[mythtv] [mythtv-commits] Ticket #7525: Optimize Pulse handling in MythUI

Gavin Hurlbut gjhurlbu at gmail.com
Thu Aug 26 17:11:40 UTC 2010


On Thu, Aug 26, 2010 at 7:13 AM, Jim Stichnoth <stichnot at gmail.com> wrote:

> I fixed the alphapulse bug in the patch, as you probably saw.
>

Yes, I did notice things were pulsing again, but I didn't get a chance to
check CPU usage last night.  I'll have to check tonight.


> I maintain this patch and run my production systems with it, which is
> easy enough to do since that part of the code doesn't change much.
> However, I really don't find much benefit.  Even without the patch, it
> really doesn't take much processing to walk the tree every 1/70 of a
> second and verify that nothing needs pulsing.  On an Atom, real
> pulsing consumes >50% CPU on one core, which is an entirely separate
> problem (if you want to call it a problem).  The extra complexity of
> having to insert an extra call every time an object field changes that
> affects the pulsing decision, just doesn't seem worth the minimal
> performance gain.
>

I do call it a problem to have a tiny "Recording..." on the screen pulsing
taking up nearly 50% of a CPU core.  There are much better things to use CPU
for, especially on a combined frontend/backend setup, which is fairly common
out there.  If alphapulse can't be knocked down to use significantly less
CPU, I will probably just go and disable it locally on my setup, and
maintain THAT as a patch.  I'd rather spend the CPU on commflagging than in
idling in a menu, as pretty as the menu may be.

But I'll see what your current patchset does to the CPU usage.  Maybe it
does enough :)

Thanks.
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