On Tue, 29 Nov 2011 20:15:43 +1000
David Seikel <onef...@gmail.com> wrote:

> On Tue, 29 Nov 2011 04:58:12 -0500 Michael Blumenkrantz
> <michael.blumenkra...@gmail.com> wrote:
> 
> > On Tue, 29 Nov 2011 19:51:26 +1000
> > David Seikel <onef...@gmail.com> wrote:
> > 
> > > While I'm happy that EFL is working on the tiny little embedded
> > > 800MHz 486 board, it might be a tad underpowered.
> > > 
> > > At one point during this devices typical usage, it has to send
> > > stuff to a serial printer, play a sound (through a USB based built
> > > in sound chip), AND do a simple edje animation.  At other times, it
> > > might be doing one of the more complex animations, but need to play
> > > a short sound on demand.  The printer is kinda fussy about the
> > > timing of stuff sent to it.
> > > 
> > > After a short bit of testing, the sounds sometimes stutter quite
> > > badly during the heavier animations, but is smooth during the
> > > others. However, this is in a test mode, where there is more stuff
> > > on the screen to slow things down.
> > > 
> > > It's my understanding that edje runs in the idler, so shouldn't the
> > > sound and printer, which both use ecore FD handlers to know when
> > > it's a good time to write, have priority?
> > > 
> > > I can probably fine tune things enough with judicious edje freezes,
> > > or frame time, or something.  It does not really matter if the
> > > animations are a little jerky, might not even be noticeable, but
> > > the sound and printing have to be spot on.
> > > 
> > > Any hints from those more experienced with edge and FD handlers?
> > > 
> > it's important to keep in mind that ANY blocking will impede
> > execution of the main loop. fd handlers are called as soon as they
> > are able, but select() is limited by the next timer's duration; if
> > you have lots of timers (eg. animations) playing, select() will be
> > available for shorter amounts of time, potentially leading to i/o
> > starvation while timers and related functions do their work.
> 
> Good point.
> 
> There's only one animation timer waiting at any given moment.  It's all
> very simple sequential animations that roll along one after the other,
> then loop. The "heavy" animation period is a 0.12 second timer that
> triggers 8 simple edje programs (two state changes each that just change
> visibility of small images) one every 0.12 seconds.  Then it goes back
> to the 3 and 5 second timers.  This is the bit that's causing the
> stuttering though, and I could work around it more or less.
> 
you could try to micro-optimize by combining multiple edje programs into scripts
I suppose

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