GSoC proposal: Enhanced Amarok UI

Enrico Ros eros.kde at email.it
Thu Apr 2 19:32:20 UTC 2009


Thanks a lot Leo, the whole discussion has been clarifying for me too.
I'm updating the proposal and then I'll cross my fingers! ;-)
And I'm really happy that a guy just offered for the Phonon analyzer support. 
That will be really good to bring another important piece of amarok back!!

Enrico

On Thursday 02 April 2009 21:48:00 Leonardo Franchi wrote:
> On Thursday 02 April 2009 14:49:14 Enrico Ros wrote:
> > On Thursday 02 April 2009 12:38:59 Leonardo Franchi wrote:
> > > On Wednesday 01 April 2009 18:38:46 Enrico Ros wrote:
> > > > Thanks for the feedback Leo, it's really valuable!
> > >
> > > the part that personally i'm least comfortable with is turning the
> > > whole window into an opengl-accelerated viewport. first of all, i don't
> > > even know why we want to turn amarok into a pure opengl app, but thats
> > > besides the point. i've played around with the few opengl plasma
> > > applets, and they tend to hog up a good % of my CPU (and i have a
> > > nvidia 8600gt and intel 2.5ghz cpu)... so it would be anything but
> > > light. and then, what about users who don't have fancy graphics cards
> > > or cpus? also, if the whole app is a QGV, we're still obviously going
> > > to use standard widgets for a lot of it, and so then we enter the
> > > quagmire of the
> > > QGraphicsProxyWidgets, and while they are mostly good as a hack, I
> > > really can't imagine using them to embed *all* of amarok. they still
> > > have issues with mouse events, popup widgets, etc.
> >
> > Here I must ask you to trust the research nature of this proposal. Of
> > course it can end in bad, unaccepted code, but I already worked on
> > projects where the OpenGL viewport really made the difference (like
> > interacting with 9 video streams in an opengl viewport at 50fps with less
> > than 60% single cpu load). OpenGL is good for:
> >  - fast blitting
> >  - texture scaling
> > The Qt OpenGL painter is good for some things, bad for others, and it's
> > still improving. Trying to minimize the "bad" (like 'circles' or 'paths')
> > will allow to acheive a good performace. If you played with the OpenGL
> > plasma applet.. well, that renders with OpenGL to a video buffer, then
> > unpacks the buffer to the system memory where the software QPainter used
> > by plasma will blend (!) the rendered texture in the plasma canvas... the
> > result: blending the whole area at $FPS. Will be slow even if *nothing*
> > changes in the actual applet contents. By the way, OpenGL support will be
> > off by default. I still prefer software rendering (unless OpenGL halves
> > the cpu usage).
>
> basically, you've convinced me :) thinking of this as a research project is
> a really good way to do it I think, and agree that there are some really
> amazing potentialities that you want to investigate. also, i realize you
> know way more about opengl than I do, so i mostly trust you when you say it
> can be done fast.
>
> anyway, the proposal has my full support. glad we could discuss it :)
>
> > This summer the closest thing to a job is my girlfriend ;-) It's a pity
> > that universities in italy officially stop at the end of june and start
> > back in the end of september.. a little misaligned with the summer of
> > code but I'll try to compensate that.
>
> Great! just be clear about your school commitments (like exams) in the
> proposal---they aren't usually a problem, but it's nice to be able to know
> them and plan around them with your mentor early on so that there are no
> surprises.
>
> thats pretty much it---last thing is make sure to update the proposal on
> melange (soc webapp) as that's what all the mentors will be looking at. if
> you incorporate the results of all the discussion it'll be a much better
> proposal.
>
> cheers,
> leo

 
 
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