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Timer stops in mid-tournament! (animated gifs)

 
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ERicJ
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Joined: 02 May 2006
Posts: 15
Location: Houston, TX

PostPosted: Mon Jun 19, 2006 1:32 am    Post subject: Timer stops in mid-tournament! (animated gifs) Reply with quote

I searched around and this thread is the closest thing to what I'm seeing, but I don't see any resolution to the issue.

I was using the free version of TM for five tournaments and never had any problems. I recently upgraded to the paid version and have since run two tournaments. In each of those I had 5-6 occurrences of the countdown timer stopping and the entire TM application freezing! In each case I have to use the Windows Task Manager to kill the application, then restart and load the .drnt.BACKUP (or .drnt.BACKUP.BACKUP (or .drnt.BACKUP.BACKUP.BACKUP, etc)) file.

In the first problematic tournament I was running both client/server mode, with wireless on, in a hot garage. So I chalked it up to simply overworking my laptop. But it was embarrassing to be running the show and have the app continually locking up.

The second tournament was last week in a better controlled enviroment, nice air conditioned house; I ran TM standalone and turned off wireless on the lappy. The only application running was Dr. Neau. I still had the lockups. Grrrr...

PC Info:
Compaq Presario R4000
AMD Athlon 64 3200+
1GB RAM
Windows XP Home SP2
Java 1.5.0 (build 1.5.0_06-b05)

Tournament Manager Info:
Dr. Neau TM build March 21 2006 - 08:08

Manage Players, Blinds, Seating, and Chips

One Buy-in, one Rebuy

Countdown (rarely used)
15 18-minute Levels w/ a 6-minute break after every third level.

Four chips in use.

One payout schedule with top four finishers getting a percentage.

Ten players, one with a bounty on him.

Seating: one table with one player locked, others randomly assigned.

Player Interface Config Properties: Hand Nicknames (core) checked for Pre, Break and Post. Disabled in mid-tourney; didn't help the problem.

Player Interface Config Images: two internal, six external images.
One image is an animated gif.

Player Interface Config Alerts/Audio: Seven internal, 46 User Default sounds. I guess TM loads everything in the App Prefs Audio directory.

Player Interface Config Console: Three custom consoles (pre, play, break)
The only modification from the core versions is to change the rotating pictures from Dogs/logo to Dogs/CatOnGuitar(animated).

Tonight's javaw.exe Memory usage debug:
45MB for Start TM, loading App Prefs defaults
50MB for open last (completed) tournament
51MB for viewing console with scrolling finishes
59MB for loading custom consoles
60->87MB for simply waiting 15 minutes


[img]http://tinyurl.com/zu476[/img]


[img]http://tinyurl.com/frx4j[/img]


Any help or advice?

Thanks,
ERic
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rumackay
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Joined: 15 Oct 2005
Posts: 60
Location: Queensland, Australia

PostPosted: Mon Jun 19, 2006 5:02 am    Post subject: Reply with quote

Eric, I'm far from an expert on the app but I recently had some slowdown/freezing issues myself. I found that once I removed several images (I still haven't figured out why they and not others caused probs) everything worked fine. I'm not sure it's the same as your situation but one of them was an animated gif...removed it with the others and it's fine now.

For the record I currently have (working) about 30 images of all different sizes/formats and a half a dozen or so audio files in use. It just seemed the app didn't like some of the removed images for some reason...
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drneau
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Joined: 13 Feb 2005
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Location: Woodbury, MN

PostPosted: Mon Jun 19, 2006 5:48 am    Post subject: Reply with quote

Well, there's no difference between the "free" version and the "paid" version...except that the "paid" version lets you do more stuff like customize the console, etc.

Seems extremely fishy that it worked fine for you on 5 "free" tournaments and then suddenly starts freezing when you use the password.

I'd focus on everything you did that required entering a password. What are the sizes of the gifs and audios. Each one you load in takes more memory.

If you have a scrolling console component AND an animated gif, your system is going to be spending a LOT of resources redrawing the screen. A LOT.

I also wouldn't *guarantee* that everything works fine with Java 1.5. I haven't tested it myself.

As far as the jump from 60 to 87MB, that doesn't concern me. Getting a loaded image prepped for display on the screen uses memory.

I guess I'd start with axing the CatOnGuitar.
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MaxPower
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PostPosted: Mon Jun 19, 2006 9:00 am    Post subject: Reply with quote

I had a similar experience when I had an animated gif running - but this was before the Good Doctor programmed in support for the animated gifs. But ever since then, I've stayed away from the animations, and haven't had an issue (knock on wood).

I'm running a 16 seat tourney this weekend, so I'll run through a test one in the next few days...

Max
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ERicJ
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Joined: 02 May 2006
Posts: 15
Location: Houston, TX

PostPosted: Mon Jun 19, 2006 9:20 am    Post subject: Reply with quote

drneau wrote:
[...]Seems extremely fishy that it worked fine for you on 5 "free" tournaments and then suddenly starts freezing when you use the password.

I'd focus on everything you did that required entering a password. What are the sizes of the gifs and audios. Each one you load in takes more memory.[...]


Jeff,
I agree, as you can attest by the bugs I submitted last month, I was trying out lots of new features enabled in the paid version. Here is the list of audio files in the directory saved in my App Prefs:

Code:
 Directory of C:\Documents and Settings\USER\My Documents\My Music\Poker Sounds

06/19/2006  10:05 AM    <DIR>          .
06/19/2006  10:05 AM    <DIR>          ..
05/02/2006  11:44 PM           238,914 agressive.wav
05/02/2006  11:44 PM            25,309 alrightgambler.wav
05/02/2006  11:54 PM            23,940 another.wav
05/02/2006  11:44 PM           198,492 a_monster.wav
05/03/2006  12:02 AM            81,502 bingo_bango_bongo.wav
05/02/2006  11:44 PM            32,978 bitch_spades.wav
05/02/2006  11:44 PM           370,148 cheers_me_up.wav
05/02/2006  11:44 PM            33,130 clockSound.wav
05/02/2006  11:44 PM           295,732 coffee.wav
05/03/2006  12:02 AM            12,874 cowbell.au
05/02/2006  11:44 PM            26,462 curvy.wav
05/03/2006  12:02 AM            10,740 donkey.au
05/02/2006  11:44 PM            16,564 finalSound.wav
05/02/2006  11:44 PM            65,450 goes_bust.wav
05/02/2006  11:44 PM            49,086 granny.wav
05/02/2006  11:44 PM           688,176 initformoney.wav
05/02/2006  11:44 PM            22,130 i_knew_it.wav
05/02/2006  11:44 PM            12,090 lets_go.wav
05/02/2006  11:54 PM            21,364 mspacman_death.wav
05/03/2006  12:02 AM            68,318 mspacman_gamestart.wav
05/02/2006  11:55 PM             6,656 mspacman_ghosteaten.wav
05/03/2006  12:02 AM           135,776 mspacman_intermission1.wav
05/02/2006  11:54 PM            46,266 pacman_atari_death.wav
05/03/2006  12:02 AM            23,730 pacman_atari_start.wav
05/02/2006  11:54 PM            15,892 pacman_chomp.wav
05/02/2006  11:55 PM            21,248 pacman_extrapac.wav
05/02/2006  11:54 PM             5,120 pacman_fruiteat.wav
05/03/2006  12:02 AM            46,592 pacman_gamebeginning.wav
05/02/2006  11:54 PM             9,090 pacman_ghosteat.wav
05/03/2006  12:02 AM            57,600 pacman_intermission.wav
05/02/2006  11:54 PM            17,008 pacman_killed.wav
05/02/2006  11:44 PM            56,734 play_cards.wav
05/02/2006  11:44 PM           106,094 quickie.wav
05/03/2006  12:02 AM             9,296 samtwitch.wav
05/02/2006  11:44 PM           426,032 showmethemoney.wav
05/02/2006  11:44 PM            62,266 show_me_shout.wav
05/02/2006  11:44 PM           125,816 skill_game.wav
06/19/2006  10:05 AM                 0 soundlist.txt
05/02/2006  11:44 PM           192,834 splash_pot.wav
05/02/2006  11:44 PM            42,856 string_boats.wav
05/02/2006  11:44 PM           114,574 sucker.wav
05/02/2006  11:44 PM            33,126 take_a_break.wav
05/02/2006  11:44 PM            36,268 thatsall.wav
05/02/2006  11:44 PM             1,940 warningSound.wav
05/02/2006  11:54 PM           101,420 willy_wonka_you_lose.wav
05/02/2006  11:44 PM           102,898 wsop-break-2.wav
05/03/2006  12:02 AM           121,738 you_gotta_wonder.wav
              47 File(s)      4,212,269 bytes
               2 Dir(s)  47,532,703,744 bytes free


Here's the list of the six external image files loaded in the image library:

Code:

 Directory of C:\Documents and Settings\USER\My Documents\My Pictures

05/05/2006  01:27 AM            12,689 moore_head.jpg
05/05/2006  02:09 AM            15,984 Malpass_Turnover_051805.jpg
08/16/2005  01:27 AM            77,225 KYGirlsLove1.jpg
12/13/2005  11:03 AM            61,813 Catonelectricguitar.gif

 Directory of C:\Documents and Settings\USER\My Documents\My Pictures\palmOne Photos\USER\Expansion card 1b75

06/03/2005  01:59 AM            36,286 Malpass_Turnover_051805.jpg
06/03/2005  02:28 AM            10,846 BabyFlip.jpg



I guess I'll try next month's tournament without the Cat, or maybe I'll do a dry run before.

Thanks,
ERic
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ERicJ
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Joined: 02 May 2006
Posts: 15
Location: Houston, TX

PostPosted: Mon Jun 19, 2006 10:34 pm    Post subject: Reply with quote

I kicked off a demo tourney tonight with the same setup as before but with no user interaction, just let it run with the play console. I let it run while I watched "Layer Cake" (good flick, BTW). I made it through almost the whole movie before TM locked up at 1h45m. When the lockup occurs the javaw.exe memory usage was up to 105MB and the CPU was constantly maxed out at 100% until I killed it with Windows Task Manager.

I ran my Timex Ironman stopwatch in parallel with TM and occasionally checked in. After about ten minutes of runtime the TM timer was ~5 seconds late. The TM timer continued to lose time at an increasing rate, at the 60 minute mark the TM timer was almost 60 seconds late. Shortly before the lockup around 90 minutes the TM timer was almost 120 seconds late. That's not a big deal for me, but I thought I'd mention it.

I'll run the same experiment later without the animated GIF.

ERic
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drneau
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PostPosted: Tue Jun 20, 2006 6:01 am    Post subject: Reply with quote

Doing a little thinking this morning, and animated gifs are probably even more costly than I had feared.

Whenever I paint an image, I'm scaling it to fit the component in which it lives (if it is bigger than the component).

Scaling essentially copies the image into a new one. Not cheap.

An animated gif needs to be repainted (and probably therefore rescaled) many times per second.

Memory is not the issue here. It most likely has to do with processing speed and graphics card speed.
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ERicJ
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PostPosted: Sun Jul 02, 2006 11:26 pm    Post subject: Reply with quote

I haven't had a chance to run the experiment with my old consoles minus the one animated gif yet. But I did run a real tournament for which I changed the consoles to use one single non-animated gif. Happy to report no freezes in the 2h20m tourney duration.

ERic
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ERicJ
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PostPosted: Sun Jul 16, 2006 5:41 pm    Post subject: Reply with quote

Ran another one last night with the same consoles, i.e. one non-animated gif, and no freezes in four hour tourney. Gonna stay away from animated gifs in TM from now on.

ERic
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Nanny
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PostPosted: Sun Jul 29, 2007 8:39 pm    Post subject: same issue on my mbpro Reply with quote

Using a Macbook Pro with Intel Core Duo 2.0Ghz and 2GB RAM, the software continues to lock up every time I eliminate a player and movement is required. It freezes for 1-5 minutes and then finally unfreezes. Obviously this is a big issue when running tournaments with 50+ people and requiring a lot of player movement. I am not using any animation other than a single scrolling marquee with the order of knockouts.
I will try turning off all audio clips and the scrolling marquee and have a go with it.
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Nanny
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PostPosted: Sun Jul 29, 2007 9:16 pm    Post subject: hmmmm Reply with quote

I cannot seem to figure out what the problem might be. I continue to run simulated tournaments with 40-50 players. The first 5 or 6 eliminations work fine, it immediately removes the player, performs any player movement, and timer continues. However on about the 6th -8th elimination it begins to freeze up after I hit apply. The first freeze is only a few seconds, with each subsequent elimination causing a longer freezes, eventually freezing long enough that I get tired of waiting and force quit the application.

I have removed all audio files, all scrolling marquees, and I have no animations or pictures. I am simply running a tournament with auto prize money(by percentage) and tracked seating. I have no league attached to the tourneys, which I thought might be a problem. I can't understand why it would lock up longer after each elimination? Could it be something with trying to balance the tables or something? I am lost here.
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ledge
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PostPosted: Tue Jul 31, 2007 10:04 am    Post subject: Reply with quote

I too am having the same problems as EricJ and Nanny. I am currently using the app in it's default mode: with a valid password, and I am also experiencing periodic lockups. Hopefully the good Doc will be able to provide us with a cure for our problem.

Has anyone else ran into this?
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Nanny
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PostPosted: Tue Jul 31, 2007 10:52 am    Post subject: more info Reply with quote

I removed Tournament Manager from my computer and then re-installed it. I used the default core layouts and ran a simulated tourney with 25 players. I tracked the seating and was able to eliminate players all the way down to the winner with no freezes or problems at all.
I then immediately bought in 40 players and tried it again. When I eliminated the 6th player - short freeze. 7th player - longer freeze. 8th player - complete lockup, I couldn't even force quit the app.
Note, when this happens I can still run any other program on my Mac with absolutely no problems, so it is definitely the app, not the cpu.
Maybe it is having problems tracking seats for >30-35 players?

Right now I simply can't use this software for our tournaments. I may have to install Windows(gag) on my Macbook so I can run "the other" tournament software that I know works well.

Dr. Neau, I'd really like to use this software with all it's great features, but without some help on this issue I may have to kill my subscription.
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drneau
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PostPosted: Tue Jul 31, 2007 3:29 pm    Post subject: Reply with quote

Unfortunately this is very hard to debug from here. I know there are several Mac users and hundreds of Windows users using it without issue...and it really *shouldn't* have anything to do with the number of players in the tournament.

The silver lining is that with v3 will be much easier to debug because you'll be able to send me your repository and I'll easily be able to tell if it is a repository problem, an app problem or a system problem.

What version of Java is on your Mac?

And please don't threaten...that's not a way to get help from me in the long run.
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drneau
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PostPosted: Tue Jul 31, 2007 3:40 pm    Post subject: Reply with quote

drneau wrote:
Unfortunately this is very hard to debug from here. I know there are several Mac users and hundreds of Windows users using it without issue...and it really *shouldn't* have anything to do with the number of players in the tournament.

The silver lining is that with v3 will be much easier to debug because you'll be able to send me your repository and I'll easily be able to tell if it is a repository problem, an app problem or a system problem.

What version of Java is on your Mac?

And please don't threaten...that's not a way to get help from me in the long run.


Forgot to say...

Send me the tournament and consoles that you are using.
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drneau
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PostPosted: Tue Jul 31, 2007 4:19 pm    Post subject: Re: more info Reply with quote

Nanny wrote:
Dr. Neau, I'd really like to use this software with all it's great features, but without some help on this issue I may have to kill my subscription.


Also, please check the sticky post in this forum regarding reporting bugs.
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Nanny
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PostPosted: Tue Jul 31, 2007 11:27 pm    Post subject: no worries Reply with quote

I am using the default consoles that come as the core consoles with the software. I'll send you a saved file of the tournament I have been simulating.

Sorry if I sounded threatening. That's what I hate about chat/email, there is no tone of voice. I am actually really upset that I can't get the software to work properly, and would hate to have to cancel my subscription. I really love all of the features you have in it. I wasn't threatening you with canceling my subscription, I was just stating the facts of what I would have, but definitely do not want, to do.

Thanks,
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jalsing
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PostPosted: Fri Aug 10, 2007 9:30 pm    Post subject: Reply with quote

Quote:
When I eliminated the 6th player - short freeze. 7th player - longer freeze. 8th player - complete lockup, I couldn't even force quit the app.

This type of thing happens to me most of the time as well, funny thing when I simulate a game, it seems to work OK, just freezes during live tourneys LOL. Anxiously awaiting V3 hoping it works better.
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Rewind
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PostPosted: Tue Aug 14, 2007 11:49 am    Post subject: Reply with quote

I had a problem like this a while back, but I haven't tested my theory since then.

Last tourney I ran, I had just reformatted the wife's laptop. So of course I install all the biggest and best software out at the time, including the newest Java (I think 2.something)

Java 1.4 - it worked fine.
New Java - crapped out.

Again, I still have to test this, but my theory is that something in the newer Java systems cause the lockup.
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