[Sugar-devel] Testing the activity bundle of my activity before submitting it to ASLO.
James Cameron
quozl at laptop.org
Tue Oct 1 04:21:58 EDT 2013
I don't know if that is stopping you. If so, I suggest you "git pull
--rebase" so that the Pootle changes will be merged with your
repository, then if that goes well you can try "git push" again.
On Tue, Oct 01, 2013 at 10:14:24AM +0200, laurent bernabe wrote:
> Hello,
>
> thank you.
>
> In fact I could not push the changes, as (I think) Pootle has commited on it.
>
>
> 2013/10/1 James Cameron <quozl at laptop.org>
>
> Sorry, I was mentioning it for discussion only. Can you read patch
> files? The + means line added, the - means line removed.
>
> Alternatively, you might try saving the attached file and typing
>
> git am \
> 0001-lower-frame-rate-and-ensure-frame-rate-is-enforced-d.patch
>
> But this might not work if your source has been edited or you have not
> pushed all changes since the hash that I mentioned.
>
> To answer your question exactly, no, the file need not have .patch in
> the name for you to use it with the patch command.
>
> On Tue, Oct 01, 2013 at 02:21:32AM +0200, laurent bernabe wrote:
> > Thanks,
> >
> > the patch extension file must be .patch ? (I've no example on my disk and
> I
> > forgot the git patch extension : so that I can paste your suggestion into
> > gedit, and save it as a patch).
> >
> > Regards
> >
> >
> > 2013/10/1 James Cameron <quozl at laptop.org>
> >
> > On Sat, Sep 28, 2013 at 01:42:50PM +0200, laurent bernabe wrote:
> > > But as the computer where I inserted the key was a very old one (it
> > > has an old AMD processor and it seems to me it has just 1GB of
> RAM),
> > > the animation where too slow : very slower than the result I got on
> > > my laptop (which has two processor at 2.19 Ghz).
> > >
> > > Apart this, it works, and I should submit the bundle to ASLO soon.
> >
> > I suggest fixing performance soon.
> >
> > On Sat, Sep 28, 2013 at 05:54:30PM +0200, laurent bernabe wrote:
> > > As my computer has 2*2.16Ghz processor, is it possible to configure
> > > sugar-build so that the speed is "locked" under 433 Mhz ?
> >
> > No.
> >
> > You raise an important issue though. You must tune your activity so
> > that it works on the slowest hardware you support. The CPU clock
> > isn't the only cause of slowness.
> >
> > Looking at your:
> > git://git.sugarlabs.org/hittheballs/hittheballs
> > in particular at hash 4533d1f2be64ef74d34129cf388919cfa36c8e91
> >
> > In main_game.py you have chosen 40 frames per second for self._FPS.
> >
> > This is a very high rate for an OLPC XO-1. You should lower this
> > number as much as possible until just before the game is unpleasant
> > for a new user.
> >
> > The reason this number is important is that it determines the CPU
> > processing required for display update between each opportunity to
> > respond to input.
> >
> > The display update pipe is a work queue. If the update rate is too
> > high, then the main_game.py will _pause_ briefly on line 223, and
> this
> > pause will prevent main_game.py from responding quickly to keyboard
> or
> > mouse events.
> >
> > Also, you must add a call to self._clock.tick(self._FPS) when
> > game_state is not NORMAL, and while in show_menu, otherwise the
> > display update pipe will be flooded, and you _will_ have delays and
> > massive power use, shorter battery time.
> >
> > If after doing the above the performance is still too slow, then a
> > more advanced display update method is required. I use this method
> in
> > the Netrek game client Gytha. The method is to maintain a list of
> > rectangles that have been dirtied, and only update those rectangles
> > instead of the whole canvas.
> >
> > (by the way, you should rename gpl-3.0.txt to COPYING, because that
> is
> > the conventional name)
> >
> > Below is a patch showing some of the performance changes mentioned
> > above:
> >
> > diff --git a/main_game.py b/main_game.py
> > index 110ebf3..0e23fd9 100644
> > --- a/main_game.py
> > +++ b/main_game.py
> > @@ -60,7 +60,7 @@ class Game:
> > return
> > pygame.init()
> > self._LEFT_BUTTON = 1
> > - self._FPS = 40
> > + self._FPS = 10
> > self._MENU_LEVELS_RECTS_Y_GAP = 30
> > self._MENU_LEVELS_RECTS_WIDTH = 345
> > self._MENU_LEVELS_RECTS_HEIGHT = 60
> > @@ -220,6 +220,8 @@ class Game:
> > pygame.time.set_timer(USEREVENT + 2, 1000)
> >
> > while True:
> > + while Gtk.events_pending():
> > + Gtk.main_iteration()
> > pygame.display.update()
> > self._screen.fill(self._GAME_BACKGROUND)
> > paint_result_bar(result_bar, self._screen)
> > @@ -228,9 +230,6 @@ class Game:
> > for ball in the_balls:
> > paint_ball(ball, self._screen)
> >
> > - while Gtk.events_pending():
> > - Gtk.main_iteration()
> > -
> > for event in pygame.event.get():
> > if event.type == QUIT:
> > pygame.quit()
> > @@ -253,7 +252,6 @@ class Game:
> > game_state = GameState.WON
> > else:
> > game_state = GameState.LOST
> > - self._clock.tick(self._FPS)
> > for ball in the_balls:
> > ball.move()
> > balls_collision.manage_colliding_balls(the_balls)
> > @@ -270,9 +268,6 @@ class Game:
> >
> self._RED)
> > self._screen.blit(end_txt_surface,
> self._END_TXT_POS)
> >
> > - while Gtk.events_pending():
> > - Gtk.main_iteration()
> > -
> > for event in pygame.event.get():
> > if event.type == QUIT:
> > pygame.quit()
> > @@ -282,6 +277,7 @@ class Game:
> > elif event.type == MOUSEBUTTONUP:
> > if event.button == self._LEFT_BUTTON:
> > return
> > + self._clock.tick(self._FPS)
> >
> > def show_menu(self):
> > """
> > @@ -324,3 +320,4 @@ class Game:
> > self._play_game(
> > 30,
> > self._levels[selected_level_index])
> > + self._clock.tick(self._FPS)
> >
> > --
> > James Cameron
> > http://quozl.linux.org.au/
> >
> >
>
> --
> James Cameron
> http://quozl.linux.org.au/
>
>
--
James Cameron
http://quozl.linux.org.au/
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