[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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