[dev] [quark] child should kill itself.

2018-02-23 Thread Rodrigo S. Cañibano
Hi again!

I have another issue with QUARK, but this time is more performance focus.

Currently, after responding to a request, the child process just loops
and starts serving on the same socket as the parent, after only a few
requests the pstree looks like a forest:

quark---quark-+-quark-+-2*[quark-+-quark-+-quark---quark+
  |   |  |   `-quark]
  |   |  |-quark---quark]
  |   |  `-quark]
  |   |-quark-+-quark
  |   |   `-quark---quark
  |   |-quark---quark
  |   `-quark
  |-quark-+-quark-+-quark-+-quark---quark
  |   |   |   `-quark
  |   |   |-quark---quark
  |   |   `-quark
  |   |-quark-+-quark---quark
  |   |   `-quark
  |   |-quark---quark
  |   `-quark
  |-quark-+-quark-+-quark---quark
  |   |   `-quark
  |   |-quark---quark
  |   `-quark
  |-quark-+-quark---quark
  |   `-quark
  |-quark---quark
  `-quark


The patch is just this:

diff --git a/main.c b/main.c
index dc78eb0..754299a 100644
--- a/main.c
+++ b/main.c
@@ -243,4 +243,5 @@ main(int argc, char *argv[])
case 0:
serve(infd, _sa);
+   exit(0);
break;
default:

---

Draco Metallium



[dev] [quark] Use list for "index of" listing?

2018-02-15 Thread Rodrigo S. Cañibano
Hi! I was using quark and notice that the generated "index of" uses
`` line breaks to separate the links.  Given that "index of X"is
a list of links, shouldn't it use a unordered list? Is there a reason
why it uses line breaks?

If you consider that this should be the case, i have attached a patch.
If not, I would l love to know why.

Greting!

---

Draco[Metallium]
diff --git a/resp.c b/resp.c
index 7a7d7a2..7f75a08 100644
--- a/resp.c
+++ b/resp.c
@@ -68,6 +68,7 @@ resp_dir(int fd, char *name, struct request *r)
if (dprintf(fd,
"\n\n\t"
-   "Index of %s\n"
-   "\t\n\t\t..",
+   "Index of %s"
+   "\n\n\t\n\t\n\t\t"
+   "..",
name) < 0) {
s = S_REQUEST_TIMEOUT;
@@ -83,5 +84,6 @@ resp_dir(int fd, char *name, struct request *r)
 
/* entry line */
-   if (dprintf(fd, "\n\t\t%s%s",
+   if (dprintf(fd, "\n\t\t"
+   "%s%s",
e[i]->d_name,
(e[i]->d_type == DT_DIR) ? "/" : "",
@@ -94,5 +96,5 @@ resp_dir(int fd, char *name, struct request *r)
 
/* listing footer */
-   if (dprintf(fd, "\n\t\n\n") < 0) {
+   if (dprintf(fd, "\n\t\n\t\n\n") < 0) {
s = S_REQUEST_TIMEOUT;
goto cleanup;


Re: [dev] st b1338e issues

2017-09-15 Thread Rodrigo S. Cañibano
On 15 September 2017 at 09:56, Kai Hendry  wrote:
> 1) Some readline isn't showing the line properly after a long input line
> or I presume some line wrapping

Hi! I think that I use to have the same problem, but I'm not sure if I
really understood the video.

Do you have color codes on your PS1? If you do, try removing them.



Re: [dev] [ST] scroll patch build failure

2016-09-23 Thread Rodrigo S. Cañibano
My bad!

I should have copy the line from the patch itself and not from my config.

On 23 September 2016 at 13:40, Nick Warne <n...@linicks.net> wrote:
> On Fri, 23 Sep 2016 17:36:21 +0100
> Nick Warne <n...@linicks.net> wrote:
>
>> On Fri, 23 Sep 2016 13:32:14 -0300
>> Draco Metallium(Rodrigo S. Cañibano) <draco@gmail.com> wrote:
>>
>> > > st.c:337:12: error: ‘histsize’ undeclared here (not in a function)
>> > >   Line hist[histsize]; /* history buffer */
>> >
>> > In the scroll patch 'histsize' is added to config.def.h, and
>> > therefore to config.h. Didn't that patch apply?
>> >
>> > Does your config.h have a line with "#define histsize 5000"?
>> >
>>
>> No, nor does:
>>
>> st-scrollback-20160727-308bfbf.diff
>>
>> I guess I don't suck ;)
>
> Or maybe I do:
>
>  #define histsize 2000
>
> Ummm.  Let me start again.
>
> Nick
> --
> "Gosh that takes me back... or is it forward?  That's the trouble with
> time travel, you never can tell."
> -- Doctor Who "Androids of Tara"
>



Re: [dev] [ST] scroll patch build failure

2016-09-23 Thread Rodrigo S. Cañibano
> st.c:337:12: error: ‘histsize’ undeclared here (not in a function)
>   Line hist[histsize]; /* history buffer */

In the scroll patch 'histsize' is added to config.def.h, and therefore
to config.h. Didn't that patch apply?

Does your config.h have a line with "#define histsize 5000"?



Re: [dev] [dwm] compile error

2016-08-21 Thread Rodrigo S. Cañibano
On 21 August 2016 at 14:48, Orka Edison  wrote:
> dwm-6.1$ ls -l /usr/include/freetype2/ft2build.h
> -rw-r--r-- 1 root root 2383 oct.   5  2015 /usr/include/freetype2/ft2build.h

Try this: replace "#include " with "#include "



Re: [dev] [dwm] compile error

2016-08-21 Thread Rodrigo S. Cañibano
> all ready installed but no change ?

Check if 'ft2build.h' is truly installed with find or locate.

> isn't an utf-8 pb ??

Also, what do you mean with "an utf-8 pb"?



Re: [dev] [st] minor issue and scrollback patch

2016-04-08 Thread Rodrigo S. Cañibano
> 2) Trying to apply the patch [1] leads to:
> 
> patching file config.h
> HUNK #1 failed at 7

Did you ever change config.def.h? By hand or maybe with another patch?

If so, just add "#define histsize 2000" to it (just after "static int
borderpx..."), and compile. Remember to remove config.h, or you will
have to add the line to it as well.



Re: [dev] dwm: Poor performance of some games.

2015-12-05 Thread Rodrigo S. Cañibano
On 4 December 2015 at 15:31, Mihail Zenkov  wrote:

> IMHO you have some service/program in your system dependent on d-bus
> and it hurt your cpu. You can try run sysprof to see difference with
> and without d-bus.

I will try Sysprof and report in a few days.

Thanks!



Re: [dev] dwm: Poor performance of some games.

2015-12-04 Thread Rodrigo S. Cañibano
Maybe something that dbus-launch, starts itself?

I just know that if I remove dbus-lauch from .xinitrc, it will won't work.

Could you try installing and starting dbus to test if you see any difference?



Re: [dev] dwm: Poor performance of some games.

2015-12-03 Thread Rodrigo S. Cañibano
I suppose that when the game can't connect through d-bus, it falls
back to another method of communication that is not properly used.


On 3 December 2015 at 18:54, Staven <sta...@staven.pl> wrote:
> On Thu, Dec 03, 2015 at 03:32:59PM -0300, Draco Metallium(Rodrigo S. 
> Cañibano) wrote:
>> It was dbus-launch all along!
>>
>> Or better the lack of it.
>
> Wait, how does launching dbus make anything run faster?
>
>



Re: [dev] dwm: Poor performance of some games.

2015-12-03 Thread Rodrigo S. Cañibano
It was dbus-launch all along!

Or better the lack of it.

Fluxbox used the system default xinitrc witch source a bunch of
scripts, witch one of them executed dbus-launch.

Now everything works like a charm*.

Thanks!

--
Draco Metallium
(Sorry for the broken English)

*some problems might still apply.



Re: [dev] dwm: Poor performance of some games.

2015-12-01 Thread Rodrigo S. Cañibano
> Do you happen to use multiple monitors? Try setting both monitors to
> floating mode.

I just have one monitor. I also tried disabling Xinerama, but it had not effect.

> Also is the mouse capable of leaving the game area while you're playing?
>
> When you say moving the mouse; are you referring to moving the mouse
> well within the edges of the window or when you're moving in/out of the
> window?

If I start the game windowed, the mouse can leave the game. The
slowdown only happens when the mouse moves inside it, but not when the
steam overlay is active.

> And finally do you have borders enabled? (are the borders resizing the
> window to fit your monitor rather than giving the game the fullscreen
> area)

When the game starts fullscreen, It has no borders. I tried to apply
the "Better Borders" patch, but again it had no effect. Did you mean
something else?

Thanks!



Re: [dev] dwm: Poor performance of some games.

2015-12-01 Thread Rodrigo S. Cañibano
On Mon, Nov 30, 2015 at 07:32:34PM -0800, Eric Pruitt wrote:
> Does the same thing happen if you switch dwm to floating mode before
> launching Torchlight 2?

Yes, I tried swiching to floating mode first. Also tried fullscreen
and windowed modes, none seem to work.



[dev] dwm: Poor performance of some games.

2015-11-30 Thread Rodrigo S. Cañibano
Most games work fine, but today I wanted to play "Torchlight 2" and
the framerate was less than a half what it is in fluxbox (just test
it), and when I move the mouse the game gets stuck for a second.

Any idea what it might be?


--

Draco Metallium



Re: [dev] dwm: force fullscreen to tile

2015-11-29 Thread Rodrigo S. Cañibano
Thanks! I'll take a look at it.

On 21 November 2015 at 13:50, Hiltjo Posthuma <hil...@codemadness.org> wrote:
> On Fri, Nov 20, 2015 at 2:47 PM, Draco Metallium(Rodrigo S. Cañibano)
> <draco@gmail.com> wrote:
>> Good day.
>>
>> I was wondering, is there some way to force fullscreen apps to a tile?
>>
>> For example, in i3wm I could put a youtube video in full screen, then
>> turn i3wm full screen off, and the video would continue in 'full
>> screen' but inside a tile.
>>
>> Can it be done?
>>
>> Thanks! And sorry for the wroken English.
>>
>
> I like to use a separate fullscreen layout for such things. It is
> based on the default monocle layout but it toggles the borders around
> clients and toggles the statusbar.
>
> Example (NOTE: code is pre-dwm 6.1):
>
> togglefullscreen function to toggle layout and hide drawbar:
> http://git.codemadness.nl/dwm/tree/dwm.c?h=hiltjo#n1783
> fullscreen layout based on monocle:
> http://git.codemadness.nl/dwm/tree/dwm.c?h=hiltjo#n1226
>
> Kind regards,
> Hiltjo
>



[dev] dwm: force fullscreen to tile

2015-11-20 Thread Rodrigo S. Cañibano
Good day.

I was wondering, is there some way to force fullscreen apps to a tile?

For example, in i3wm I could put a youtube video in full screen, then
turn i3wm full screen off, and the video would continue in 'full
screen' but inside a tile.

Can it be done?

Thanks! And sorry for the wroken English.



Re: [dev] dwm: force fullscreen to tile

2015-11-20 Thread Rodrigo S. Cañibano
Thanks, I'll try that.

But if you come to a more general solution(so it can be apply to other
programs), I would be please to hear it!

On 20 November 2015 at 13:51, Staven <sta...@staven.pl> wrote:
> On Fri, Nov 20, 2015 at 10:47:54AM -0300, Draco Metallium(Rodrigo S. 
> Cañibano) wrote:
>> Good day.
>>
>> I was wondering, is there some way to force fullscreen apps to a tile?
>>
>> For example, in i3wm I could put a youtube video in full screen, then
>> turn i3wm full screen off, and the video would continue in 'full
>> screen' but inside a tile.
>>
>> Can it be done?
>>
>> Thanks! And sorry for the wroken English.
>
> I don't know about forcing fullscreen windows to tile, but if you just
> want to watch YT videos, you could try mpv (https://mpv.io/).
> It supports playing YouTube (and other video sites) via youtube-dl
> and it's not too terrible from the suckless perspective, in my opinion.
>
>



Re: [dev] dwm: force fullscreen to tile

2015-11-20 Thread Rodrigo S. Cañibano
I'm loving this WM!

I just made a quick hack to unfloat fullscreen windows.

On 20 November 2015 at 16:23, Draco Metallium(Rodrigo S. Cañibano)
<draco@gmail.com> wrote:
> Thanks, I'll try that.
>
> But if you come to a more general solution(so it can be apply to other
> programs), I would be please to hear it!
>
> On 20 November 2015 at 13:51, Staven <sta...@staven.pl> wrote:
>> On Fri, Nov 20, 2015 at 10:47:54AM -0300, Draco Metallium(Rodrigo S. 
>> Cañibano) wrote:
>>> Good day.
>>>
>>> I was wondering, is there some way to force fullscreen apps to a tile?
>>>
>>> For example, in i3wm I could put a youtube video in full screen, then
>>> turn i3wm full screen off, and the video would continue in 'full
>>> screen' but inside a tile.
>>>
>>> Can it be done?
>>>
>>> Thanks! And sorry for the wroken English.
>>
>> I don't know about forcing fullscreen windows to tile, but if you just
>> want to watch YT videos, you could try mpv (https://mpv.io/).
>> It supports playing YouTube (and other video sites) via youtube-dl
>> and it's not too terrible from the suckless perspective, in my opinion.
>>
>>


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