Re: [Sugar-devel] performance issues with Easeljs

2016-06-25 Thread Walter Bender
https://github.com/walterbender/turtleblocksjs/tree/speed-tests is there
branch where I create a separate shape for each line and cache as I go
along. Helps when drawing lines that don't overlap very much but slows
things down even more when there is a lot of overlap.

-walter

On Sat, Jun 25, 2016 at 2:51 PM, Walter Bender 
wrote:

>
>
> On Sat, Jun 25, 2016 at 10:30 AM, Sahil Hindwani Hindwani <
> iit2014...@iiita.ac.in> wrote:
>
>> Hi,
>> i am new to opensource.Can anyone guide me on how should i approach.
>>
>
> Maybe you can clone my repo [1] (I'll also push the branch where I have
> been experimenting with speed ups) and see if you can figure out some
> better way of rendering from the Turtle. All the relevant code will be in
> turtle.js.
>
>  Any help/ideas much appreciated.
>
> -walter
>
> [1] https://github.com/walterbender/turtleblocksjs
>
>>
>> On Sat, Jun 25, 2016 at 7:00 PM, Walter Bender 
>> wrote:
>>
>>> I agree that I could/should use more HTML rather than depend on Easel
>>> for everything. But that doesn't seem to be related to the issues I am
>>> experiencing.
>>>
>>> I've tried numerous combinations of caching, layering of shapes,
>>> breaking up large elements, etc. Many help in some circumstances but lead
>>> to serious degradation in others. I will step away from it for a bit and
>>> hopefully come back with fresh eyes.
>>>
>>> -walter
>>>
>>> On Sat, Jun 25, 2016 at 9:17 AM, Lionel Laské 
>>> wrote:
>>>

 One other issue could be that everything (menus, palettes, blocks,
 drawing, ...) in TurtleJS are drawing objects. So you don't use any HTML
 elements that the browser is probably optimized to handle.
 I guess it could be more efficient to don't rely only on Easeljs/Canvas
 but also to mix it with true HTML elements like buttons, images, ...

 Lionel.



 2016-06-22 23:01 GMT+02:00 :

>
>
> I've been using Easeljs for Turtle Blocks JS and have for the most part
> been ignoring the performance issues. It works really well for
> separating
> the blocks, buttons, etc. from the actual graphics drawn by the
> Turtle. But
> I am at the point where the turtle graphics performance is not
> adequate.
>
> The problem is, each time I draw, the accumulated rendering gets
> redrawn,
> so over time, the turtle crawls along. Further, even when I first start
> drawing, the performance is more than 100% slower than drawing
> directly to
> the canvas.
>
> I'm doing what I think it recommended practice by Easeljs:
>
> turtleCanvas = new createjs.Shape();
> stage.addChild(turtleCanvas);
>
> various calls of the sort:
>
> turtleCanvas.graphics.moveTo
> turtleCanvas.grpahics.lineTo
>
> I've trted using cache to cache the shape, but that seems to be even
> slower.
>
> Just writing to the canvas context is much faster, but I don't know
> how to
> combine the two worlds.
>
> Any suggestions?
>
> The code in question is in turtle.js in
> github.com/walterbender/turtleblocksjs/js
>
> -walter
>
>
 ___
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 Sugar-devel@lists.sugarlabs.org
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>>>
>>>
>>> --
>>> Walter Bender
>>> Sugar Labs
>>> http://www.sugarlabs.org
>>> 
>>>
>>> ___
>>> Sugar-devel mailing list
>>> Sugar-devel@lists.sugarlabs.org
>>> http://lists.sugarlabs.org/listinfo/sugar-devel
>>>
>>>
>>
>
>
> --
> Walter Bender
> Sugar Labs
> http://www.sugarlabs.org
> 
>



-- 
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http://www.sugarlabs.org

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Re: [Sugar-devel] performance issues with Easeljs

2016-06-25 Thread Walter Bender
On Sat, Jun 25, 2016 at 10:30 AM, Sahil Hindwani Hindwani <
iit2014...@iiita.ac.in> wrote:

> Hi,
> i am new to opensource.Can anyone guide me on how should i approach.
>

Maybe you can clone my repo [1] (I'll also push the branch where I have
been experimenting with speed ups) and see if you can figure out some
better way of rendering from the Turtle. All the relevant code will be in
turtle.js.

 Any help/ideas much appreciated.

-walter

[1] https://github.com/walterbender/turtleblocksjs

>
> On Sat, Jun 25, 2016 at 7:00 PM, Walter Bender 
> wrote:
>
>> I agree that I could/should use more HTML rather than depend on Easel for
>> everything. But that doesn't seem to be related to the issues I am
>> experiencing.
>>
>> I've tried numerous combinations of caching, layering of shapes, breaking
>> up large elements, etc. Many help in some circumstances but lead to serious
>> degradation in others. I will step away from it for a bit and hopefully
>> come back with fresh eyes.
>>
>> -walter
>>
>> On Sat, Jun 25, 2016 at 9:17 AM, Lionel Laské 
>> wrote:
>>
>>>
>>> One other issue could be that everything (menus, palettes, blocks,
>>> drawing, ...) in TurtleJS are drawing objects. So you don't use any HTML
>>> elements that the browser is probably optimized to handle.
>>> I guess it could be more efficient to don't rely only on Easeljs/Canvas
>>> but also to mix it with true HTML elements like buttons, images, ...
>>>
>>> Lionel.
>>>
>>>
>>>
>>> 2016-06-22 23:01 GMT+02:00 :
>>>


 I've been using Easeljs for Turtle Blocks JS and have for the most part
 been ignoring the performance issues. It works really well for
 separating
 the blocks, buttons, etc. from the actual graphics drawn by the Turtle.
 But
 I am at the point where the turtle graphics performance is not adequate.

 The problem is, each time I draw, the accumulated rendering gets
 redrawn,
 so over time, the turtle crawls along. Further, even when I first start
 drawing, the performance is more than 100% slower than drawing directly
 to
 the canvas.

 I'm doing what I think it recommended practice by Easeljs:

 turtleCanvas = new createjs.Shape();
 stage.addChild(turtleCanvas);

 various calls of the sort:

 turtleCanvas.graphics.moveTo
 turtleCanvas.grpahics.lineTo

 I've trted using cache to cache the shape, but that seems to be even
 slower.

 Just writing to the canvas context is much faster, but I don't know how
 to
 combine the two worlds.

 Any suggestions?

 The code in question is in turtle.js in
 github.com/walterbender/turtleblocksjs/js

 -walter


>>> ___
>>> Sugar-devel mailing list
>>> Sugar-devel@lists.sugarlabs.org
>>> http://lists.sugarlabs.org/listinfo/sugar-devel
>>>
>>>
>>
>>
>> --
>> Walter Bender
>> Sugar Labs
>> http://www.sugarlabs.org
>> 
>>
>> ___
>> Sugar-devel mailing list
>> Sugar-devel@lists.sugarlabs.org
>> http://lists.sugarlabs.org/listinfo/sugar-devel
>>
>>
>


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http://www.sugarlabs.org

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Re: [Sugar-devel] performance issues with Easeljs

2016-06-25 Thread Sahil Hindwani Hindwani
Hi,
i am new to opensource.Can anyone guide me on how should i approach.

On Sat, Jun 25, 2016 at 7:00 PM, Walter Bender 
wrote:

> I agree that I could/should use more HTML rather than depend on Easel for
> everything. But that doesn't seem to be related to the issues I am
> experiencing.
>
> I've tried numerous combinations of caching, layering of shapes, breaking
> up large elements, etc. Many help in some circumstances but lead to serious
> degradation in others. I will step away from it for a bit and hopefully
> come back with fresh eyes.
>
> -walter
>
> On Sat, Jun 25, 2016 at 9:17 AM, Lionel Laské 
> wrote:
>
>>
>> One other issue could be that everything (menus, palettes, blocks,
>> drawing, ...) in TurtleJS are drawing objects. So you don't use any HTML
>> elements that the browser is probably optimized to handle.
>> I guess it could be more efficient to don't rely only on Easeljs/Canvas
>> but also to mix it with true HTML elements like buttons, images, ...
>>
>> Lionel.
>>
>>
>>
>> 2016-06-22 23:01 GMT+02:00 :
>>
>>>
>>>
>>> I've been using Easeljs for Turtle Blocks JS and have for the most part
>>> been ignoring the performance issues. It works really well for separating
>>> the blocks, buttons, etc. from the actual graphics drawn by the Turtle.
>>> But
>>> I am at the point where the turtle graphics performance is not adequate.
>>>
>>> The problem is, each time I draw, the accumulated rendering gets redrawn,
>>> so over time, the turtle crawls along. Further, even when I first start
>>> drawing, the performance is more than 100% slower than drawing directly
>>> to
>>> the canvas.
>>>
>>> I'm doing what I think it recommended practice by Easeljs:
>>>
>>> turtleCanvas = new createjs.Shape();
>>> stage.addChild(turtleCanvas);
>>>
>>> various calls of the sort:
>>>
>>> turtleCanvas.graphics.moveTo
>>> turtleCanvas.grpahics.lineTo
>>>
>>> I've trted using cache to cache the shape, but that seems to be even
>>> slower.
>>>
>>> Just writing to the canvas context is much faster, but I don't know how
>>> to
>>> combine the two worlds.
>>>
>>> Any suggestions?
>>>
>>> The code in question is in turtle.js in
>>> github.com/walterbender/turtleblocksjs/js
>>>
>>> -walter
>>>
>>>
>> ___
>> Sugar-devel mailing list
>> Sugar-devel@lists.sugarlabs.org
>> http://lists.sugarlabs.org/listinfo/sugar-devel
>>
>>
>
>
> --
> Walter Bender
> Sugar Labs
> http://www.sugarlabs.org
> 
>
> ___
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> Sugar-devel@lists.sugarlabs.org
> http://lists.sugarlabs.org/listinfo/sugar-devel
>
>
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Re: [Sugar-devel] performance issues with Easeljs

2016-06-25 Thread Walter Bender
I agree that I could/should use more HTML rather than depend on Easel for
everything. But that doesn't seem to be related to the issues I am
experiencing.

I've tried numerous combinations of caching, layering of shapes, breaking
up large elements, etc. Many help in some circumstances but lead to serious
degradation in others. I will step away from it for a bit and hopefully
come back with fresh eyes.

-walter

On Sat, Jun 25, 2016 at 9:17 AM, Lionel Laské 
wrote:

>
> One other issue could be that everything (menus, palettes, blocks,
> drawing, ...) in TurtleJS are drawing objects. So you don't use any HTML
> elements that the browser is probably optimized to handle.
> I guess it could be more efficient to don't rely only on Easeljs/Canvas
> but also to mix it with true HTML elements like buttons, images, ...
>
> Lionel.
>
>
>
> 2016-06-22 23:01 GMT+02:00 :
>
>>
>>
>> I've been using Easeljs for Turtle Blocks JS and have for the most part
>> been ignoring the performance issues. It works really well for separating
>> the blocks, buttons, etc. from the actual graphics drawn by the Turtle.
>> But
>> I am at the point where the turtle graphics performance is not adequate.
>>
>> The problem is, each time I draw, the accumulated rendering gets redrawn,
>> so over time, the turtle crawls along. Further, even when I first start
>> drawing, the performance is more than 100% slower than drawing directly to
>> the canvas.
>>
>> I'm doing what I think it recommended practice by Easeljs:
>>
>> turtleCanvas = new createjs.Shape();
>> stage.addChild(turtleCanvas);
>>
>> various calls of the sort:
>>
>> turtleCanvas.graphics.moveTo
>> turtleCanvas.grpahics.lineTo
>>
>> I've trted using cache to cache the shape, but that seems to be even
>> slower.
>>
>> Just writing to the canvas context is much faster, but I don't know how to
>> combine the two worlds.
>>
>> Any suggestions?
>>
>> The code in question is in turtle.js in
>> github.com/walterbender/turtleblocksjs/js
>>
>> -walter
>>
>>
> ___
> Sugar-devel mailing list
> Sugar-devel@lists.sugarlabs.org
> http://lists.sugarlabs.org/listinfo/sugar-devel
>
>


-- 
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Sugar Labs
http://www.sugarlabs.org

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Re: [Sugar-devel] performance issues with Easeljs

2016-06-25 Thread Lionel Laské
One other issue could be that everything (menus, palettes, blocks, drawing,
...) in TurtleJS are drawing objects. So you don't use any HTML elements
that the browser is probably optimized to handle.
I guess it could be more efficient to don't rely only on Easeljs/Canvas but
also to mix it with true HTML elements like buttons, images, ...

Lionel.



2016-06-22 23:01 GMT+02:00 :

>
>
> I've been using Easeljs for Turtle Blocks JS and have for the most part
> been ignoring the performance issues. It works really well for separating
> the blocks, buttons, etc. from the actual graphics drawn by the Turtle. But
> I am at the point where the turtle graphics performance is not adequate.
>
> The problem is, each time I draw, the accumulated rendering gets redrawn,
> so over time, the turtle crawls along. Further, even when I first start
> drawing, the performance is more than 100% slower than drawing directly to
> the canvas.
>
> I'm doing what I think it recommended practice by Easeljs:
>
> turtleCanvas = new createjs.Shape();
> stage.addChild(turtleCanvas);
>
> various calls of the sort:
>
> turtleCanvas.graphics.moveTo
> turtleCanvas.grpahics.lineTo
>
> I've trted using cache to cache the shape, but that seems to be even
> slower.
>
> Just writing to the canvas context is much faster, but I don't know how to
> combine the two worlds.
>
> Any suggestions?
>
> The code in question is in turtle.js in
> github.com/walterbender/turtleblocksjs/js
>
> -walter
>
>
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Re: [Sugar-devel] performance issues with Easeljs

2016-06-22 Thread Walter Bender
On Wed, Jun 22, 2016 at 5:01 PM, Gonzalo Odiard  wrote:

> The only tip I can imagine is use the cache in the different DisplayObjects
> to avoid redraw when not needed. In your case, probably group by toolbars,
> blocks, canvas and so, and not redraw all, but the group updated.
>
> Did you found this article?
>
> https://blog.toggl.com/2013/05/6-performance-tips-for-html-canvas-and-createjs/
>
>

Yes. I read that article.

Right now I am experimenting with using a separate Shape for each line. I
tried caching each of those shapes after the rendering is complete but it
didn't seem to help. Digging deeper.

>
>
> On Wed, Jun 22, 2016 at 5:52 PM, Walter Bender 
> wrote:
>
>>
>> On Wed, Jun 22, 2016 at 4:51 PM, Gonzalo Odiard 
>> wrote:
>>
>>> Hi Walter,
>>> Is this a problem with a modern browser, or using it on Android?
>>>
>>
>> Browser (Chrome is where I am testing)
>>
>>>
>>> Gonzalo
>>>
>>> On Wed, Jun 22, 2016 at 5:28 PM, Walter Bender 
>>> wrote:
>>>
 I've been using Easeljs for Turtle Blocks JS and have for the most part
 been ignoring the performance issues. It works really well for separating
 the blocks, buttons, etc. from the actual graphics drawn by the Turtle. But
 I am at the point where the turtle graphics performance is not adequate.

 The problem is, each time I draw, the accumulated rendering gets
 redrawn, so over time, the turtle crawls along. Further, even when I first
 start drawing, the performance is more than 100% slower than drawing
 directly to the canvas.

 I'm doing what I think it recommended practice by Easeljs:

 turtleCanvas = new createjs.Shape();
 stage.addChild(turtleCanvas);

 various calls of the sort:

 turtleCanvas.graphics.moveTo
 turtleCanvas.grpahics.lineTo

 I've trted using cache to cache the shape, but that seems to be even
 slower.

 Just writing to the canvas context is much faster, but I don't know how
 to combine the two worlds.

 Any suggestions?

 The code in question is in turtle.js in
 github.com/walterbender/turtleblocksjs/js

 -walter

 --
 Walter Bender
 Sugar Labs
 http://www.sugarlabs.org
 

 ___
 Sugar-devel mailing list
 Sugar-devel@lists.sugarlabs.org
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>>>
>>>
>>> --
>>> [image: photo]
>>> *Gonzalo Odiard*
>>> Lider de proyecto
>>> tel.: 4210-7748 | www.trinom.ioAv Calchaqui 4936· 2do Piso. Quilmes
>>> 
>>> 
>>>
>>>
>>
>>
>> --
>> Walter Bender
>> Sugar Labs
>> http://www.sugarlabs.org
>> 
>>
>
>
>
> --
> [image: photo]
> *Gonzalo Odiard*
> Lider de proyecto
> tel.: 4210-7748 | www.trinom.ioAv Calchaqui 4936· 2do Piso. Quilmes
> 
> 
>
>


-- 
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Sugar Labs
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Re: [Sugar-devel] performance issues with Easeljs

2016-06-22 Thread Gonzalo Odiard
The only tip I can imagine is use the cache in the different DisplayObjects
to avoid redraw when not needed. In your case, probably group by toolbars,
blocks, canvas and so, and not redraw all, but the group updated.

Did you found this article?
https://blog.toggl.com/2013/05/6-performance-tips-for-html-canvas-and-createjs/



On Wed, Jun 22, 2016 at 5:52 PM, Walter Bender 
wrote:

>
> On Wed, Jun 22, 2016 at 4:51 PM, Gonzalo Odiard  wrote:
>
>> Hi Walter,
>> Is this a problem with a modern browser, or using it on Android?
>>
>
> Browser (Chrome is where I am testing)
>
>>
>> Gonzalo
>>
>> On Wed, Jun 22, 2016 at 5:28 PM, Walter Bender 
>> wrote:
>>
>>> I've been using Easeljs for Turtle Blocks JS and have for the most part
>>> been ignoring the performance issues. It works really well for separating
>>> the blocks, buttons, etc. from the actual graphics drawn by the Turtle. But
>>> I am at the point where the turtle graphics performance is not adequate.
>>>
>>> The problem is, each time I draw, the accumulated rendering gets
>>> redrawn, so over time, the turtle crawls along. Further, even when I first
>>> start drawing, the performance is more than 100% slower than drawing
>>> directly to the canvas.
>>>
>>> I'm doing what I think it recommended practice by Easeljs:
>>>
>>> turtleCanvas = new createjs.Shape();
>>> stage.addChild(turtleCanvas);
>>>
>>> various calls of the sort:
>>>
>>> turtleCanvas.graphics.moveTo
>>> turtleCanvas.grpahics.lineTo
>>>
>>> I've trted using cache to cache the shape, but that seems to be even
>>> slower.
>>>
>>> Just writing to the canvas context is much faster, but I don't know how
>>> to combine the two worlds.
>>>
>>> Any suggestions?
>>>
>>> The code in question is in turtle.js in
>>> github.com/walterbender/turtleblocksjs/js
>>>
>>> -walter
>>>
>>> --
>>> Walter Bender
>>> Sugar Labs
>>> http://www.sugarlabs.org
>>> 
>>>
>>> ___
>>> Sugar-devel mailing list
>>> Sugar-devel@lists.sugarlabs.org
>>> http://lists.sugarlabs.org/listinfo/sugar-devel
>>>
>>>
>>
>>
>> --
>> [image: photo]
>> *Gonzalo Odiard*
>> Lider de proyecto
>> tel.: 4210-7748 | www.trinom.ioAv Calchaqui 4936· 2do Piso. Quilmes
>> 
>> 
>>
>>
>
>
> --
> Walter Bender
> Sugar Labs
> http://www.sugarlabs.org
> 
>



-- 
[image: photo]
*Gonzalo Odiard*
Lider de proyecto
tel.: 4210-7748 | www.trinom.ioAv Calchaqui 4936· 2do Piso. Quilmes


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Re: [Sugar-devel] performance issues with Easeljs

2016-06-22 Thread Walter Bender
On Wed, Jun 22, 2016 at 4:51 PM, Gonzalo Odiard  wrote:

> Hi Walter,
> Is this a problem with a modern browser, or using it on Android?
>

Browser (Chrome is where I am testing)

>
> Gonzalo
>
> On Wed, Jun 22, 2016 at 5:28 PM, Walter Bender 
> wrote:
>
>> I've been using Easeljs for Turtle Blocks JS and have for the most part
>> been ignoring the performance issues. It works really well for separating
>> the blocks, buttons, etc. from the actual graphics drawn by the Turtle. But
>> I am at the point where the turtle graphics performance is not adequate.
>>
>> The problem is, each time I draw, the accumulated rendering gets redrawn,
>> so over time, the turtle crawls along. Further, even when I first start
>> drawing, the performance is more than 100% slower than drawing directly to
>> the canvas.
>>
>> I'm doing what I think it recommended practice by Easeljs:
>>
>> turtleCanvas = new createjs.Shape();
>> stage.addChild(turtleCanvas);
>>
>> various calls of the sort:
>>
>> turtleCanvas.graphics.moveTo
>> turtleCanvas.grpahics.lineTo
>>
>> I've trted using cache to cache the shape, but that seems to be even
>> slower.
>>
>> Just writing to the canvas context is much faster, but I don't know how
>> to combine the two worlds.
>>
>> Any suggestions?
>>
>> The code in question is in turtle.js in
>> github.com/walterbender/turtleblocksjs/js
>>
>> -walter
>>
>> --
>> Walter Bender
>> Sugar Labs
>> http://www.sugarlabs.org
>> 
>>
>> ___
>> Sugar-devel mailing list
>> Sugar-devel@lists.sugarlabs.org
>> http://lists.sugarlabs.org/listinfo/sugar-devel
>>
>>
>
>
> --
> [image: photo]
> *Gonzalo Odiard*
> Lider de proyecto
> tel.: 4210-7748 | www.trinom.ioAv Calchaqui 4936· 2do Piso. Quilmes
> 
> 
>
>


-- 
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http://www.sugarlabs.org

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Re: [Sugar-devel] performance issues with Easeljs

2016-06-22 Thread Gonzalo Odiard
Hi Walter,
Is this a problem with a modern browser, or using it on Android?

Gonzalo

On Wed, Jun 22, 2016 at 5:28 PM, Walter Bender 
wrote:

> I've been using Easeljs for Turtle Blocks JS and have for the most part
> been ignoring the performance issues. It works really well for separating
> the blocks, buttons, etc. from the actual graphics drawn by the Turtle. But
> I am at the point where the turtle graphics performance is not adequate.
>
> The problem is, each time I draw, the accumulated rendering gets redrawn,
> so over time, the turtle crawls along. Further, even when I first start
> drawing, the performance is more than 100% slower than drawing directly to
> the canvas.
>
> I'm doing what I think it recommended practice by Easeljs:
>
> turtleCanvas = new createjs.Shape();
> stage.addChild(turtleCanvas);
>
> various calls of the sort:
>
> turtleCanvas.graphics.moveTo
> turtleCanvas.grpahics.lineTo
>
> I've trted using cache to cache the shape, but that seems to be even
> slower.
>
> Just writing to the canvas context is much faster, but I don't know how to
> combine the two worlds.
>
> Any suggestions?
>
> The code in question is in turtle.js in
> github.com/walterbender/turtleblocksjs/js
>
> -walter
>
> --
> Walter Bender
> Sugar Labs
> http://www.sugarlabs.org
> 
>
> ___
> Sugar-devel mailing list
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> http://lists.sugarlabs.org/listinfo/sugar-devel
>
>


-- 
[image: photo]
*Gonzalo Odiard*
Lider de proyecto
tel.: 4210-7748 | www.trinom.ioAv Calchaqui 4936· 2do Piso. Quilmes


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