taskbarTask (self valueOfProperty: #noTaskbarTask ifAbsent: [ false ]) ifTrue: [ ^ nil ]. ^ nil "TaskbarTask morph: self state: self taskbarState icon: self taskbarIcon label: self taskbarLabel" The uncommented part was the one that was slowing me down, its a copy from SystemWindow, on a new image of Pharo consumption drops to 15% but still have issues with Nautilus etc. latsabben at Slack also recommended caching which helped also taskbarTask â "myTask := nil." myTask ifNil: [ myTask := TaskbarTask morph: self state: self taskbarState icon: self taskbarIcon label: self taskbarLabel ]. myTask label: self taskbarLabel. ^myTask Anyway I decided to port my project to C++ and Unreal Engine because I have many issues with Pharo speed wise and stability wise with Pharo 5. Plus many IDE features I miss like proper auto completion etc. To be fair I tried to make custom gui with python and it was even slower in the past. So its clear I need a high performance language + API, because I will be building a very heavy GUI (many more animations) and I would like also some fast 3d functionality too. On Sat, Jan 16, 2016 at 1:07 AM Sven Van Caekenberghe <sven@stfx.eu> wrote:
On 15 Jan 2016, at 23:30, Dimitris Chloupis <kilon.alios@gmail.com> wrote:
taskbar was the problem, damn pharo gui is a huge pain in the hat.
How so ?
On Fri, Jan 15, 2016 at 11:32 PM Dimitris Chloupis < kilon.alios@gmail.com> wrote: ITs not the step, I removed the step as I said in my first post. Still 30% cpu consumption
The images are PNGs and RGBA , 8bit
On Fri, Jan 15, 2016 at 10:54 PM Hilaire <hilaire@drgeo.eu> wrote: It depends on what you are doing in a step, but 1s step should not hurt. May be the problem is somewhere else. With DrGeo, I noted Athens is faster to BitBlt with bitmap operations (in my case, only scaling and displaying a From in a DrGeo canvas). Also, do your bitmaps come with 32 bits depth?
-- Dr. Geo http://drgeo.eu