[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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