and if you don't want to run animation,
do not use #startStepping method.

On 5 September 2012 00:06, Igor Stasenko <[email protected]> wrote:
> On 4 September 2012 16:18, S Krish <[email protected]> wrote:
>> As an screenshot should explain it better..
>>
>> This is now pushing the CPU to 66 - 90%+ almost all the time.. and as the
>> top hogger of CPU constantly..
>>
> hmm,  what did you expected there? Cairo uses CPU for rendering. It is
> faster than balloon, must faster
> but sure thing if you run animation which renders new frame as soon as
> it finished previous one,
> it will consume full available CPU resources.
>
>
>> Not having VGTigerDemo does not alter it much.. so its not NativeBoost at
>> fault per se..
>>
>> Kill the clock and the VGTiger it comes down to a nice 4% CPU
>>
>
>
>
>
>> On Tue, Sep 4, 2012 at 7:08 PM, S Krish <[email protected]>
>> wrote:
>>>
>>>
>>>
>>> If we override #drawOn: and implement custom logic to draw.. every few
>>> milliseconds as it gets called the CPU usage shoots to available max..
>>>
>>> Run four instances of the same class that overrides and does some
>>> moderately complex draw routine of say : CircleMorph with border set, few
>>> lines, color rendering..
>>>
>>> I will send in the .st file later .. that can be tested against..
>>>
>>>
>>> Is this expected or what are the ways to avoid this CPU overhead...
>>>
>>>
>>> NativeBoost animation, far more responsive.. also goes up very similarly.
>>> but little more tolerable... VGTigerMorph... more so than FlakesDemo...
>>>
>>>
>>>
>>
>
>
>
> --
> Best regards,
> Igor Stasenko.



-- 
Best regards,
Igor Stasenko.

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