Squeak-Alice RE: Squeak 2.4 for Windows

Pierce, Jeff S. Jeff.S.Pierce at disney.com
Thu Apr 22 03:45:42 UTC 1999


> hmmmm...but i am seeing the processor pegged, just by going 
> into Play With
> Me 7. this is before i execute any commands, so Squeak-Alice 
> shouldn't be
> *doing* anything. so you are saying that as long as the 
> camera is on, S-A is
> rendering? interesting...

Yup.  S-A is time based, so as soon as you enter a project with a Wonderland
it starts incrementing its clock.  And until I work my way around to putting
in the hooks to notify the renderer whether or not anything has changed in
the visual field it assumes it needs to render every frame.

For the curious, you can execute/print:

scheduler getFPS

to find out what frame rate you're currently getting.

You can also execute/print:

scheduler getTime

to find out the current time in a Wonderland.

For the truly curious, you can also set Alarms in Wonderlands.  There are
two ways of doing this:

1) Alarm do: [ bunny turn: left ] at: 1000.

(The bunny will turn left 1000 seconds after you created the Wonderland)

2) Alarm do: [ bunny roll: left ] in: 10.

(The bunny will roll left 10 seconds after you execute this line)


If for some reason you can't live with Squeak-Alice using as much of your
CPU has it can get, look at WonderlandCameraMorph->stepping->stepTime and
change the value to something larger than 1.  However, this will put a
ceiling on your frame rate, and the surgeon general has determined that
working with interactive 3D graphics at a frame rate below 10 fps is
incredibly aggravating and prone to shorten your life out of sheer
frustration.

Besides, your CPU has been needing a good workout, hasn't it?  =)

Jeff





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