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 <qu...@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 <qu...@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 <qu...@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/ _______________________________________________ Sugar-devel mailing list Sugar-devel@lists.sugarlabs.org http://lists.sugarlabs.org/listinfo/sugar-devel