annotate src/sound.c @ 11719:109ee3bfeac5

[gaim-migrate @ 14010] SF Patch #1333770 from corfe83 "Many times in gaim we use the function g_slist_remove(list,node->data) to remove an element from a GSList. If we already have the pointer to the node we want to delete, it is faster to send it the pointer to the node to delete rather than the data of the node (we can do this by calling g_slist_delete_link(list,node)). This change was made while looking at glib's documentation and the code in glib's gslist.c. This is because as the remove/delete function traverses each node in the list, it doesn't need to spend an extra memory access to retrieve the data for each element in the node it is traversing and then compare, it can simply compare the pointer. In my tests outside of gaim, this makes a big difference if the node you are deleting is at a high index in the list. However, even if you're deleting the first node, it about breaks even. So, I've found each case in gaim where we are calling g_slist_remove, and we already have the pointer to the appropriate node to delete (this is often the case when we're doing a for or while loop on a GSList). I've then replaced it with the appropriate call to g_slist_delete_link. I, however, didn't do this in situations where we are explicitly removing the first element in the list, because in those situations it is an unnecessary change. There should be no difference in behavior, but just in case I've tried running it with valgrind, which reports the same number of memory leaks after my patch as before my patch. Of course, I can't guarantee that my normal behavior on gaim is hitting all the functions I've changed, but in general testing it Works For Me (tm)." As with the last patch, this one may not have a practical performance impact (or maybe it does, I have no idea), but it's not worse for any case. Given two ways of doing things where one is always at least as fast and may be faster under some cases, I like to prefer that faster way. This doesn't make the code any uglier, so I'm applying. committer: Tailor Script <tailor@pidgin.im>
author Richard Laager <rlaager@wiktel.com>
date Sat, 22 Oct 2005 20:48:18 +0000
parents a66ee70c614c
children 5bc3d67ceb24
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1 /*
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2 * gaim
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3 *
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4 * Gaim is the legal property of its developers, whose names are too numerous
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5 * to list here. Please refer to the COPYRIGHT file distributed with this
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6 * source distribution.
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7 *
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8 * This program is free software; you can redistribute it and/or modify
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9 * it under the terms of the GNU General Public License as published by
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10 * the Free Software Foundation; either version 2 of the License, or
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11 * (at your option) any later version.
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12 *
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13 * This program is distributed in the hope that it will be useful,
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14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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16 * GNU General Public License for more details.
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17 *
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18 * You should have received a copy of the GNU General Public License
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19 * along with this program; if not, write to the Free Software
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20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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21 *
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22 */
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23 #include "internal.h"
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25 #include "blist.h"
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26 #include "prefs.h"
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27 #include "sound.h"
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29 static GaimSoundUiOps *sound_ui_ops = NULL;
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31 void
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32 gaim_sound_play_file(const char *filename, const GaimAccount *account)
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33 {
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34 GaimStatus *status;
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36 if ((account != NULL) && (!gaim_prefs_get_bool("/core/sound/while_away")))
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37 {
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38 status = gaim_account_get_active_status(account);
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39 if (gaim_status_is_online(status) && !gaim_status_is_available(status))
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40 return;
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41 }
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43 if(sound_ui_ops && sound_ui_ops->play_file)
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44 sound_ui_ops->play_file(filename);
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45 }
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47 void
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48 gaim_sound_play_event(GaimSoundEventID event, const GaimAccount *account)
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49 {
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50 GaimStatus *status;
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51
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52 if ((account != NULL) && (!gaim_prefs_get_bool("/core/sound/while_away")))
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53 {
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54 status = gaim_account_get_active_status(account);
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55 if (gaim_status_is_online(status) && !gaim_status_is_available(status))
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56 return;
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57 }
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59 if(sound_ui_ops && sound_ui_ops->play_event)
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60 sound_ui_ops->play_event(event);
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61 }
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63 void
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64 gaim_sound_set_ui_ops(GaimSoundUiOps *ops)
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65 {
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66 if(sound_ui_ops && sound_ui_ops->uninit)
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67 sound_ui_ops->uninit();
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68
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69 sound_ui_ops = ops;
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70
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71 if(sound_ui_ops && sound_ui_ops->init)
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72 sound_ui_ops->init();
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73 }
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75 GaimSoundUiOps *
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76 gaim_sound_get_ui_ops(void)
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77 {
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78 return sound_ui_ops;
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79 }
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80
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81 void
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82 gaim_sound_init()
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83 {
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84 gaim_prefs_add_none("/core/sound");
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85 gaim_prefs_add_bool("/core/sound/while_away", FALSE);
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86
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87 }
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88
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89 void
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90 gaim_sound_uninit()
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91 {
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92 if(sound_ui_ops && sound_ui_ops->uninit)
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93 sound_ui_ops->uninit();
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94 }