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

James Cameron quozl at laptop.org
Tue Oct 1 04:33:10 EDT 2013


Sorry, I'm one of those monolinguists, so I've no idea.  Chris Leonard
can advise.

On Tue, Oct 01, 2013 at 10:25:58AM +0200, laurent bernabe wrote:
> Thanks,
> 
> It was that : I had to merge the Pootle changes. Now I could push the patch
> commit.
> 
> I would like to give the french translation : must I register as a "Pootle
> user" ?
> 
> Regards
> 
> 
> 2013/10/1 James Cameron <quozl at laptop.org>
> 
>     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/
> 
> 

-- 
James Cameron
http://quozl.linux.org.au/


More information about the Sugar-devel mailing list