Minimize Excessive Player Processor Use?
Scott Rossi
scott at tactilemedia.com
Mon Jan 25 20:28:29 EST 2010
Recently, Josh Mellicker wrote:
> Incidentally, the docs on qtIdleRate have an error, they say:
>
>
> "A higher idle rate will result in smoother playback but will also require
> more cpu time."
>
> but they should say:
>
> "A LOWER idle rate will result in smoother playback but will also require more
> cpu time."
I wouldn't say the docs are wrong, just ambiguous. "High" could refer to
the duration of the idle interval (a high number), or could refer to the
frequency of updates (high frequency).
> Lowering the qtIdleRate from 20 (30% CPU) to 1 (50% CPU) improved playback
> performance dramatically for me.
I don't see how setting the qtIdleRate to 1 leads to 50% CPU. Doing this
sets the delay between player updates to 1 millisecond. Over here, doing so
spikes CPU usage to 100%, which is in keeping with any other message sending
that occurs with a frequency less than 1 second (ie a send loop like send
"updateMe" to this card in 1 millisec). Are you also doing something with
the idleRate? (not qtIdleRate)
> I wonder what the qtIdleRate represents - maybe a "tick" (1/60 sec)?
The docs say the qtIdleRate is the time in milliseconds between one update
of a player and the next.
Regards,
Scott Rossi
Creative Director
Tactile Media, UX Design
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