[Sugar-devel] Testing the activity bundle of my activity before submitting it to ASLO.
James Cameron
quozl at laptop.org
Mon Sep 30 20:31:05 EDT 2013
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/
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