On Mar 24, 2014, at 12:53 PM, John Clements <[email protected]> wrote:

> 
> On Mar 21, 2014, at 3:19 PM, David Vanderson <[email protected]> 
> wrote:
> 
>> 
>> On 03/21/2014 02:16 PM, John Clements wrote:
>>> 2) upstream, inherit from canvas% and add code to limit the rate of calls 
>>> to draw. I haven’t looked at the code yet, but this might be my best bet.
>> I tried overriding "refresh", and there's a tempting mention in the docs 
>> that "(Multiple refresh requests before on-paint can be called are coaleced 
>> into a single on-paint call.)"  This does work if you have code that is 
>> explicitly calling "refresh".
>> http://docs.racket-lang.org/gui/canvas___.html
>> 
>> Unfortunately it looks like "refresh" doesn't get called by lower-level 
>> stuff like scrollbars.  Can anyone confirm this?
>>> 3) one other thing occurs to me, though; it looks to me like calls to 
>>> ‘draw’ are stacking up in an eventspace queue, and that seems like a 
>>> mistake; if there’s a draw in progress, and calls to draw in the queue, it 
>>> seems like another ‘draw’ should at a minimum squash the ones in the queue. 
>>> Perhaps that’s painful to implement, or there’s a good reason for allowing 
>>> all of the queued calls to complete?
>>> 
>> I'm also seeing this (on Linux), or at least, it seems like many paints are 
>> happening but the back buffer is not being flushed to the screen.  When I 
>> run the attached code, and then scroll a lot, then I see more dots printed 
>> to the console than frames being shown.
>> 
>> When I run it on Windows (from console) then things look much better, and it 
>> looks like I'm seeing every paint.  
>> 
>> When I run it inside DrRacket on Windows I see no updates while scrolling 
>> until letting go of the scrollbar (different issue?)
>> 
>> What do you see on Mac?
> 
> I see something a lot like what you see on Windows.
> 
> BUT.
> 
> It looks like the problem here is the “printf”. Commenting out the printf and 
> the flush-output (and yes, both are necessary) restores sensible behavior; 
> the scrolling is live (or as live as it’s going to be with a 1/10 second 
> delay in draw), and there don’t appear to be a bunch of queued calls to draw.
> 
> This leads me to believe that my initial problem was likely due to the 
> diagnostic printfs that I had inserted in order to measure the performance.

Final resolution: Yes. Eliminating my diagnostic printf has *completely* 
resolved my performance problem.

Sorry for the noise.

John Clements


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