vsTASKER 7 User Manual
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Shared-Memory

 
Shared-Memory
1

Maximum

1. Maximum
If your simulation can have a runtime more than the maximum number of entities, increase this value to the maximum number of entities that can exist simultaneously at a given time.
 
2

SIM - GUI

2. SIM - GUI
Size of the pool to store events coming from the Sim engine to the Gui. As the Sim can run at a much higher frequency than the Gui; this pool can become full and messages can then be lost. Increase this pool size if you start having warning messages displayed.
 
3

GUI - SIM

3. GUI - SIM
Events sent from the Gui to the Sim engine are few and does not require a big pool as the Sim engine is fast enough to process the pool much quicker than the Gui can fill it.
 
4

Fading

4. Fading
During runtime, activated objects (for selected entities) are shown with a magenta color on the GUI diagram panel.
The SIM is constantly sending refresh signal so that they maintain the magenta color.
The normally fade out to black color gradually.
The above scale sets the time needed for an activated Object to return to its "inactive" state (note that this is only a visual hint and does not reflect the simulation state at a very moment).
 
5

Iterations

5. Iterations
Define here the maximum number of iteration vsTASKER GUI will attempt in a single loop if the incoming event buffer still contains data.
This can occur when the simulation is running at high speed and that the GUI overrun (and then constantly freezes).
The higher the value, the quicker the pool is emptied but the longer the GUI will react to user events.