
mythtv at cvs
Jan 24, 2010, 8:34 PM
Post #2 of 10
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Re: Ticket #7525: Optimize Pulse handling in MythUI
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#7525: Optimize Pulse handling in MythUI ---------------------------------------------+------------------------------ Reporter: danielk | Owner: danielk Type: task | Status: new Priority: minor | Milestone: unknown Component: MythTV - User Interface Library | Version: head Severity: medium | Mlocked: 0 ---------------------------------------------+------------------------------ Comment(by Jim Stichnoth <stichnot@…>): I implemented the third item -- only traverse children that need to pulse. There are actually three independent pulse attributes: movement, alpha, and custom. Each attribute is tracked as a boolean indicating whether a pulse check is needed for the next "frame". Any time the pulse state changes (e.g. start/stop movement/animation) or a child is added/deleted, the state change is propagated up the tree. The top-level MythUIType::Pulse() method always clears the custom pulse attribute, so any overridden Pulse() method needs to explicitly set the custom pulse attribute appropriately *after* calling MythUIType::Pulse(). I'm attaching the patch, but keep in mind that after applying the patch in #7953, idle frontend CPU utilization on a lowly ION frontend is down to about 1%, maybe as high as 2%, so there's not a whole lot of performance left to be gained. -- Ticket URL: <http://svn.mythtv.org/trac/ticket/7525#comment:1> MythTV <http://www.mythtv.org/> MythTV _______________________________________________ mythtv-commits mailing list mythtv-commits [at] mythtv http://mythtv.org/cgi-bin/mailman/listinfo/mythtv-commits
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