The apparent lag in the Mac build is not due to slow communication, but due to failure of showing paddle by starting GetStatevetor() coroutine in (from Line 58 in CircuitGridClient.cs):
private void GetStateVector(string gateString)
{
string urlString = API_URL + API_VERSION + Endpoint.get_statevector;
StartCoroutine(PostRequest(urlString, circuitDimensionString, gateString, (results) => {
// Deserialize stateVector from JSON
// TODO: come up with a better way to abstract this out
var obj = JsonConvert.DeserializeObject<RootObject>(results);
Complex[] stateVector = new Complex[stateNumber];
double[] stateProbability = new double[stateNumber];
for (int i = 0; i < stateNumber; i++)
{
stateVector[i] = new Complex(obj.__ndarray__[i].__complex__[0], obj.__ndarray__[i].__complex__[1]);
stateProbability[i] = Complex.Pow(stateVector[i], 2).Magnitude;
paddleArray[i].GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, (float)stateProbability[i]);
}
// Debug.Log("State Probability: [" + string.Join(", ", stateProbability) + "]");
}));
}
I guess the problem is caused by the way I pass complex number from python server to the game. Do you have any idea how to fix this issue?
The apparent lag in the Mac build is not due to slow communication, but due to failure of showing paddle by starting GetStatevetor() coroutine in (from Line 58 in CircuitGridClient.cs):
I guess the problem is caused by the way I pass complex number from python server to the game. Do you have any idea how to fix this issue?