := (360) %13.48
% PROCEDURES
% sucessful hit
procedure hitnote
count := count + 1
Sprite.Hide (redsprite )
Sprite.Hide (bluesprite )
Sprite.Hide (greensprite )
Sprite.Hide (yellowsprite )
Sprite.Hide (orangesprite )
Pic.Draw (gamescreen, 1, 1, 0)
if 75 - y1 = 0 or 75 - y2 = 0 or 75 - y3 = 0 or 75 - y4 = 0 or 75 - y5 = 0 then
count_pt10 := count_pt10 + 1
delay (75)
end if
if 75 - y1 = 1 or 75 - y2 = 1 or 75 - y3 = 1 or 75 - y4 = 1 or 75 - y5 = 1 then
count_pt5 := count_pt5 + 1
delay (74)
end if
if 75 - y1 = 2 or 75 - y2 = 2 or 75 - y3 = 2 or 75 - y4 = 2 or 75 - y5 = 2 then
count_pt5 := count_pt5 + 1
delay (73)
end if
if 75 - y1 = 3 or 75 - y2 = 3 or 75 - y3 = 3 or 75 - y4 = 3 or 75 - y5 = 3 then
count_pt5 := count_pt5 + 1
delay (72)
end if
if 75 - y1 = 4 or 75 - y2 = 4 or 75 - y3 = 4 or 75 - y4 = 4 or 75 - y5 = 4 then
count_pt3 := count_pt3 + 1
delay (71)
end if
if 75 - y1 = 5 or 75 - y2 = 5 or 75 - y3 = 5 or 75 - y4 = 5 or 75 - y5 = 5 then
count_pt3 := count_pt3 + 1
delay (70)
end if
if 75 - y1 = 6 or 75 - y2 = 6 or 75 - y3 = 6 or 75 - y4 = 6 or 75 - y5 = 6 then
count_pt1 := count_pt1 + 1
delay (69)
end if
if 75 - y1 = 7 or 75 - y2 = 7 or 75 - y3 = 7 or 75 - y4 = 7 or 75 - y5 = 7 then
count_pt1 := count_pt1 + 1
delay (68)
end if
if 75 - y1 = - 1 or 75 - y2 = - 1 or 75 - y3 = - 1 or 75 - y4 = - 1 or 75 - y5 = - 1 then
count_pt5 := count_pt5 + 1
delay (76)
end if
if 75 - y1 = - 2 or 75 - y2 = - 2 or 75 - y3 = - 2 or 75 - y4 = - 2 or 75 - y5 = - 2 then
count_pt5 := count_pt5 + 1
delay (77)
end if
if 75 - y1 = - 3 or 75 - y2 = - 3 or 75 - y3 = - 3 or 75 - y4 = - 3 or 75 - y5 = - 3 then
count_pt5 := count_pt5 + 1
delay (78)
end if
if 75 - y1 = - 4 or 75 - y2 = - 4 or 75 - y3 = - 4 or 75 - y4 = - 4 or 75 - y5 = - 4 then
count_pt3 := count_pt3 + 1
delay (79)
end if
if 75 - y1 = - 5 or 75 - y2 = - 5 or 75 - y3 = - 5 or 75 - y4 = - 5 or 75 - y5 = - 5 then
count_pt3 := count_pt3 + 1
delay (80)
end if
if 75 - y1 = - 6 or 75 - y2 = - 6 or 75 - y3 = - 6 or 75 - y4 = - 6 or 75 - y5 = - 6 then
count_pt1 := count_pt1 + 1
delay (81)
end if
if 75 - y1 = - 7 or 75 - y2 = - 7 or 75 - y3 = - 7 or 75 - y4 = - 7 or 75 - y5 = - 7 then
count_pt1 := count_pt1 + 1
delay (82)
end if
end hitnote
% animation of descending note in lane 01
procedure line01_individualnote
loop
View.Set ("offscreenonly")
Pic.Draw (gamescreen, 1, 1, 0)
Sprite.Show (slotredsprite )
Sprite.Show (slotbluesprite )
Sprite.Show (slotgreensprite )
Sprite.Show (slotyellowsprite )
Sprite.Show (slotorangesprite )
% lane 01 controls
Input.KeyDown (chars )
if chars ('1') then
one_pressed := true
else
one_pressed := false
end if
% THE y-VALUE
y1 := y1 - 5
exit when y1 = - 25
%collision
if 82 > y1 and y1 > 68 and one_pressed = true then
hitnote
exit
else
end if
Sprite.SetPosition (redsprite, 75, y1 - 25, false)
Sprite.Show (redsprite )
View.Update
delay (5)
end loop
end line01_individualnote
% animation of descending note in lane 01
procedure line02_individualnote
loop
View.Set ("offscreenonly")
Pic.Draw (gamescreen, 1, 1, 0)
Sprite.Show (slotredsprite )
Sprite.Show (slotbluesprite )
Sprite.Show (slotgreensprite )
Sprite.Show (slotyellowsprite )
Sprite.Show (slotorangesprite )
Input.KeyDown (chars )
if chars ('2') then
two_pressed := true
else
two_pressed := false
end if
%THE y-VALUE
y2 := y2 - 5
exit when y2 = - 25
%collision
if 82 > y2 and y2 > 68 and two_pressed = true then
hitnote
exit
else
end if
Sprite.SetPosition (bluesprite, 175, y2 - 25, false)
Sprite.Show (bluesprite )
View.Update
delay (5)
end loop
end line02_individualnote
% animation of descending note in lane 03
procedure line03_individualnote
loop
View.Set ("offscreenonly")
Pic.Draw (gamescreen, 1, 1, 0)
Sprite.Show (slotredsprite )
Sprite.Show (slotbluesprite )
Sprite.Show (slotgreensprite )
Sprite.Show (slotyellowsprite )
Sprite.Show (slotorangesprite )
% lane 03 controls
Input.KeyDown (chars )
if chars ('3') then
three_pressed := true
else
three_pressed := false
end if
% THE y-VALUE
y3 := y3 - 5
exit when y3 = - 25
%collision
if 82 > y3 and y3 > 68 and three_pressed = true then
hitnote
exit
else
end if
Sprite.SetPosition (greensprite, 275, y3 - 25, false)
Sprite.Show (greensprite )
View.Update
delay (5)
end loop
end line03_individualnote
procedure line04_individualnote
loop
View.Set ("offscreenonly")
Pic.Draw (gamescreen, 1, 1, 0)
Sprite.Show (slotredsprite )
Sprite.Show (slotbluesprite )
Sprite.Show (slotgreensprite )
Sprite.Show (slotyellowsprite )
Sprite.Show (slotorangesprite )
% lane 01 controls
Input.KeyDown (chars )
if chars ('4') then
four_pressed := true
else
four_pressed := false
end if
% THE y-VALUE
y4 := y4 - 5
exit when y4 = - 25
%collision
if 82 > y4 and y4 > 68 and four_pressed = true then
hitnote
exit
else
end if
Sprite.SetPosition (yellowsprite, 375, y4 - 25, false)
Sprite.Show (yellowsprite )
View.Update
delay (5)
end loop
end line04_individualnote
procedure line05_individualnote
loop
View.Set ("offscreenonly")
Pic.Draw (gamescreen, 1, 1, 0)
Sprite.Show (slotredsprite )
Sprite.Show (slotbluesprite )
Sprite.Show (slotgreensprite )
Sprite.Show (slotyellowsprite )
Sprite.Show (slotorangesprite )
Input.KeyDown (chars )
if chars ('5') then
five_pressed := true
else
five_pressed := false
end if
% THE y-VALUE
y5 := y5 - 5
exit when y5 = - 25
%collision
if 82 > y5 and y5 > 68 and five_pressed = true then
hitnote
exit
else
end if
Sprite.SetPosition (orangesprite, 475, y5 - 25, false)
Sprite.Show (orangesprite )
View.Update
delay (5)
end loop
end line05_individualnote
% PROCEDURE for consecutive notes within song
body procedure lanes
Music.PlayFileStop
fork song01_subprogram
Sprite.Show (slotredsprite )
Sprite.Show (slotbluesprite )
Sprite.Show (slotgreensprite )
Sprite.Show (slotyellowsprite )
Sprite.Show (slotorangesprite )
for i : 1 .. totalnotes
Pic.Draw (gamescreen, 1, 1, 0)
delay (interval (i ))
randint (lanenumber, 1, 5)
if lanenumber = 1 then
line01_individualnote
elsif lanenumber = 2 then
line02_individualnote
elsif lanenumber = 3 then
line03_individualnote
elsif lanenumber = 4 then
line04_individualnote
elsif lanenumber = 5 then
line05_individualnote
end if
y1 := 450
Pic.Draw (redslot, 75, 50, 0)
y2 := 450
Pic.Draw (blueslot, 175, 50, 0)
y3 := 450
Pic.Draw (greenslot, 275, 50, 0)
y4 := 450
Pic.Draw (yellowslot, 375, 50, 0)
y5 := 450
Pic.Draw (orangeslot, 475, 50, 0)
end for
Sprite.Hide (redsprite )
Sprite.Hide (bluesprite )
Sprite.Hide (greensprite )
Sprite.Hide (yellowsprite )
Sprite.Hide (orangesprite )
endscreen_song
end lanes
body procedure endscreen_song
Sprite.Hide (redsprite )
Sprite.Hide (bluesprite )
Sprite.Hide (greensprite )
Sprite.Hide (yellowsprite )
Sprite.Hide (orangesprite )
Sprite.Hide (slotredsprite )
Sprite.Hide (slotbluesprite )
Sprite.Hide (slotgreensprite )
Sprite.Hide (slotyellowsprite )
Sprite.Hide (slotorangesprite )
cls % clears the screen
Pic.Draw (endscreen, 1, 1, 0) % displays the end screen
totalpoints := (count_pt10 * 10) + (count_pt5 * 5) + (count_pt3 * 3) + (count_pt1 ) % calculates the number of points earned depending on how many notes were hit and to whast degree of accuracy
winpercentage := (totalpoints div (totalnotes * 10)) * 100 % calculates the win percentage
colour (white) % sets font colour to white
colourback (black) % sets background colour of text to black
locatexy (maxx - 50, 540)
put count
locatexy (maxx - 50, 505)
put totalnotes - count
locatexy (maxx - 50, 465)
put winpercentage, "%"
if winpercentage >= 80 then
Font.Draw ("A", 170, 405, fontmenu, white)
elsif winpercentage >= 70 then
Font.Draw ("B", 170, 405, fontmenu, white)
elsif winpercentage >= 60 then
Font.Draw ("C", 170, 405, fontmenu, white)
elsif winpercentage >= 50 then
Font.Draw ("D", 170, 405, fontmenu, white)
else
Font.Draw ("F", 170, 405, fontmenu, white)
end if
var reply : string (1) % declare variable for user's response
getch (reply ) % waits for user to press any key before continuing program
mainmenu % returns to main menu
end endscreen_song
%---------------------------------------------
% PROGRAM BEGINS
Pic.Draw (introscreen, 1, 1, 0) % display introduction screen
delay (3000) % waits 3 seconds before clearing the screen
% GAME BEGINS // MUSIC STARTS PLAYING
mainmenu
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Tony
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FC7321
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Posted: Wed Jun 05, 2013 2:38 pm Post subject: RE:Speed up Turing |
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Sorry, there are many graphics that I imported.
The procedures (line(01-05)_individualnote) are all slowing down. The "notes" do not move down the screen fast enough. |
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MihaiG
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Posted: Wed Jun 05, 2013 6:09 pm Post subject: Re: Speed up Turing |
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In each of those you have a delay(5). Have you tried removing these or making the value smaller?
A few years ago i made a wand you would wave in the air and connect via parallel port, and it would write out letters!
The issue was timing the delay, delay only works on increments of 1ms, while i had to work on much smaller orders.
I figured i could make a blank for loop ie
for i : 1..10000
end for
The only issue this provided was, clock speed on my CPU was a factor!
You also seem to be using a delay in the procedure that calls the individualnote procedures. Delays in turing are generally bad! |
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Raknarg
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Posted: Wed Jun 05, 2013 7:58 pm Post subject: RE:Speed up Turing |
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you can try replacing delay with Time.DelaySinceLast, that makes it more regulated |
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FC7321
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Posted: Wed Jun 12, 2013 6:08 pm Post subject: RE:Speed up Turing |
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Thanks for your help
Open Turing helps the program run much faster, so the problem is fixed! |
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