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loop: Much better slow-running detection (#223)
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@ -139,7 +139,6 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
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} else {
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// Note that generally t is a little different from 1/60[sec].
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t := n2 - beforeForUpdate
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currentRunContext.setRunningSlowly(t*int64(fps) >= int64(time.Second*5/2))
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tt := int(t * int64(fps) / int64(time.Second))
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// As t is not accurate 1/60[sec], errors are accumulated.
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// To make the FPS stable, set tt 1 if t is a little less than 1/60[sec].
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@ -147,6 +146,8 @@ func Run(g GraphicsContext, width, height, scale int, title string, fps int) err
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tt = 1
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}
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for i := 0; i < tt; i++ {
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slow := i < tt-1
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currentRunContext.setRunningSlowly(slow)
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if err := g.Update(); err != nil {
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return err
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}
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