On Sunday 21 October 2007 21:15, Melchior FRANZ wrote:
> I think they are now useless because they don't point anywhere that's
> related to the stuttering. They demonstrated that the replay system
> was slow. It's still slow, but better. And that firing bindings might
> have been slow. But I'm not convinced that these are causes for the
> stuttering. And the other subsystems get random appearances on the
> list, and it doesn't look like there's a pattern.

FWIW, the new statistics based function is a bit more adaptive in that it only 
reports timing errors when subsystem execution time deviates a lot from the 
mean. I'm still fine tuning, but that way it should only trigger the warning 
in cases of exceptionally long pauses.

>
> > As for programming inefficiencies, time stamps are collected in a rather
> > non-intrusive way, and printed after subsystem execution, so I don't see
> > how that could contribute to the problem.
>
> Heh, just my usual exaggerations, sorry. I just found it funny how
> the loop for iterating through the vector was written, in a function
> that deals with performance measuring. :-)  But, alas, that's a
> general problem in fgfs. I guess we could save a frame per second
> or two, if we considered the usual "do"s and "don't"s, like other
> projects do. (And I don't mean micro-optimization.)

Haha, I sorta got that, let's just say I forgot to put a smiley behind my 
reply. :-) Admittedly, the vector loop is a bit of a make shift solution, but 
was actually done so that performance statistics could be collected and 
printed without interrupting the update function itself. 

Cheers,
Durk


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