Xref: utzoo comp.sys.mac:34552 comp.sys.mac.programmer:7474 Path: utzoo!utgpu!jarvis.csri.toronto.edu!rutgers!ucsd!tut.cis.ohio-state.edu!purdue!bu-cs!dartvax!eleazar.dartmouth.edu!earleh From: earleh@eleazar.dartmouth.edu (Earle R. Horton) Newsgroups: comp.sys.mac,comp.sys.mac.programmer Subject: Re: Quickdraw efficiency question Message-ID: <14332@dartvax.Dartmouth.EDU> Date: 11 Jul 89 04:52:57 GMT References: <1681@neoucom.UUCP> Sender: news@dartvax.Dartmouth.EDU Reply-To: earleh@eleazar.dartmouth.edu (Earle R. Horton) Followup-To: comp.sys.mac Organization: Thayer School of Engineering Lines: 27 In article <1681@neoucom.UUCP> sam@neoucom.UUCP (Scott A. Mason) writes: >Question: > >Which would be faster when drawing multiple characters to a window? ... >Intuitively, I would think that DrawString would be faster, but then again, >doesn't DrawString make repeated calls to DrawChar? BTW, I want to do this >for a terminal emulation program, and want maximum screen drawing speed. StdText works for me. DrawString, DrawChar, and DrawText all call StdText, so if you call StdText directly, then you save a layer of procedure calls. You could also make the grafProcs field of your GrafPort point to a QDProcs record, call SetStdProcs on it, and then call the textProc directly. I think the big savings occurs when you call either StdText or DrawText, and thereby draw text a line at a time, rather than a character at a time. >While I'm at it, how does Mackermit achieve such speedy screen drawing?? MacKermit calls DrawText. It owes a lot of its speed to buffering, however. Choice of buffering algorithm can make or break a terminal emulator, speed-wise. Earle R. Horton "People forget how fast you did a job, but they remember how well you did it." Salada Tag Lines