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This is an automatically generated e-mail. To reply, visit:
<a href="https://git.reviewboard.kde.org/r/117785/">https://git.reviewboard.kde.org/r/117785/</a>
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<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Despite the issues highlighted below, your patch looks OK to me. Let's wait for Ian's next comments and see how things behave on OSX.</pre>
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<a href="https://git.reviewboard.kde.org/r/117785/diff/1/?file=268444#file268444line25" style="color: black; font-weight: bold; text-decoration: underline;">board.cpp</a>
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<td bgcolor="#c5ffc4" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "><span class="cp">#include <QGraphicsScene></span></pre></td>
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<pre style="margin-left: 2em; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Not extremely related to your patch. But people were talking about QGraphicsScene becoming obsolete in QT5.
As this game is going to be ported soon, I'm afraid of future headaches. What do you know about it?</pre>
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<a href="https://git.reviewboard.kde.org/r/117785/diff/1/?file=268447#file268447line65" style="color: black; font-weight: bold; text-decoration: underline;">wall.cpp</a>
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<td colspan="4"><pre style="font-size: 8pt; line-height: 140%; margin: 0; ">KBounceWall::KBounceWall( Direction dir, KBounceRenderer* renderer, KBounceBoard* board )</pre></td>
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<td bgcolor="#fdfebc" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "><span class="tb"> </span><span class="tb"> </span><span class="tb"> </span><span class="tb"> </span><span class="k">if</span> <span class="p">(</span> <span class="n">safeEdgeHit</span><span class="p">(</span> <span class="n">hit</span><span class="p">.</span><span class="n">boundingRect</span> <span class="p">)</span> <span class="p">)</span></pre></td>
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<td bgcolor="#fdfebc" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "> <span class="kt">bool</span> <span class="n">vertical</span> <span class="o">=</span> <span class="n">qAbs</span><span class="p">(</span><span class="n">normal</span><span class="p">.</span><span class="n">x</span><span class="p">)</span> <span class="o"><</span> <span class="n">qAbs</span><span class="p">(</span><span class="n">normal</span><span class="p">.</span><span class="n">y</span><span class="p">);</span></pre></td>
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<pre style="margin-left: 2em; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">As this variable is now needed only in the first if statement then we can inline the condition it's representing and spare our memory a few bytes.</pre>
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<a href="https://git.reviewboard.kde.org/r/117785/diff/1/?file=268447#file268447line101" style="color: black; font-weight: bold; text-decoration: underline;">wall.cpp</a>
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<td colspan="4"><pre style="font-size: 8pt; line-height: 140%; margin: 0; ">KBounceWall::KBounceWall( Direction dir, KBounceRenderer* renderer, KBounceBoard* board )</pre></td>
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<td bgcolor="#fdfebc" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "><span class="tb"> </span><span class="p">}</span></pre></td>
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<td bgcolor="#fdfebc" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "> <span class="n">m_dirty</span> <span class="o">=</span> <span class="nb">true</span><span class="p">;</span></pre></td>
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<pre style="margin-left: 2em; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">I still don't get what you intend with this variable.
Is it signaling that the walls need to be repainted? If so, I believe we can provide it a better name.</pre>
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<a href="https://git.reviewboard.kde.org/r/117785/diff/1/?file=268447#file268447line278" style="color: black; font-weight: bold; text-decoration: underline;">wall.cpp</a>
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<td colspan="4"><pre style="font-size: 8pt; line-height: 140%; margin: 0; ">KBounceWall::KBounceWall( Direction dir, KBounceRenderer* renderer, KBounceBoard* board )</pre></td>
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<td bgcolor="#fdfebc" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "><span class="tb"> </span><span class="kt">bool</span> <span class="n">safeEdgeHit</span> <span class="o">=</span> <span class="nb">false</span><span class="p">;</span></pre></td>
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<td bgcolor="#fdfebc" width="50%"><pre style="font-size: 8pt; line-height: 140%; margin: 0; "><span class="ew"> <span class="tb"> </span></span><span class="kt">bool</span> <span class="n">safeEdgeHit</span> <span class="o">=</span> <span class="nb">false</span><span class="p">;</span></pre></td>
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<pre style="margin-left: 2em; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">This whitespace wasn't here before. ;-)</pre>
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<p>- Roney Gomes</p>
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<p>On April 26th, 2014, 1:17 p.m. UTC, Thomas Lübking wrote:</p>
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<div>Review request for KDE Games, Ian Wadham and Roney Gomes.</div>
<div>By Thomas Lübking.</div>
<p style="color: grey;"><i>Updated April 26, 2014, 1:17 p.m.</i></p>
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<b style="color: #575012; font-size: 10pt;">Repository: </b>
kbounce
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Roney, I hope your the correct addressee - Ian referecend some "Roney" in a private mail.
The patch looks bigger than it is, i had to partially fix coding style in order to read through it, sorry.
The MAJOR issue with the code is that it causes recursions on the eventloop by altering graphicsitems from the paint() call ("setPixmap()"), so i scrathced that.
It seems a cause was that a full repaint was forced by setting some invisible fullsize pixmap item, while the only requirement for this was actually when finishing a wall - so i replaced that with an explicit full update call on occasion.
Also all non-raster graphicssystems HATE QPixmap::fill(Qt::transparent) causing a 24bit -> 32bit change and it's esp. bad on the nvidia driver.
So i reduced that (and allocation) by re-using the old (ARGB) pixmap on a 64x64 alignment.
Ian, you might esp. check that impact on OSX.
Last I cached the sprites, seemed reducing cpu on permanent paint (but i didn't really measure)
I'll also mark & comment the actual changes in the diff.</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">100% cpu -> 1-2% cpu and more fluid =)
No visible regression spotted.</pre>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
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<li>board.h <span style="color: grey">(75f66d4)</span></li>
<li>board.cpp <span style="color: grey">(46b923b)</span></li>
<li>gameobject.h <span style="color: grey">(9fb5788)</span></li>
<li>wall.h <span style="color: grey">(c56efa1)</span></li>
<li>wall.cpp <span style="color: grey">(df487a0)</span></li>
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<p><a href="https://git.reviewboard.kde.org/r/117785/diff/" style="margin-left: 3em;">View Diff</a></p>
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