Double buffering daqmx

I understand that DAQmx is supposed to do double buffering automatically.  When I run the example below in continuous mode, It will run continuously without error.  when I hit stop, it will give me a "Not enough memory to complete this operation." error.  This error occurs only when i've acquired greater than about 70M samples.  If I don't hit stop it will run to about 300M samples, give the above error and also an unspecified Labview error.  The rate does not appear to affect this.  Am I actually double buffering?
Does it only do double buffering with the "Continuous Samples" mode?  I've been using the example below with both continuous and finite samples and in both cases it seems to acquire more samples the 64MB. 
Does this have anything to do with what i'm seeing?
http://digital.ni.com/public.nsf/allkb/7DF86CA91D739AD386256DF900785211
Equipment:
Labview 8.2
NI-8350 Controller
MXI-4
PXI-6534

You are creating the second buffer in your application. DAQmx is not at fault here. You are wiring the output from the DAQmx Read VI to an auto-index tunnel on the While Loop. As your program runs this auto-index tunnel builds an array of every value that was sent to it in every iteration of the loop. So as time goes on, this array gets bigger and bigger. Eventually you will run out of available memory.
You should look into other ways of streaming data out of a loop, such as using Queues. You could then have a background loop to handle any data analysis or display.
Jarrod S.
National Instruments

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  • Double buffering... +1

    Hi there......
    Ive created a game that uses double buffering...basically the user hits the ball that is moving around the screen... after 5 goes the program needs to display a graph....
    I have got the two components working seperatly... but when i combine that classes into one (the graph + the game) when theg graph is displayed the screen flickers..... and u cant see the graph properly....
    How do you stop the screen from trying to keep refreshing and display the final image? (which is no longer animated)
    Many thanks....

    search this site or google
    there are hundreds of posts about double buffering

  • Double buffering circle not round anymore

    I am making an applet where some circles are painted to the screen. When not using the double buffering scenario, the shapes appear correctly.
    The problem is when i use the double-buffering technique, the circles are still there, but they look like very ugly. I would call that some "squarcles".
    What is the bug here and how to get some decent double buffering with thoses circles?

    Ok, i had some problem with the running thread when closing the applet viewer, but now this situation is corrected by setting the animation thread to null before calling stop().
    Maybe explanation of the problem is not clear, so i made two versions of the same applet with only 2 lines of code different so that there is one applet that is not double buffered.
    You can check these by yourself at this place:
    Double buffered circles: http://www.geocities.com/xeneve/cooltrail/ demo_cooltrail.htm
    No double buffer:
    http://www.geocities.com/xeneve/cooltrail/demo_cooltrail_ndb.htm
    This is just annoying to get this result. I realise that maybe not many peoples are coding applets so i guess there is few people that may have a workaround for this.

  • Double buffering circle not round

    I am making an applet where some circles are painted to the screen. When not using the double buffering scenario, the shapes appear correctly.
    The problem is when i use the double-buffering technique, the circles are still there, but they look like very ugly. I would call that some "squarcles".
    What is the bug here and how to get some decent double buffering with thoses circles?

    Here is the code so far i have that is used for painting on the screen:
    // Declaration
    private BufferedImage ecran;
    private Graphics2D buffer_ecran;
    // Instantiation
    this.ecran = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_ARGB);
    this.buffer_ecran = ecran.createGraphics();
    // In paint() method
    Graphics be = buffer_ecran;
      // Clean the surface
    be.setColor(Color.WHITE);
    be.fillRect(0, 0, getSize().width, getSize().height);
      // Draw the circles
    be.setColor(Color.RED);
    be.drawOval(x, y, ra, rb);
      // Output the buffer to the screen
    g.drawImage(ecran, 0, 0, this);I was previously using Image and changed to BufferedImage with the hope it would resolve the situation. I can't tell a significant change in image display.

  • Double Buffering +MVC

    been trying to implement double buffering but to no avail, have read a lot of articles online about implementing double buffering which seems relitivly straight forward and code that I developed matches what they have; the only problem that I have is that it is not calling update(graphics g) to get it to repaint, but instead calls update(Observable arg0, Object arg1) which I use for my mvc implementation. I've been toiling wiht this for days and not getting anywhere with it.
    Any Ideas - on how this could be resolved??
    TIA

    i'm using swing, Then your question should be posted in the Swing forum.
    but doesn't call the update method that I have overriddenI don't know why you are overriding update(). If you want a component to repaint itself then you use the repaint() method.
    This posting, from the Swing forum, has a couple examples of animation.

  • Double buffering for shape animation

    Hello people,
    I'm building an applet which animates some text (a shape with various setting for stroke, fill, etc.) and translating it from x1 to x2 using AffineTransform. How can I clear the screen to create an animation effect and double buffering to avoid flickering? Double buffering can be used with ImageS, but what about ShapeS?
    Many thanks

    Double buffering is a general concept that applies to all
    graphic objects.

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