I understand the impact of rendering every millisecond..�


TestAnimationClock
#drawOn: aCanvas

I have to dig in a bit more.. is the issue here.. not NB/ VGTigerDemo.

Normally all of Morphic rendering is I presume , premised on the invocation of this method recursively on all submorphs till all of them are rendered.. for all morphs on screen.

TestAnimationClockPanel: Also I have a similar override.. and it does not give me any overhead.. though all it has is one Text.. string.

Why should only Clock have such an overhead.. : is because of calculating the hour/minute/hand vector .. ?

Will dig in more and try to understand this for optimizations.


**********
PS: �I am not using the startStepping / stop.. mechanism as yet in these..

Maybe I am naive.. about presuming..�

On Wed, Sep 5, 2012 at 3:36 AM, Igor Stasenko <siguctua@gmail.com> wrote:
On 4 September 2012 16:18, S Krish <krishnamachari.sudhakar@gmail.com> wrote:
> As an screenshot should explain it better..
>
> This is now pushing the CPU to 66 - 90%+ almost all the time.. and as the
> top hogger of CPU constantly..
>
hmm, �what did you expected there? Cairo uses CPU for rendering. It is
faster than balloon, must faster
but sure thing if you run animation which renders new frame as soon as
it finished previous one,
it will consume full available CPU resources.


> Not having VGTigerDemo does not alter it much.. so its not NativeBoost at
> fault per se..
>
> Kill the clock and the VGTiger it comes down to a nice 4% CPU
>




> On Tue, Sep 4, 2012 at 7:08 PM, S Krish <krishnamachari.sudhakar@gmail.com>
> wrote:
>>
>>
>>
>> If we override #drawOn: and implement custom logic to draw.. every few
>> milliseconds as it gets called the CPU usage shoots to available max..
>>
>> Run four instances of the same class that overrides and does some
>> moderately complex draw routine of say : CircleMorph with border set, few
>> lines, color rendering..
>>
>> I will send in the .st file later .. that can be tested against..
>>
>>
>> Is this expected or what are the ways to avoid this CPU overhead...
>>
>>
>> NativeBoost animation, far more responsive.. also goes up very similarly.
>> but little more tolerable... VGTigerMorph... more so than FlakesDemo...
>>
>>
>>
>



--
Best regards,
Igor Stasenko.