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Unified Diff: experimental/flocking_geese/js/frame_counter.js

Issue 10928195: First round of dead file removal (Closed) Base URL: https://github.com/samclegg/nativeclient-sdk.git@master
Patch Set: Created 8 years, 3 months ago
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Index: experimental/flocking_geese/js/frame_counter.js
diff --git a/experimental/flocking_geese/js/frame_counter.js b/experimental/flocking_geese/js/frame_counter.js
deleted file mode 100644
index 6f049564ec85e999a331a5b2bde9d6a2df8382e7..0000000000000000000000000000000000000000
--- a/experimental/flocking_geese/js/frame_counter.js
+++ /dev/null
@@ -1,130 +0,0 @@
-// Copyright 2011 (c) The Native Client Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-
-/**
- * @file
- * A small helper class that keeps track of tick deltas and a tick
- * count. It accumulates the duration of each frame. Updates the frame rate
- * every 100 frames.
- */
-
-goog.provide('FrameCounter');
-
-goog.require('goog.Disposable');
-
-/**
- * Constructor for the FrameCounter class.
- * @constructor
- * @extends {goog.Disposable}
- */
-FrameCounter = function() {
- goog.Disposable.call(this);
-
- /**
- * The frame duration accumulator. Holds the accumulated simulation time.
- * Measured in milliseconds.
- * @type {number}
- * @private
- */
- this.frameDurationAccumulator_ = 0;
-
- /**
- * The number of frames accumulated so far. This is reset to 0 about once
- * a second.
- * @type {number}
- * @private
- */
- this.frameCount_ = 0;
-
- /**
- * The time stamp at the the start of a simulation tick.
- * @type {number}
- * @private
- */
- this.frameStart_ = 0.0;
-
- /**
- * The current frame rate. This is updated about once per second, and is
- * not a valid value for the first second of the simulation..
- * @type {number}
- * @private
- */
- this.framesPerSecond_ = 0;
-
- this.reset();
-}
-goog.inherits(FrameCounter, goog.Disposable);
-
-/**
- * Number of clock ticks per second.
- * @type {number}
- * @private
- */
-FrameCounter.prototype.CLOCK_TICKS_PER_SECOND_ = 1000.0;
-
-/**
- * Frame count that triggers an update the frame rate.
- * @type {number}
- * @private
- */
-FrameCounter.prototype.FRAME_RATE_REFRESH_COUNT_ = 100;
-
-/**
- * Override of disposeInternal() to dispose of retained objects.
- * @override
- */
-FrameCounter.prototype.disposeInternal = function() {
- FrameCounter.superClass_.disposeInternal.call(this);
-}
-
-/**
- * Record the current time, which is used to compute the frame duration
- * when endFrame() is called.
- */
-FrameCounter.prototype.beginFrame = function() {
- this.frameStart_ = new Date().getTime();
-}
-
-/**
- * Compute the delta since the last call to beginFrame() and increment the
- * frame count. Update the frame rate whenever the prescribed number of
- * frames have been counted, or at least one second of simulator time has
- * passed, whichever is less.
- */
-FrameCounter.prototype.endFrame = function() {
- var frameEnd = new Date().getTime();
- var dt = frameEnd - this.frameStart_;
- if (dt < 0) {
- return; // Just in case.
- }
- this.frameDurationAccumulator_ += dt;
- this.frameCount_++;
- if (this.frameCount_ > this.FRAME_RATE_REFRESH_COUNT_ ||
- this.frameDurationAccumulator_ >= this.CLOCK_TICKS_PER_SECOND_) {
- var elapsedTime = this.frameDurationAccumulator_ /
- this.CLOCK_TICKS_PER_SECOND_;
- this.framesPerSecond_ = this.frameCount_ / elapsedTime;
- this.frameDurationAccumulator_ = 0;
- this.frameCount_ = 0;
- }
-}
-
-/**
- * The current frame rate. Note that this is 0 for the first second in
- * the accumulator, and is updated about once per second.
- * @return {number} The current frame rate in frames per second.
- */
-FrameCounter.prototype.framesPerSecond = function() {
- return this.framesPerSecond_;
-}
-
-/**
- * Reset all the counters back to 0.
- */
-FrameCounter.prototype.reset = function() {
- this.frameDurationAccumulator_ = 0;
- this.framesPerSecond_ = 0;
- this.frameCount_ = 0;
-}
-
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