This is a cosmetic request and should be lower in priority than issues
like sound emulation.

At least under windows, updating the emulator screen is given VERY low
priority.  So on modern PCs, we have the ironic situation that our code
runs 5 times faster than normal, yet we didn't see what happened.  Also,
the emulator often misses when it needs to update the screen.  When I
try it on a real device, the whole process runs much slower, but the
screen update speed is so fast it makes the device looks like a
supercomputer.

I propose the following "15 minute" solution:  Let the user specify a
frame rate in which the Emulator will update it's current screen
continuously whether it needs to or not.  If you set this to 2 fps, you
solve the problem of the screen thinking it doesn't need to update.  If
you set this to 60 fps and your PC is fast enough, you get Palm-speed
graphics, along with the bonus of slowing the execution speed itself
down to closer to real world speeds.

If you have longer than 15 minutes to implement this feature, the ideal
solution would be to get at least an estimate of how fast the device is
executing compared to the real thing (watch the ticks), and dynamically
adjust the screen update rate to the maximum possible without bringing
execution below real speed.  SO then, you might get 200 fps on a fast
PC, 2 fos on a slow PC, but best of all, you'd get to see your app
executing at a normal speed.  This is achieving what I assume most
developers want - the closest reproduction of the real device possible
on the given desktop.



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