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

laurent bernabe laurent.bernabe at gmail.com
Tue Oct 1 04:38:28 EDT 2013


No problem : so I'll wait for an answer.


2013/10/1 James Cameron <quozl at laptop.org>

> 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/
>
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