On Fri, Oct 2, 2009 at 2:02 PM, John Abd-El-Malek <[email protected]> wrote:

>
>
> On Fri, Oct 2, 2009 at 12:54 PM, Evan Stade <[email protected]> wrote:
>
>>
>> > We try to fire the timer rapidly, but if we get bogged down, it just
>> won't fire until later; when it actually does fire, we update our state
>> > based on how much time has really passed instead of how many times the
>> timer has triggered.
>>
>> In this case, something is not working as expected (at least on
>> Linux), because when I test on the download shelf slide animation, the
>> number of AnimationProgressed calls is exactly what one would
>> calculate based on the frame rate and duration, even if I put a
>> Sleep(1000) in the middle of the callback.
>>
>> Reading the Animation code, it seems the number of iterations is hard
>> coded at the start: iteration_count_ = duration_ / timer_interval_; So
>> we don't update our state on how much time has actually passed, we
>> update it based on the number of times the timer has fired. It would
>> be easy enough to fix this to do as you say while only touching the
>> Animation class, although on a very bogged down machine the effect
>> would be that instead of having some slow-looking animation we have a
>> jerky (but fast!) animation. I personally think that trade-off is
>> worth it, maybe others don't?
>>
>
> I also agree this is the better tradeoff.  Better to have a jerky animation
> than slowing the machine even more.
>

>From the 3D Graphics background: when skipping frames, time-driven
animations feel infinitely less jerky than frame-driven ones. I think it's
mostly the same with video.
I.E. use time, not ticks.

Antoine

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