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Full Discussion: Ubuntu seems running slow!
Top Forums UNIX for Dummies Questions & Answers Ubuntu seems running slow! Post 302578526 by yifangt on Thursday 1st of December 2011 08:55:28 PM
Old 12-01-2011
Ubuntu seems running slow!

Hello,

My PC seems running slow:
Code:
OS32 system, Pentium(R)4---2.40Ghz, 1GB RAM, 80GB HD

I am running Ubuntu 11.10 (Oneiric Ocelot) alone in this box, which seems very slow to me. Is this normal?

Compared with my other PC (Running XP) with
Code:
1.99GHz AMD Athlon 3200+, 2GB RAM,500GB HD, XP and Mint dual system,

which is way much faster than this Ubuntu alone box.

I had thought the Ubuntu box would catch up with my XP box. Maybe a little bit slower because of the RAM, but there is big difference there. Thought to expand the RAM to 1.5GB (max volume), not sure worthy it or not.

Then I am thinking to figure out the right way to diagnosis or compare, although I did not compare the motherboard. Googled around, no clear answer about this. Any clue about it?

Thanks a lot!
YT
 

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exsprite(3alleg4)						  Allegro manual						 exsprite(3alleg4)

NAME
exsprite - Datafiles access and sprite animation. Allegro game programming library. SYNOPSIS
#include <allegro.h> Example exsprite DESCRIPTION
This example demonstrates how to use datafiles, various sprite drawing routines and flicker-free animation. Why is the animate() routine coded in that way? As you probably know, VIDEO RAM is much slower than "normal" RAM, so it's advisable to reduce VRAM blits to a minimum. Drawing sprite on the screen (meaning in VRAM) and then clearing a background for it is not very fast. This example uses a different method which is much faster, but require a bit more memory. First the buffer is cleared (it's a normal BITMAP), then the sprite is drawn on it, and when the drawing is finished this buffer is copied directly to the screen. So the end result is that there is a single VRAM blit instead of blitting/clearing the background and drawing a sprite on it. It's a good method even when you have to restore the background. And of course, it completely removes any flickering effect. When one uses a big (ie. 800x600 background) and draws something on it, it's wise to use a copy of background somewhere in memory and restore background using this "virtual background". When blitting from VRAM in SVGA modes, it's probably, that drawing routines have to switch banks on video card. I think, I don't have to remind how slow is it. Note that on modern systems, the above isn't true anymore, and you usually get the best performance by caching all your animations in video ram and doing only VRAM->VRAM blits, so there is no more RAM->VRAM transfer at all anymore. And usually, such transfers can run in parallel on the graphics card's processor as well, costing virtually no main cpu time at all. See the exaccel example for an example of this. SEE ALSO
BITMAP(3alleg4), DATAFILE(3alleg4), END_OF_FUNCTION(3alleg4), END_OF_MAIN(3alleg4), LOCK_FUNCTION(3alleg4), LOCK_VARIABLE(3alleg4), SCREEN_H(3alleg4), SCREEN_W(3alleg4), allegro_error(3alleg4), allegro_init(3alleg4), allegro_message(3alleg4), blit(3alleg4), cir- cle(3alleg4), clear_bitmap(3alleg4), clear_keybuf(3alleg4), create_bitmap(3alleg4), destroy_bitmap(3alleg4), draw_sprite(3alleg4), draw_sprite_h_flip(3alleg4), draw_sprite_v_flip(3alleg4), draw_sprite_vh_flip(3alleg4), fixed(3alleg4), font(3alleg4), hline(3alleg4), install_int_ex(3alleg4), install_keyboard(3alleg4), install_sound(3alleg4), install_timer(3alleg4), itofix(3alleg4), key(3alleg4), key- pressed(3alleg4), load_datafile(3alleg4), makecol(3alleg4), palette_color(3alleg4), pivot_sprite(3alleg4), pivot_sprite_v_flip(3alleg4), play_sample(3alleg4), rectfill(3alleg4), replace_filename(3alleg4), rest(3alleg4), screen(3alleg4), set_gfx_mode(3alleg4), set_pal- ette(3alleg4), text_height(3alleg4), textout_centre_ex(3alleg4), unload_datafile(3alleg4), vsync(3alleg4) Allegro version 4.4.2 exsprite(3alleg4)
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