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Re: Strange COLOR4D::LegacyMix( COLOR4D aColor ) optimization

 

By the way, thanks for fixing issue with EDA_COLOR_T constructor, I had
that fixed locally but for some reason it did not make it in to my patch.
Sorry about that.  I will have some more time tonight to look at other
color issues if you run in to them.  If not, I will keep working on
GerbView.

Best,
Jon

On Thu, Feb 23, 2017 at 10:47 AM, Jon Evans <jon@xxxxxxxxxxxxx> wrote:

> Hi JP,
>
> You could well be right, I did not perform cycle counting on this method,
> just kept the map lookup because that is what was used before.  It would be
> a better optimization (if one if even needed) to come up with a fast way of
> hashing a COLOR4D so that it can be used as a key in a key-value store.
> Please feel free to change how this works, I am not attached to it.
>
> Best,
> Jon
>
> On Thu, Feb 23, 2017 at 10:24 AM, jp charras <jp.charras@xxxxxxxxxx>
> wrote:
>
>> Hi Jon,
>>
>> When searching a fix to an issue in legacy mode (incorrect calculation of
>> ORed wxColors), I had a
>> look at
>> COLOR4D::LegacyMix( COLOR4D aColor )
>>
>> and for me the optimization to calculate the mix between 2 wxColors need
>> more calculation than the
>> basic calculation.
>> optimization: normalize and convert 8 double to int, search in map and
>> normalize 4 int to double
>> direct calculation (faster):
>> normalize and convert 6 double to int, and normalize 3 int to double.
>>
>> Am I missed something?
>>
>> Thanks.
>>
>> --
>> Jean-Pierre CHARRAS
>>
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>

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