[racket] universe program using 100% cpu on Mac (also poor Raspberry Pi performance)
TESTS: Say I want to eliminate a common pattern from your handle-key-down function. If it comes with some tests, four to be precise, a simple run -- without playing -- assures me of basic qualities. If you express tests like those below and you formulate them first, you get an idea of how to code the function. And -- for a large function -- a reader quickly gets the idea of how the function works from reading some tests.
(check-expect (handle-key-down initial-state "w") (set-left-moving initial-state UP-DIR))
(define (handle-key-down world a-key)
(cond
[(key=? a-key "w") (set-left-moving world UP-DIR)]
[(key=? a-key "s") (set-left-moving world DOWN-DIR)]
[(key=? a-key "up") (set-right-moving world UP-DIR)]
[(key=? a-key "down") (set-right-moving world DOWN-DIR)]
[else world]))
(define (set-left-moving world dir)
(set-left-paddle world (set-paddle-moving (pong-world-left-paddle world) dir PADDLE-SPEED)))
(define (set-right-moving world dir)
(set-right-paddle world (set-paddle-moving (pong-world-right-paddle world) dir PADDLE-SPEED)))
GAME PAD: I am happy to see that you used on-pad. Your game does give me an idea on how to improve the whole 'pad situation'.
-- Matthias
On Dec 29, 2014, at 1:43 PM, Darren Cruse wrote:
> Thanks Matthias and it will be quite fun to tell the others at my next meetup who code reviewed this for me! :)
>
> I'll make the changes you suggested though (forgive me) I'll have to think about what constitutes useful tests for this. Somehow I've never fully bought into TDD though I know I'm one of the last holdouts in the civilized world. :) Can I get out of it saying I was just doing this for fun? :)
>
> I'm most of all pleased that you didn't see something I'd fundamentally misunderstood, e.g. that would explain why the game performed poorly on the raspberry pi.
>
> fwiw Racket is the first lispy language I've ever gotten serious about learning. I'm one of those who'd been thrown off by the parens for too long. I really like using it now that I'm over the initial learning curve. I think my biggest wish would be it had a good story for doing smartphone/tablet apps, or that Whalesong was more of a going concern (not that I've tried it I wonder if this pong game would run under it without a ton of work?)
>
> Thanks again for your time,
>
> Darren
>
>
> On Mon, Dec 29, 2014 at 10:39 AM, Matthias Felleisen <matthias at ccs.neu.edu> wrote:
>
> Hi Darren, thanks for the link to the repo. I cloned it, successfully played with and without sound on a mac book -- inside of drracket and from the command line-- and never observed a load over 60% for drracket and ditto for plain racket. That doesn't mean that your 100% problem doesn't exist, it's just that I can't reproduce it.
>
> A couple of comments on the code:
>
> -- I'd place the main function at the top of the function section of the file
> right below the constant definitions and data definitions
> [I modified 2e to bring this across but you might be reading the stable version.]
>
> -- I also run (main initial-state) out of the repl not the main buffer.
>
> -- Your file is missing tests.
>
> -- Some functions are also missing proper signatures and purpose statements.
>
> But I know "it works" see my homepage :-)
>
> -- Matthias
>
>
>
> On Dec 29, 2014, at 10:46 AM, Darren Cruse wrote:
>
>> Re:
>> Could you post the code somewhere so we can experiment with it?
>>
>> Here it is it's all in one file:
>> pong-world.rkt
>>
>> On Mon, Dec 29, 2014 at 8:05 AM, Matthias Felleisen <matthias at ccs.neu.edu> wrote:
>>
>> On Dec 28, 2014, at 9:51 PM, Darren Cruse wrote:
>>
>>> One thing I can see is that on-draw is called for every on-tick on all three platforms btw.
>>>
>>> And even in cases where the program is idling and on-tick has simply returned the world state it was given unmodified.
>>>
>>> Is that normal I wonder? Part of me thought that since to-draw is a function of the world state, and the world state hasn't changed, that it would *not* call to-draw in that case.
>>
>> I experimented with this 'optimization' and, if I recall correctly, it didn't make much of a difference and got in the way of imperative world programs. So I took it out. Mea culpa, I should have commented on this experiment inside the code.
>>
>>
>>
>>> (but it calls to-draw for every on-tick even on the Windows machine which is using only 6% cpu - so maybe I'm wrong to look to that as the problem)
>>
>>
>> My Mac-based experiments suggest that this call is not the cause of performance problems.
>>
>> ;; ---
>>
>> Could you post the code somewhere so we can experiment with it?
>>
>> Thanks -- Matthias
>>
>>
>>
>
>
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