[Sugar-devel] Fwd: [Dextrose] [PATCH v5 sugar] Pulsing icon delayed by 5 seconds or so SL#2080

Anurag Chowdhury anurag at seeta.in
Sun Oct 24 12:21:29 EDT 2010


---------- Forwarded message ----------
From: Anurag Chowdhury <anurag at seeta.in>
Date: Thu, Oct 14, 2010 at 6:15 PM
Subject: Re: [Dextrose] [Sugar-devel] [PATCH v5 sugar] Pulsing icon delayed
by 5 seconds or so SL#2080
To: David Farning <dfarning at gmail.com>
Cc: Daniel Drake <dsd at laptop.org>, sugar-devel at lists.sugarlabs.org,
bernie at codewiz.org, dextrose at lists.sugarlabs.org


David,

Thanks for your pointers . Appreciate it.

I have attached the shell.log file with this mail created on my XO-1.5 ,
also I have attached the python module- pulsingicon.py
if you wish to check the timer function applied by me to get the benchmark.

In my logs I noted an average processing time of 0.85 sec  for running the
first run of the update () function (i.e. while rendering of the first frame
) and since a XO-1.5 is nearly 2.5 times faster than a XO-1 so this
processing time would approximate to nearly 2.3 second of delay , so if we
skip the update function for the first frame then we can speed up the
pulsing icon by nearly 2 seconds and I guess that is a considerable amount
of
reduction in delay to start with. I tested this timer benchmark on the
Turtle art activity.

I would be happy to receive further pointers and suggestions and work upon
them.

Regards
Anurag


On Wed, Oct 13, 2010 at 10:24 PM, David Farning <dfarning at gmail.com> wrote:

> On Wed, Oct 13, 2010 at 10:29 AM, Anurag Chowdhury <anurag at seeta.in>
> wrote:
> > Daniel,
> > Thank you for reviewing the patch. Appreciate it.
> > Wish to inform you that I did try the profiler, and displayed the time
> slice
> > intervals between rendering of consecutive frames. I did find significant
> > change in the rendering time of first frame.
> > Raw svg icon with colour is timely filled using a sine function, which
> > control its timing, and is updated on every frame of animation. Since, we
> > have a 400 Mhz capacity processor in an XO-1, this has considerable
> > processing lead times associated for completion of the rendering job.
> > My earlier idea of frame dropping is a technique, which can smoothen an
> > already started animation, but does not speed up the start-up.
> > Regards,
> > Anurag
> >
>
> Anurag,
>
> Based on your background as a game designer you probobly has as much
> back ground on this particular issue as any one else.
>
> Can you create a timer, output the activity start time to the log and
> report your results back to this list?
>
> david
>
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