The stuff I am writing is interactive animation. That is to say the activity responses are animated. There may be intentional delays while the child is given time to consider a response. If the delay is long the activity may give additional information or encouragement to facilitate the child's response. I was looking for a way to minimize energy consumption while waiting for the child to respond.
On Wednesday 30 January 2008 00:04:27 Rózsás Gödény wrote: > Hi > > > I suspect that the best thing you can do to reduce power is to make > > sure that your game doesn't do anything when it isn't the frontmost > > thing on the screen. I.e. if the window that you're drawing in is > > totally obscured, then don't run ANYTHING -- no game animations, but > > also no background world-simulating stuff, and little or no network > > activity. Resume activity once the user brings your game to the front > > again. Don't wake up periodically and do anything; be sure to do > > NOTHING. > > > > Ensuring this background-idle behavior will not only allow the > > activity that's frontmost to get 100% of the CPU cycles. It will also > > allow the XO to suspend and power down if that frontmost activity goes > > idle. (If you're chewing up CPU in the background, the system won't > > auto-suspend.) > > Maybe sugar could suspend those activities which are in the background > so the activities don't have to worry about it. Also it would be fool > proof. _______________________________________________ Devel mailing list [email protected] http://lists.laptop.org/listinfo/devel
