On the main thread.

On Thursday, February 19, 2015, Gregory Wieber <[email protected]>
wrote:

> On which thread are you allocating your graph?
>
> Sent from my iPhone
>
> On Feb 19, 2015, at 1:26 PM, Dave O'Neill <[email protected]
> <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
>
> The actual refresh rate is unaffected at a verified 60FPS with a
> CADisplayLink.  The little demo I made is drawing just two triangles with
> 10-15% CPU. It is only the touch that is not being updated, when I animate
> programmatically there is no lag at all even with unrelated touch tracking
> happening simultaneously.  I think that somehow the MusicPlayer framework
> causes the thread that tracks touch (which I had assumed was the main
> thread) to wait on the audio render cycle.  What's interesting is that the
> main thread doesn't get blocked, only the updating of touch events.  I know
> that AUGraph (which is utilized by a MusicSequence by default) can block,
> but I don't know if that's what's happening.
>
> Dave
>
> On Thu, Feb 19, 2015 at 1:04 PM, Steven Clark <[email protected]
> <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
>
>>  If you have limitless CPU cycles then it would be a weird interaction.
>> It sounds very very much like the sort of behavior you get if there aren’t
>> enough CPU cycles for everything, and the system is optimized for something
>> other than what you’re trying to do.
>>
>>
>>
>> I had serious trouble with an iOS app that needed to track finger
>> movement and display video at the same time.  It appears that iOS
>> prioritizes tracking movement over anything else (at least, anything else
>> that the app was doing).  The video got really choppy etc. whenever you’d
>> move your finger, and clear up immediately when you move your finger away.
>> I found that the tracking loop was running as fast as it could, at the
>> expense of all other computation.  (The system is optimized for visual user
>> interaction responsiveness.)  I solved the problem by having my tracking
>> routine do nothing and return immediately something like 4 times out of 5.
>> Response to finger movement was slightly affected negatively, but video was
>> substantially improved.  I might have solved it by increasing the priority
>> of the video processing thread, but that would have involved screwing
>> around with Mach thread prioritization and hoping the app would still be
>> approved by Apple for iTunes.
>>
>>
>>
>> Steven J. Clark
>>
>> VGo Communications
>>
>>
>>
>> *From:* [email protected]
>> <javascript:_e(%7B%7D,'cvml','[email protected]');> [mailto:
>> coreaudio-api-bounces+steven.clark
>> <javascript:_e(%7B%7D,'cvml','coreaudio-api-bounces%2Bsteven.clark');>=
>> [email protected]
>> <javascript:_e(%7B%7D,'cvml','[email protected]');>] *On Behalf
>> Of *Dave O'Neill
>> *Sent:* Thursday, February 19, 2015 3:21 PM
>> *To:* Ian Kemmish
>> *Cc:* [email protected]
>> <javascript:_e(%7B%7D,'cvml','[email protected]');>
>> *Subject:* Re: MusicPlayer with OpenGL interfere with UIGestureRecognizer
>>
>>
>>
>> Really what I'm trying get to the bottom of, bug or no bug,  is how can
>> these three seemingly unrelated api conflict?
>>
>> On Thursday, February 19, 2015, Ian Kemmish <[email protected]
>> <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
>>
>>
>> On 18 Feb 2015, at 17:00, "Dave O'Neill" <[email protected]> wrote:
>>
>> > Once you see it being choppy press the play/stop button and see how
>> > the choppiness stops.  Weirdest bug ever.
>>
>> Unless the gesture recognition software you're using is documented as
>> making guarantees about latency, then it's not a bug.  It's life.
>>
>>
>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>> -
>> Ian Kemmish                     18 Durham Close, Biggleswade, Beds SG18
>> 8HZ
>> [email protected]        Tel: +44 1767 601361     Mob: +44 7952
>> 854387
>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>> -
>>
>>
>>
>>
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