https://bugzilla.novell.com/show_bug.cgi?id=362022
User [EMAIL PROTECTED] added comment https://bugzilla.novell.com/show_bug.cgi?id=362022#c5 Sebastien Pouliot <[EMAIL PROTECTED]> changed: What |Removed |Added ---------------------------------------------------------------------------- AssignedTo|[EMAIL PROTECTED] |[email protected] Status|ASSIGNED |NEW --- Comment #5 from Sebastien Pouliot <[EMAIL PROTECTED]> 2008-06-09 07:45:18 MDT --- Just to resume the story so far: (1) the degradation of performance over last year (about 50% down) is mostly due to more (and more) complex implementations of ComputeShapeBounds. The "added" complexity was required in order to fix compatibility issues with Silverlight. Optimizations are possible (at many level) but won't get us back to more than (or even) the original performance. (2) the real problem about the performance is elsewhere. We're currently computing bounds for each balls (16, 32...), composed of a few shapes (3 iirc), any time they move (many times per seconds). However since balls are moved by setting Canvas.Top and Canvas.Left there's no reason to invalidate the bounds of the balls, i.e. ball's bounds should be calculated a single time since only the origin point is changed. So while the time spent looks to be bound by cairo calls, which is true, the solution is to ensure those, unneeded, calls are not made. This problem is likely affecting performance of other applications too, i.e. anytime you move a shape, the more complex the biggest the performance hit will be. -- Configure bugmail: https://bugzilla.novell.com/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the QA contact for the bug. You are the assignee for the bug. _______________________________________________ mono-bugs maillist - [email protected] http://lists.ximian.com/mailman/listinfo/mono-bugs
