Thanks Emmanuele, Øyvind.

That answers my question.

cheers,

2009/7/31 Emmanuele Bassi <[email protected]>

> On Fri, 2009-07-31 at 17:57 +0100, Øyvind Kolås wrote:
> > On Thu, Jul 30, 2009 at 2:01 PM, Rajith Kalluraya<[email protected]>
> wrote:
> > > which is CPU intensive.I observe that clutter queues redraws and and
> > > processes them only when CPU is free,  and hence in my application, the
> draw
> > > happens after the CPU intensive job is done, thereby causing a delay in
> > > screen updation.
> >
> > * snip *
> >
> > > Currently, I am using clutter 0.8 and clutter-gtk-0.8 on a ARM
> processor
> > > with hardware acceleration.
> >
> > What you seem to be experiencing is not that the redrawing is delayed
> > but that animations are being blocked. Clutter 1.0 changes how
> > animations are driven and locks them to the redraw cycle; solving many
> > idle priority related issues that existed in clutter-0.8 and before.
>
> as a side note: there's no power in the 'verse that can make the main
> loop work correctly when you're blocking it inside a handler -- say, for
> instance, you have while(1) {} or g_usleep() in an event handler or
> inside a Timeline::new-frame callback.
>
> the usual answers for CPU-intensive blocks are:
>
>  - break them up in logical steps and use a state machine+idle/timeout
>    source in the main loop to avoid blocking.
>
>  - use threads and prepare to cross the plains of Despair and Rage,
>    ascend the mountains of Doom, pass the Peak of Terror, and finally
>    enter in a land made of unicorns and puppies where everything works
>    by the power of rainbows and magic pixie fairy dust.
>
> for both solutions, Clutter provides API to do things The Right Way(tm),
> including: a timeout pool, frame sources and repaint cycle hooks.
>
> ciao,
>  Emmanuele.
>
> --
> Emmanuele Bassi, Senior Engineer        | [email protected]
> Intel Open Source Technology Center     | http://oss.intel.com
>
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>


-- 

Rajith
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