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[Octave-bug-tracker] [bug #55940] pause() takes too long if you call it

From: John W. Eaton
Subject: [Octave-bug-tracker] [bug #55940] pause() takes too long if you call it a bunch
Date: Mon, 18 Mar 2019 13:04:56 -0400 (EDT)
User-agent: Mozilla/5.0 (X11; Linux x86_64; rv:60.0) Gecko/20100101 Firefox/60.0

Follow-up Comment #11, bug #55940 (project octave):

When I first made pause interruptible
(http://hg.savannah.gnu.org/hgweb/octave/rev/6b3c78f84d3b in response to bug
#52876) it was not handling graphics events during the pause.  Now that it
does process graphics events while paused, I agree with Rik that we need to
fix it to account for any time spent processing those events.  Also, what
should happen if one of those graphics events calls pause?

Regardless, it is surprising to me that any graphics events would cause this
much of a delay.  I see up to 500ms extra delay, but usually around 10ms.

To verify that it is graphics event processing that is causing the trouble,
what happens if you remove the calls to    gh_manager::process_events in the 
void sleep (double seconds, bool do_graphics_events) function in

Hmm, what Andrew wrote in comment #4 indicates that maybe it isn't the
graphics events causing the trouble?

Could you also insert some statements to trace the calls to the nanosleep
wrapper to see whether it is a general delay (all calls take about the same
amount of time, just longer than expected) or if most calls take approximately
the requested delay and some MUCH longer?


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