On 01/05/2011 05:48 PM, "Torsten Hüter" wrote:
> Hi Dick,
>
>> You have twice as many in a
>>>>> std::list,  I will use std::deque.  Its ten minutes to change it.
>>>> Yes, I agree - this was just an initial choice - I've changed some
>> types already to std::vector but the std::deque is also a good idea.
>>> std::vector is better than std::list.  std::deque and std::vector are
>> both
>>> OK.  The only difficulty with std::vector is if you hundreds of
>> thousands of
>>> points in a polyline, in which case the backbone array needs to be very
>>> large.  std::deque uses a segmented backbone, and could be slower than
>>> std::vector for smaller numbers of points.
> Yes, I've read as well, that at certain conditions the std::deque is faster. 
> Especially for our cases it should be the best solution; so I changed 
> anything to the deque. 
>
>> virtual ~VECTOR2<T>
>>
>> Just let anyone deriving from VECTOR2<> add in virtual destructors, you
>> don't need it at this level.  It causes the virtual function table to be
>> copied and constructed, both of which cost time, for large numbers of
>> points.
> That's right; it was mainly a stub that Eclipse creates automatically. I've 
> commented it out; if it should be used later, the comment just needs to be 
> removed.
>
> --
>
> I had to apply some different changes for wxWidgets 2.8; now it should be run 
> there as well. The problem is that I've changed to the image backend of Cairo 
> and the blitting doesn't work like I'd like. So I'm using the code from 
> wxCairo; but it's much slower than a direct access with wxNativePixelData 
> that 2.9 provides. I think it is even there room for impovements.
> The rubberbanding demo is still bit stupid; at the moment it displays only a 
> QFN footprint (you can zoom with the mouse wheel and pan with the right mouse 
> button). I'll implement dragging of some objects later and seperate the 
> classes in different files.
> There is still much in progress; also I have to add more documentation.
>
> I've changed the branch owner to kicad-testing-committers. You should be able 
> now to commit changes.
>
> Bye ..
> Torsten 

Torsten,

Thank you *very* much.  I appreciate your time and expertise.

For clarification, Are you saying that the implementation on top of 2.9 is
different and superior in a significant way?

Is the difference wxNativePixelData?  And if so, is it a simple interface
that we simply conditionally compile into GAL?  Obviously the stuff under
wxWidgets has not changed, and to a large extent you are simply doing a
bypass of wxWidgets from GAL to cairo or open gl, no?

Is the 2.8 "good enough" for GAL to make a decent impression on first time
observers?  Or do you recommend 2.9?  Or can be put a little of 2.9 into the
GAL?

Dick



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