[Sugar-devel] Testing the activity bundle of my activity before submitting it to ASLO.

laurent bernabe laurent.bernabe at gmail.com
Wed Oct 2 04:59:14 EDT 2013


Yes, in the commits of the Tuesday October 01 2013.


2013/10/2 James Cameron <quozl at laptop.org>

> I see nothing new, did you push?
>
> On Tue, Oct 01, 2013 at 01:20:57PM +0200, laurent bernabe wrote:
> > Thanks for these patch : I've applied all and commited them.
> >
> > I must admit I am yet far from good practises.
> >
> >
> > 2013/10/1 James Cameron <quozl at laptop.org>
> >
> >     On Tue, Oct 01, 2013 at 10:34:54AM +0200, laurent bernabe wrote:
> >     > But I don't think I can avoid repainting all screen at each frame,
> >     > as the balls move, so according to me, the performance gained this
> >     > way, in the case of my application, won't be that high. Maybe, I am
> >     > wrong.
> >
> >     Yes, you're wrong.  ;-)
> >
> >     The performance gain is of the order of six times.  Using top in 20
> >     second sample period, the CPU usage dropped from 30% to 5%, just for
> >     the game process.  There was a similar drop for the X process, which
> >     is the display handler.
> >
> >     Please find attached five patches, which you can apply in order.
> >
> >     The patches change the drawing functions to return sequences
> >     containing rectangles, which are then used by Pygame to update only
> >     the parts of the screen that need to be repainted.
> >
> >     If the patches do not apply (git am), then perhaps you have made
> other
> >     changes, and I can rebase them.  Push your changes and let me know.
> >
> >     These changes will make the activity less energy intensive.
> >
> >     --
> >     James Cameron
> >     http://quozl.linux.org.au/
> >
> >
>
> --
> James Cameron
> http://quozl.linux.org.au/
>
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