![]() Shouldn’t a 4000×4000 pixel image need only 61 MB (four bytes per pixel)? Yes, that’s true, but actually we’re not talking about one big image, but about 30 images, one for each piece. That saved something like 100 MB of memory. The first, and simple, optimization was to remove some intermediary images which are only used while loading the image. (1971) Santana III (35Th Anniversary Edition). After having started Palapeli and having loaded the puzzle, the application used about 800 MB memory. I was testing with a 30 pieces puzzle from a 4000x4000px image. I figured that’s a bit much, and looked yesterday evening into how this can be optimized. Palapeli used an enormous 1.6 gigabytes of memory. It actually rendered fluently, but only because I upgraded my notebook’s RAM to 2 GB last year. Pairs: A memory and pairs game for KDE: palapeli: a single-player jigsaw puzzle game: parley: a vocabulary trainer: picmi: A nonogram logic game for KDE: quassel: a distributed IRC client: rocs: rocs graph. KDE hex editor for viewing and editing the raw data of files. Windows/Releases/4.10.2 Windows| Releases. By adding tag words that describe for Games&Apps, you're helping to make these Games and Apps be more discoverable by other APKPure users. The pieces are freely moveable.ĭownload Palapeli apk 1.0 for Android. Unlike other games in that genre, you are not limited to aligning pieces on imaginary grids. During the sprint, I wanted to demo Palapeli’s performance with big piece counts, and created a puzzle with the maximum of 2000 pieces from a 5000×5000 px image.ĭata files (puzzles) for the palapeli puzzle game. Moving back from what I should do to what I actually did, I noticed that Palapeli’s memory usage is awful. Much of the puzzle loading is done in the GUI thread, which causes the loading animation to freeze frequently. The possible casting paths are actually so convoluted that I documented them in an image inside the source code directory: Yet there are still areas where Palapeli’s concurrency needs to improve. For example, a puzzle file can be casted into metadata by reading the latter from the puzzle file. The new class has an aspect-oriented design, where single components of the puzzle (like the metadata or the contents) are always made available by worker threads, by casting existing components. One thing that I wanted to do for at least a year was to rewrite the multithreading code around the (fairly central) Palapeli::Puzzle class. The last week was an excellent opportunity to do some work on Palapeli. ![]()
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