I haven’t noticed that. When I stopped the time for the “load new scenario” use case, I saw only one core being used in top/ntop. A minute of processing in the background, no GUI changes, only 1 core being used, it must be possible to improve this by using more cores.
I haven’t noticed that. When I stopped the time for the “load new
scenario” use case, I saw only one core being used in top/ntop. A minute
of processing in the background, no GUI changes, only 1 core being used,
it must be possible to improve this by using more cores.
You wouldn’t see any threads loading or manipulating images during that,
as loading a saved game doesn’t involve any painting.
For anything where user invoked automation is being executed, there is no way you will ever be able to do any parallel processing. It has to run single threaded in a guaranteed order or you will get different results each time it runs. There is no way to tell which Commands in a command stream are dependent on an earlier Command having already been performed.
I’ve added PieceWrapper, a Decorator subclass that’s intended to be a top-level trait. I’m not getting this to work—I see lots of exceptions when loading any module. What I’m I doing wrong?
There is a horrible lag when you move units connected to the German and French Artillery Tables. These tables were made to automate the calculation of range and firepower of artillery on a specific target. I managed to implement this without a custom class but used many Java expressions in the traits. I suppose these expressions have to be interpreted X numer of times and the whole is therefore very slow.
I have switched to playing my current PBEM games with the current master. With the PieceCloner improvement merged playing became much more fun, I am not going back again.