On Tue, May 2, 2017 at 8:02 PM, Daniel Prager <daniel.a.pra...@gmail.com>
> Hi Ju
> Interesting results. Did you run the Contract Profiler tool? [
> I think it's fairly well understood that the contract-induced performance
> costs across the typed / untyped boundary can be severe.
No, I didn't run the Contract Profiler tool.
I just wanted to optimize it, the weirdest thing I found is, the total time
is much larger then the sum of the in-function `time`s, I guess all bitmaps
are checked one by one by the contract system, they are all objects.
Last time I mentioned the flomap, I said "You need to convert the flomap
struct into a bitmap% instance when drawing", the main reason is that
nobody seems to maintain the images-lib, and it's Bitmap% is not the
standard one since it exists before typed class is available, therefore the
`flomap->bitmap` will simply fail due to the contract error. There is a
pull request for it, but still has not been merged since 2015. [
> BTW: At the back of my mind is the thought that the performance one could
> achieve on these kinds of benchmarks would go up ridiculously by pushing
> the work to a GPU.
Yeah, some games shipped with the main distribution are written in
racket-wrapped OpenGL. Despite the totally different APIs, you can try real
time rendering algorithms without worrying about the performance. In fact,
I am hesitating too, I have already finished the computational model of the
CSS engine, but not sure whether the GUI part should be implemented with
OpenGL or not. Designing application as a Game UI developer is fun, but
meanwhile I do not have much time to do that.
You received this message because you are subscribed to the Google Groups
"Racket Users" group.
To unsubscribe from this group and stop receiving emails from it, send an email
For more options, visit https://groups.google.com/d/optout.