hum... it seems that Quartz Debugger's Flash Screen function isn't
much help with using the iPhone simulator... since it's an emulator it
will flash the entire screen regardless if setNeedsDisplayInRect is
called.

which brings me back to my first question... i know that
setNeedsDisplay will redraw the entire view, and by using
setNeedsDisplayInRect will only refresh the part of the view that is
changing, but how does setFrame factor into this?  i'm assuming that
setFrame is the same as setNeedsDisplay, since the entire view's frame
is being set (or continuously reset with drag events), but does this
resetting of the frame (setFrame:) affect the view's superview?


On Fri, Jun 12, 2009 at 4:43 PM, Chunk 1978<[email protected]> wrote:
> oh nevermind.  i realized i set the User Interface Resolution to 2.0,
> so it's not a bug.  resolution independence is going to be nice once
> it works properly.
>
> On Fri, Jun 12, 2009 at 4:39 PM, Chunk 1978<[email protected]> wrote:
>> thanks.  i see it's refreshing the entire main screen.
>>
>> and Quartz Debugger seriously did a number on my Mac... everything is
>> now huge in resolution and window elements are misplaced.  a restart
>> didn't help.  any idea how to restore my normal screen on my mac?
>>
>> On Fri, Jun 12, 2009 at 11:47 AM, Michael Ash<[email protected]> wrote:
>>> On Fri, Jun 12, 2009 at 7:48 AM, Chunk 1978<[email protected]> wrote:
>>>> with a drag method, i'm continuously setting the frames of 2 views by
>>>> evoking the setFrame method.  while setting a frames of these views,
>>>> are their superview being redrawn aswell, or just the area of the
>>>> screen where the frame of the view is being reset?
>>>
>>> Quartz Debug (comes with developer tools) has a mode for flashing
>>> screen updates which will answer that one for you.
>>>
>>> Mike
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