Mercurial > pidgin
view src/dbus-server.h @ 12360:3153661f4d5c
[gaim-migrate @ 14664]
Faceprint is concerned about 2 things:
1)some of the random colors are very close together.
as best we can tell, there are two ways to fix this
1a) for each proposed color, iterate the entire list of selected
colors, looking to ensure that it is not too close to any of them.
this is an O(n^2) operation, with n >= 220 (the current number of
colors we look for)
1b) iterate the entire set of possible colors, skipping ahead by some
guess (rather than iterating by 1). this is an O(n^3) operation,
where n is 65535/(whatever we skip ahead by). This is not only a
more expensive operation, but because of the nature of the color
list, it is not _necessarily_ going to yield more predictable
results, skipping ahead 5 (or any other number) does not necessarily
guarantee that you've skipped 5 very similar colors.
2) as you can see, either solution to #1 is potentially a resource hog.
#1a is a random delay, #1b is inherently expensive. How often #1a will
exceed the bound #1b, if ever, is unknown.
rather than doing either of these, we settled on a middle course: a .h
file has been created containing a set of colors. currently the set we
were previously hard coded to. Gaim will search that list for usable
colors and start randomly looking only if that list does not contain
sufficient usable colors. ideally this list would be generated to have
colors that are known to be a "safe" distance appart, that is colors that
you can tell appart. and Ideally it would have a (small) multiple of the
number of colors we are searching for. This should ensure that IF we go
to randomly searching, we need do so only for a few colors.
Right now I have no good way to generate a "safe" list of colors though.
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Mon, 05 Dec 2005 21:46:47 +0000 |
parents | c9312177821a |
children | 2078f65a8e98 |
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/** * @file dbus-server.h Gaim DBUS Server * @ingroup core * * gaim * * Gaim is the legal property of its developers, whose names are too numerous * to list here. Please refer to the COPYRIGHT file distributed with this * source distribution. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #ifndef _GAIM_DBUS_SERVER_H_ #define _GAIM_DBUS_SERVER_H_ #include "value.h" G_BEGIN_DECLS /** Types of pointers are identified by the ADDRESS of a GaimDbusType object. This way, plugins can easily access types defined in gaim proper as well as introduce their own types that will not conflict with those introduced by other plugins. The structure GaimDbusType has only one element (GaimDBusType::parent), a contains a pointer to the parent type, or @c NULL if the type has no parent. Parent means the same as the base class in object oriented programming. */ typedef struct _GaimDBusType GaimDBusType; struct _GaimDBusType { GaimDBusType *parent; }; /* By convesion, the GaimDBusType variable representing each structure GaimSomeStructure has the name GAIM_DBUS_TYPE_GaimSomeStructure. The following macros facilitate defining such variables #GAIM_DBUS_DECLARE_TYPE declares an extern variable representing a given type, for use in header files. #GAIM_DBUS_DEFINE_TYPE defines a variable representing a given type, use in .c files. It defines a new type without a parent; for types with a parent use #GAIM_DBUS_DEFINE_INHERITING_TYPE. */ #define GAIM_DBUS_TYPE(type) (&GAIM_DBUS_TYPE_##type) #define GAIM_DBUS_DECLARE_TYPE(type) \ extern GaimDBusType GAIM_DBUS_TYPE_##type; #define GAIM_DBUS_DEFINE_TYPE(type) \ GaimDBusType GAIM_DBUS_TYPE_##type = { NULL }; #define GAIM_DBUS_DEFINE_INHERITING_TYPE(type, parent) \ GaimDBusType GAIM_DBUS_TYPE_##type = { GAIM_DBUS_TYPE(parent) }; /** Initializes gaim dbus pointer registration engine. Remote dbus applications need a way of addressing objects exposed by gaim to the outside world. In gaim itself, these objects (such as GaimBuddy and company) are identified by pointers. The gaim dbus pointer registration engine converts pointers to handles and back. In order for an object to participate in the scheme, it must register itself and its type with the engine. This registration allocates an integer id which can be resolved to the pointer and back. Handles are not persistent. They are reissued every time gaim is started. This is not good; external applications that use gaim should work even whether gaim was restarted in the middle of the interaction. Pointer registration is only a temporary solution. When GaimBuddy and similar structures have been converted into gobjects, this registration will be done automatically by objects themselves. By the way, this kind of object-handle translation should be so common that there must be a library (maybe even glib) that implements it. I feel a bit like reinventing the wheel here. */ void gaim_dbus_init_ids(void); /** Registers a typed pointer. @param node The pointer to register. @param type Type of that pointer. */ void gaim_dbus_register_pointer(gpointer node, GaimDBusType *type); /** Unregisters a pointer previously registered with gaim_dbus_register_pointer. @param node The pointer to register. */ void gaim_dbus_unregister_pointer(gpointer node); /** Emits a dbus signal. @param name The name of the signal ("bla-bla-blaa") @param num_values The number of parameters. @param values Array of pointers to #GaimValue objects representing the types of the parameters. @param vargs A va_list containing the actual parameters. */ void gaim_dbus_signal_emit_gaim(const char *name, int num_values, GaimValue **values, va_list vargs); /** * Starts the gaim DBUS server. It is responsible for handling DBUS * requests from other applications. * * @return TRUE if successful, FALSE otherwise. */ gboolean gaim_dbus_init(void); /** Macro #DBUS_EXPORT expands to nothing. It is used to indicate to the dbus-analize-functions.py script that the given function should be available to other applications through DBUS. If dbus-analize-functions.py is run without the "--export-only" option, this prefix is ignored. */ #define DBUS_EXPORT /* Here we include the list of #GAIM_DBUS_DECLARE_TYPE statements for all structs defined in gaim. This file has been generated by the #dbus-analize-types.py script. */ #include "dbus-types.h" G_END_DECLS #endif /* _GAIM_DBUS_SERVER_H_ */