Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread laurent bernabe
Thank you very much.

I am looking forward to test these feature : as soon as I manage to fix a
problem with my Sugar Gitorious account.

Regards


2014/1/9 Manuel Quiñones ma...@laptop.org

 2014/1/8 Manuel Quiñones ma...@laptop.org:
  2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the frame
 rate
  display ?
  (Like in some games / 3D frameworks).
 
  A display with the current FPS is great for testers.
 
  For your own tests, there are impressive debugging tools in web
  technologies that I never seen before.  The inspector timeline in
  Chrome, for example:
  https://developers.google.com/chrome-developer-tools/docs/timeline

 This discussion made me start a new activity that could serve as
 example.  In the attached images you can see the inspector timeline
 being used   First the full page is painted, and after that only the
 areas that changed are painted.  .

 --
 .. manuq ..

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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread laurent bernabe
You're right : I've already a Githhub account. I was just trying hard to
push my project on the Sugar Hub.
I will try with a new repository into Github instead.

Regards


2014/1/9 Daniel Narvaez dwnarv...@gmail.com

 I wouldn't let issue with gitorious stop you, git is cool because you can
 easily move to another location etc, you could push to a github repo and
 then, if you want, come back to gitorious when it's solved.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 Thank you very much.

 I am looking forward to test these feature : as soon as I manage to fix a
 problem with my Sugar Gitorious account.

 Regards


 2014/1/9 Manuel Quiñones ma...@laptop.org

 2014/1/8 Manuel Quiñones ma...@laptop.org:
  2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the frame
 rate
  display ?
  (Like in some games / 3D frameworks).
 
  A display with the current FPS is great for testers.
 
  For your own tests, there are impressive debugging tools in web
  technologies that I never seen before.  The inspector timeline in
  Chrome, for example:
  https://developers.google.com/chrome-developer-tools/docs/timeline

 This discussion made me start a new activity that could serve as
 example.  In the attached images you can see the inspector timeline
 being used   First the full page is painted, and after that only the
 areas that changed are painted.  .

 --
 .. manuq ..




 --
 Daniel Narvaez


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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread Daniel Narvaez
Personally I think activities.sugarlabs.org should be the Sugar hub and
git would be just on any of the many free git hosts available.

Probably not everyone agrees with me there but the sugar core modules all
live on github already.

On Thursday, 9 January 2014, laurent bernabe wrote:

 You're right : I've already a Githhub account. I was just trying hard to
 push my project on the Sugar Hub.
 I will try with a new repository into Github instead.

 Regards


 2014/1/9 Daniel Narvaez dwnarv...@gmail.com javascript:_e({}, 'cvml',
 'dwnarv...@gmail.com');

 I wouldn't let issue with gitorious stop you, git is cool because you can
 easily move to another location etc, you could push to a github repo and
 then, if you want, come back to gitorious when it's solved.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 Thank you very much.

 I am looking forward to test these feature : as soon as I manage to fix
 a problem with my Sugar Gitorious account.

 Regards


 2014/1/9 Manuel Quiñones ma...@laptop.org

 2014/1/8 Manuel Quiñones ma...@laptop.org:
  2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it
 for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the
 frame rate
  display ?
  (Like in some games / 3D frameworks).
 
  A display with the current FPS is great for testers.
 
  For your own tests, there are impressive debugging tools in web
  technologies that I never seen before.  The inspector timeline in
  Chrome, for example:
  https://developers.google.com/chrome-developer-tools/docs/timeline

 This discussion made me start a new activity that could serve as
 example.  In the attached images you can see the inspector timeline
 being used   First the full page is painted, and after that only the
 areas that changed are painted.  .

 --
 .. manuq ..




 --
 Daniel Narvaez




-- 
Daniel Narvaez
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread Gonzalo Odiard
I wonder if would not be a good idea add a repository property in the
activity.info file,
to allow users (and future tools) locate where are the sources.
In the future, as w have a Duplicate option, we can add a Get Last
sources or similar,
and clone the repository to allow easier participation.

Gonzalo


On Thu, Jan 9, 2014 at 1:47 PM, Daniel Narvaez dwnarv...@gmail.com wrote:

 Personally I think activities.sugarlabs.org should be the Sugar hub and
 git would be just on any of the many free git hosts available.

 Probably not everyone agrees with me there but the sugar core modules all
 live on github already.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 You're right : I've already a Githhub account. I was just trying hard to
 push my project on the Sugar Hub.
 I will try with a new repository into Github instead.

 Regards


 2014/1/9 Daniel Narvaez dwnarv...@gmail.com

 I wouldn't let issue with gitorious stop you, git is cool because you
 can easily move to another location etc, you could push to a github repo
 and then, if you want, come back to gitorious when it's solved.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 Thank you very much.

 I am looking forward to test these feature : as soon as I manage to fix
 a problem with my Sugar Gitorious account.

 Regards


 2014/1/9 Manuel Quiñones ma...@laptop.org

 2014/1/8 Manuel Quiñones ma...@laptop.org:
  2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it
 for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the
 frame rate
  display ?
  (Like in some games / 3D frameworks).
 
  A display with the current FPS is great for testers.
 
  For your own tests, there are impressive debugging tools in web
  technologies that I never seen before.  The inspector timeline in
  Chrome, for example:
  https://developers.google.com/chrome-developer-tools/docs/timeline

 This discussion made me start a new activity that could serve as
 example.  In the attached images you can see the inspector timeline
 being used   First the full page is painted, and after that only the
 areas that changed are painted.  .

 --
 .. manuq ..




 --
 Daniel Narvaez




 --
 Daniel Narvaez


 ___
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 Sugar-devel@lists.sugarlabs.org
 http://lists.sugarlabs.org/listinfo/sugar-devel




-- 
Gonzalo Odiard

SugarLabs - Learning Software for children
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread Manuel Quiñones
2014/1/9 Daniel Narvaez dwnarv...@gmail.com:
 Personally I think activities.sugarlabs.org should be the Sugar hub and
 git would be just on any of the many free git hosts available.

 Probably not everyone agrees with me there but the sugar core modules all
 live on github already.

+1

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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread Code Raguet
On Thu, Jan 9, 2014 at 2:38 PM, Gonzalo Odiard godi...@sugarlabs.orgwrote:

 I wonder if would not be a good idea add a repository property in the
 activity.info file


+1
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread Daniel Narvaez
Yes, I think that's a great idea (both adding the property and integrate it
in the sugar experience in te future).

On Thursday, 9 January 2014, Gonzalo Odiard wrote:

 I wonder if would not be a good idea add a repository property in the
 activity.info file,
 to allow users (and future tools) locate where are the sources.
 In the future, as w have a Duplicate option, we can add a Get Last
 sources or similar,
 and clone the repository to allow easier participation.

 Gonzalo


 On Thu, Jan 9, 2014 at 1:47 PM, Daniel Narvaez 
 dwnarv...@gmail.comjavascript:_e({}, 'cvml', 'dwnarv...@gmail.com');
  wrote:

 Personally I think activities.sugarlabs.org should be the Sugar hub
 and git would be just on any of the many free git hosts available.

 Probably not everyone agrees with me there but the sugar core modules all
 live on github already.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 You're right : I've already a Githhub account. I was just trying hard to
 push my project on the Sugar Hub.
 I will try with a new repository into Github instead.

 Regards


 2014/1/9 Daniel Narvaez dwnarv...@gmail.com

 I wouldn't let issue with gitorious stop you, git is cool because you
 can easily move to another location etc, you could push to a github repo
 and then, if you want, come back to gitorious when it's solved.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 Thank you very much.

 I am looking forward to test these feature : as soon as I manage to
 fix a problem with my Sugar Gitorious account.

 Regards


 2014/1/9 Manuel Quiñones ma...@laptop.org

 2014/1/8 Manuel Quiñones ma...@laptop.org:
  2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it
 for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the
 frame rate
  display ?
  (Like in some games / 3D frameworks).
 
  A display with the current FPS is great for testers.
 
  For your own tests, there are impressive debugging tools in web
  technologies that I never seen before.  The inspector timeline in
  Chrome, for example:
  https://developers.google.com/chrome-developer-tools/docs/timeline

 This discussion made me start a new activity that could serve as
 example.  In the attached images you can see the inspector timeline
 being used   First the full page is painted, and after that only the
 areas that changed are painted.  .

 --
 .. manuq ..




 --
 Daniel Narvaez




 --
 Daniel Narvaez


 ___
 Sugar-devel mailing list
 Sugar-devel@lists.sugarlabs.org javascript:_e({}, 'cvml',
 'Sugar-devel@lists.sugarlabs.org');
 http://lists.sugarlabs.org/listinfo/sugar-devel




 --
 Gonzalo Odiard

 SugarLabs - Learning Software for children



-- 
Daniel Narvaez
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-09 Thread laurent bernabe
Believe it or not, it was a ridiculous error !!!
I tried to access git command from inside osbuild shell (without then
trying outside it) : shame at me.

Anyway, problem is solved.

Regards


2014/1/9 laurent bernabe laurent.bern...@gmail.com

 You're right : I've already a Githhub account. I was just trying hard to
 push my project on the Sugar Hub.
 I will try with a new repository into Github instead.

 Regards


 2014/1/9 Daniel Narvaez dwnarv...@gmail.com

 I wouldn't let issue with gitorious stop you, git is cool because you can
 easily move to another location etc, you could push to a github repo and
 then, if you want, come back to gitorious when it's solved.

 On Thursday, 9 January 2014, laurent bernabe wrote:

 Thank you very much.

 I am looking forward to test these feature : as soon as I manage to fix
 a problem with my Sugar Gitorious account.

 Regards


 2014/1/9 Manuel Quiñones ma...@laptop.org

 2014/1/8 Manuel Quiñones ma...@laptop.org:
  2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it
 for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the
 frame rate
  display ?
  (Like in some games / 3D frameworks).
 
  A display with the current FPS is great for testers.
 
  For your own tests, there are impressive debugging tools in web
  technologies that I never seen before.  The inspector timeline in
  Chrome, for example:
  https://developers.google.com/chrome-developer-tools/docs/timeline

 This discussion made me start a new activity that could serve as
 example.  In the attached images you can see the inspector timeline
 being used   First the full page is painted, and after that only the
 areas that changed are painted.  .

 --
 .. manuq ..




 --
 Daniel Narvaez



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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-08 Thread laurent bernabe
Thank you for these suggestions. I'll study them attentively.

Regards


2014/1/8 Manuel Quiñones ma...@laptop.org

 2014/1/7 Daniel Narvaez dwnarv...@gmail.com:
  I'm not an expert of graphics performance or web technologies, but my
  understanding is that you don't want to be the one setting the FPS. The
  system will know much better when it's time to draw.
 
  And that seems the philosophy behind this API
 
 
 https://developer.mozilla.org/en/docs/Web/API/window.requestAnimationFrame
 
 https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/

 Yes, requestAnimationFrame is the preferred way to do it in JS.  To
 reach a constant speed in your animations you can use Date.now()
 inside the callback.  Further, you can use a tweener lib like TweenJS.

 For browser compatibility you should use a polyfill like this one:
 https://gist.github.com/paulirish/1579671

 I have to add that to Clock Web.

 --
 .. manuq ..

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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-08 Thread laurent bernabe
Thank you very much : so I undestand that this is at the same time a
software and a hardware (with temperatures) concern.
And that the process can be different in cases of raster based programs and
vector based programs.

Unfortunately, I can only test programs on my two computers (an old PC and
a recent laptop) : so the hardware part will hardly be tested by my means.
Meanwhile, when I asked this question, I had in mind that a suggested range
of values, as a guideleness, can be known : perhaps not now, as, like you
pointed me, one may not have enough informations and tests in order to
fetch those values.

And also, as I've been told on this mailing list, there is a new Javascript
API in order to let the computer(web browser ?) hold this value for the
programmer.

So I think the issue can easily be solved : at least with this
requestAnimationFrame() function.

Regards

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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-08 Thread James Cameron
On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
 Thank you very much : so I undestand that this is at the same time a
 software and a hardware (with temperatures) concern.  And that the
 process can be different in cases of raster based programs and
 vector based programs.
 
 Unfortunately, I can only test programs on my two computers (an old
 PC and a recent laptop) : so the hardware part will hardly be tested
 by my means. 

True, but if you make a simple test available, others can test it for
you.

Especially so if you can figure a way to give the test report on
screen, like a frame rate achieved.

 Meanwhile, when I asked this question, I had in mind that a
 suggested range of values, as a guideleness, can be known : perhaps
 not now, as, like you pointed me, one may not have enough
 informations and tests in order to fetch those values.

Yes, it is not practical to have a suggested range given the number of
variables.

However, designing for higher values can have benefits ... in research
for Netrek it was found that:

- five frames per second is a minimum for perception of motion, but
  most users will perceive the steps and use them as the basis for
  their reaction, such that when the rate is increased their training
  has to be redone,

- ten frames per second is preferable, with most users still
  perceiving the steps,

- 25 frames per second is very good, with most users not perceiving
  the steps,

- 50 frames per second is excellent.

 And also, as I've been told on this mailing list, there is a new
 Javascript API in order to let the computer(web browser ?) hold this
 value for the programmer.
 
 So I think the issue can easily be solved : at least with this
 requestAnimationFrame() function.

Great.

-- 
James Cameron
http://quozl.linux.org.au/
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-08 Thread laurent bernabe
2014/1/8 James Cameron qu...@laptop.org

 On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
 True, but if you make a simple test available, others can test it for
 you.

 Especially so if you can figure a way to give the test report on
 screen, like a frame rate achieved.



If I've well understood, I should give a way to turn on/off the frame rate
display ?
(Like in some games / 3D frameworks).



 Yes, it is not practical to have a suggested range given the number of
 variables.

 However, designing for higher values can have benefits ... in research
 for Netrek it was found that:

 - five frames per second is a minimum for perception of motion, but
   most users will perceive the steps and use them as the basis for
   their reaction, such that when the rate is increased their training
   has to be redone,

 - ten frames per second is preferable, with most users still
   perceiving the steps,

 - 25 frames per second is very good, with most users not perceiving
   the steps,

 - 50 frames per second is excellent.



Thank you very much for this guideleness.
So, in my case, I should keep a frame rate around 50, if I really need to
fix it myself (I am thinking about the javascript requestAnimationFrame()
function).


  And also, as I've been told on this mailing list, there is a new
  Javascript API in order to let the computer(web browser ?) hold this
  value for the programmer.
 
  So I think the issue can easily be solved : at least with this
  requestAnimationFrame() function.

 Great.

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


Regards

Laurent Bernabe
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-08 Thread Manuel Quiñones
2014/1/8 laurent bernabe laurent.bern...@gmail.com:


 2014/1/8 James Cameron qu...@laptop.org

 On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
 True, but if you make a simple test available, others can test it for
 you.

 Especially so if you can figure a way to give the test report on
 screen, like a frame rate achieved.



 If I've well understood, I should give a way to turn on/off the frame rate
 display ?
 (Like in some games / 3D frameworks).

A display with the current FPS is great for testers.

For your own tests, there are impressive debugging tools in web
technologies that I never seen before.  The inspector timeline in
Chrome, for example:
https://developers.google.com/chrome-developer-tools/docs/timeline

There you can see how much takes your app for painting and for other
calculations, so you can find the bottleneck in your code.  You can
even click on a paint record and it will highlight the area of the
screen that was changed.




 Yes, it is not practical to have a suggested range given the number of
 variables.

 However, designing for higher values can have benefits ... in research
 for Netrek it was found that:

 - five frames per second is a minimum for perception of motion, but
   most users will perceive the steps and use them as the basis for
   their reaction, such that when the rate is increased their training
   has to be redone,

 - ten frames per second is preferable, with most users still
   perceiving the steps,

 - 25 frames per second is very good, with most users not perceiving
   the steps,

 - 50 frames per second is excellent.



 Thank you very much for this guideleness.
 So, in my case, I should keep a frame rate around 50, if I really need to
 fix it myself (I am thinking about the javascript requestAnimationFrame()
 function).

With requestAnimationFrame you don't force a constant FPS.  Instead,
the callback is called as fast as your machine can.  So is good to
decouple the duration of your animation from the frame rate.

If you move your image 2 pixels each frame, the velocity will vary in
diferent systems.  Instead, you should calculate how many milliseconds
have passed since the last frame, and move your imave accordingly.
Here is when interpolation comes into play, and a tweener lib becomes
handy.


  And also, as I've been told on this mailing list, there is a new
  Javascript API in order to let the computer(web browser ?) hold this
  value for the programmer.
 
  So I think the issue can easily be solved : at least with this
  requestAnimationFrame() function.

 Great.

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


 Regards

 Laurent Bernabe


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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-08 Thread laurent bernabe
I'll try to use the inspector whenever I run into serious animation issue.
Thanks.

Indeed, looks like all this concern seems very difficult without using at
least a tweening library.
Tween.js/Easel.js looks to be a very good one (it is recommanded to use the
ticker function from easel.js, or to write one from scratch), and I am very
interested in developping  activities with it.

But :

   - it does not seem to be AMD-ready : which, I think can be easily
   solved, looking again at Require.js documentation
   - the minified version (about 80 ko) seems to be the only way to avoid
   increasing significantly activity size when using it : again, I think I can
   go for it.

Regards

Laurent Bernabe


2014/1/8 Manuel Quiñones ma...@laptop.org

 2014/1/8 laurent bernabe laurent.bern...@gmail.com:
 
 
  2014/1/8 James Cameron qu...@laptop.org
 
  On Wed, Jan 08, 2014 at 11:49:56AM +0100, laurent bernabe wrote:
  True, but if you make a simple test available, others can test it for
  you.
 
  Especially so if you can figure a way to give the test report on
  screen, like a frame rate achieved.
 
 
 
  If I've well understood, I should give a way to turn on/off the frame
 rate
  display ?
  (Like in some games / 3D frameworks).

 A display with the current FPS is great for testers.

 For your own tests, there are impressive debugging tools in web
 technologies that I never seen before.  The inspector timeline in
 Chrome, for example:
 https://developers.google.com/chrome-developer-tools/docs/timeline

 There you can see how much takes your app for painting and for other
 calculations, so you can find the bottleneck in your code.  You can
 even click on a paint record and it will highlight the area of the
 screen that was changed.

 
 
 
  Yes, it is not practical to have a suggested range given the number of
  variables.
 
  However, designing for higher values can have benefits ... in research
  for Netrek it was found that:
 
  - five frames per second is a minimum for perception of motion, but
most users will perceive the steps and use them as the basis for
their reaction, such that when the rate is increased their training
has to be redone,
 
  - ten frames per second is preferable, with most users still
perceiving the steps,
 
  - 25 frames per second is very good, with most users not perceiving
the steps,
 
  - 50 frames per second is excellent.
 
 
 
  Thank you very much for this guideleness.
  So, in my case, I should keep a frame rate around 50, if I really need to
  fix it myself (I am thinking about the javascript requestAnimationFrame()
  function).

 With requestAnimationFrame you don't force a constant FPS.  Instead,
 the callback is called as fast as your machine can.  So is good to
 decouple the duration of your animation from the frame rate.

 If you move your image 2 pixels each frame, the velocity will vary in
 diferent systems.  Instead, you should calculate how many milliseconds
 have passed since the last frame, and move your imave accordingly.
 Here is when interpolation comes into play, and a tweener lib becomes
 handy.

 
   And also, as I've been told on this mailing list, there is a new
   Javascript API in order to let the computer(web browser ?) hold this
   value for the programmer.
  
   So I think the issue can easily be solved : at least with this
   requestAnimationFrame() function.
 
  Great.
 
  --
  James Cameron
  http://quozl.linux.org.au/
 
 
  Regards
 
  Laurent Bernabe
 
 
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-07 Thread James Cameron
On Tue, Jan 07, 2014 at 05:37:34PM +0100, laurent bernabe wrote:
 As I am programming on a recent laptop, it can be easy to call
 javascript method  setTimeout with too high values, without noticing
 the wrong behaviour for real XO.
 
 This is why I am wondering what should be the ideal range for
 animations Frames Per Second value ?

There is no easy answer.  There are too many factors.

I can speak from experience with Pygame and attempt to explain how to
transfer that experience to Javascript.

Now, Pygame is a raster based animation, and Javascript drawing can be
vector based.  I do not know if the layer between Javascript and the
display handles this as vectors or a raster.  At worst, it will be a
raster.

A raster based animation must update the display by blitting changed
rectangles.

At worst, the entire drawing area must be blitted.

At best, only a small rectangle covering the motion must be blitted.
This is a rectangle that is the union of the old position of the
object and the new position of the object.

There is a sequence of steps between the application program and the
hardware:

- the application program makes drawing commands,

- the application program asks for a frame to be revealed (Pygame's
  display update), or the library assumes it (setTimeout),

- the library translates the display update into the display protocol;
  which for Pygame means the change is passed to SDL, which passes it
  to X,

- some time later, the X display server receives the change and
  updates the frame buffer,

- the light from the display reaches the user.  ;-)

There is a queue before the X display server.  It is possible to fill
the queue.  Once this happens, the displayed image lags behind the
application program, and if motion is being displayed the frame rate
will change according to the complexity of the update; a small update
will give a faster frame rate.

Too hight a frame rate on Pygame gives the above effect.  I would be
interested to hear what happens if you use too high a frame rate on
Javascript.

There is insufficient feedback from the system to the application to
determine the spare CPU time available.  So we often guess at a frame
rate.

The only way to find an appropriate frame rate is to test on a known
combination of hardware and software.  For the XO laptop, gather test
results with the following associated data:

- the model,

- the SKU,

- the operating system version,

- a measure of the raw CPU performance at a few known temperatures,

The last point is the most interesting to me.  Laptops of the same
model, SKU, and operating system version, do not all perform the same.
This can be due to thermal problems.  A fault in the heat transfer
system degrades performance, and basing assertions on such results is
incorrect.

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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-07 Thread Daniel Narvaez
I'm not an expert of graphics performance or web technologies, but my
understanding is that you don't want to be the one setting the FPS. The
system will know much better when it's time to draw.

And that seems the philosophy behind this API

https://developer.mozilla.org/en/docs/Web/API/window.requestAnimationFrame
https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/


On 7 January 2014 17:37, laurent bernabe laurent.bern...@gmail.com wrote:

 Hello everyone,

 As I am programming on a recent laptop, it can be easy to call javascript
 method  setTimeout with too high values, without noticing the wrong
 behaviour for real XO.

 This is why I am wondering what should be the ideal range for animations
 Frames Per Second value ?

 Regards

 Laurent Bernabe

 ___
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 Sugar-devel@lists.sugarlabs.org
 http://lists.sugarlabs.org/listinfo/sugar-devel




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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-07 Thread laurent bernabe
Thank you very much : I didn't knew that new API.
I'll have a closer look at your articles, and use this function instead of
setTimeOut/setInterval.

Regards

Laurent Bernabe


2014/1/8 Daniel Narvaez dwnarv...@gmail.com

 I'm not an expert of graphics performance or web technologies, but my
 understanding is that you don't want to be the one setting the FPS. The
 system will know much better when it's time to draw.

 And that seems the philosophy behind this API

 https://developer.mozilla.org/en/docs/Web/API/window.requestAnimationFrame

 https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/


 On 7 January 2014 17:37, laurent bernabe laurent.bern...@gmail.comwrote:

 Hello everyone,

 As I am programming on a recent laptop, it can be easy to call javascript
 method  setTimeout with too high values, without noticing the wrong
 behaviour for real XO.

 This is why I am wondering what should be the ideal range for animations
 Frames Per Second value ?

 Regards

 Laurent Bernabe

 ___
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 Sugar-devel@lists.sugarlabs.org
 http://lists.sugarlabs.org/listinfo/sugar-devel




 --
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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-07 Thread Manuel Quiñones
2014/1/7 Daniel Narvaez dwnarv...@gmail.com:
 I'm not an expert of graphics performance or web technologies, but my
 understanding is that you don't want to be the one setting the FPS. The
 system will know much better when it's time to draw.

 And that seems the philosophy behind this API

 https://developer.mozilla.org/en/docs/Web/API/window.requestAnimationFrame
 https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/

Yes, requestAnimationFrame is the preferred way to do it in JS.  To
reach a constant speed in your animations you can use Date.now()
inside the callback.  Further, you can use a tweener lib like TweenJS.

For browser compatibility you should use a polyfill like this one:
https://gist.github.com/paulirish/1579671

I have to add that to Clock Web.

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Re: [Sugar-devel] What should be the ideal range for animations FPS ?

2014-01-07 Thread Manuel Quiñones
2014/1/7 James Cameron qu...@laptop.org:
 On Tue, Jan 07, 2014 at 05:37:34PM +0100, laurent bernabe wrote:
 As I am programming on a recent laptop, it can be easy to call
 javascript method  setTimeout with too high values, without noticing
 the wrong behaviour for real XO.

 This is why I am wondering what should be the ideal range for
 animations Frames Per Second value ?

 There is no easy answer.  There are too many factors.

 I can speak from experience with Pygame and attempt to explain how to
 transfer that experience to Javascript.

 Now, Pygame is a raster based animation, and Javascript drawing can be
 vector based.  I do not know if the layer between Javascript and the
 display handles this as vectors or a raster.  At worst, it will be a
 raster.

 A raster based animation must update the display by blitting changed
 rectangles.

 At worst, the entire drawing area must be blitted.

 At best, only a small rectangle covering the motion must be blitted.
 This is a rectangle that is the union of the old position of the
 object and the new position of the object.

 There is a sequence of steps between the application program and the
 hardware:

 - the application program makes drawing commands,

 - the application program asks for a frame to be revealed (Pygame's
   display update), or the library assumes it (setTimeout),

 - the library translates the display update into the display protocol;
   which for Pygame means the change is passed to SDL, which passes it
   to X,

 - some time later, the X display server receives the change and
   updates the frame buffer,

 - the light from the display reaches the user.  ;-)

Yes, that's the theory and is important to understand what happens
under the hood.  PyGame does a good job giving you the dirty rects  By
the way, usually you let that job to the lib in question.  There are
graphics libs for JS, some work with canvas and some with SVG.

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