Jason,
> values 'y="{something.x + something.y}"'
Avoid bindings at all costs. When you create a binding expression, it adds
many more calls to the stack during runtime. Not saying there bad, but here
again, they need to be used in the correct places.
commitProperties() is your friend. If you are creating a custom component
that needs to 'perform' IE itemRenderer, do it in actionscript, you will
always make out better in the end and it's more maintainable.
Until there is greater code creation optimization from the mxml compiler,
binding adds weight and stack calls, it's definitely not free.
Mike
On Wed, Sep 24, 2008 at 11:40 AM, Jason Reynolds <
[EMAIL PROTECTED]> wrote:
> Ya, I was joking about the grudge -- just some nice frustrated learning
> experience feelings! I don't know why but I've always had the impression
> that item renderers slowed down the list/datagrid display, so it's good to
> see people telling me I'm wrong.
>
> I'll do the custom renderer on my 2nd pass of finishing up this
> application. With this experience I've also found that using binded x/y
> values 'y="{something.x + something.y}"' really really slows things down as
> well. Changing that code I was able to get down to around 1000ms. Not what I
> wanted, but more acceptable forsure!!
>
> I can see where renderers would make the code much more managable, so it
> will always be in the back of my mind as well.
>
> I appreciate all the feedback and pointers...
> Thanks much,
> Jason
>
>
> ----- Original Message -----
> *From:* Michael Schmalle <[EMAIL PROTECTED]>
> *To:* [email protected]
> *Sent:* Tuesday, September 23, 2008 6:26 PM
> *Subject:* Re: [flexcoders] Speeding up draw time with nested VBoxes
>
> > plus I have a grudge against vboxes now :P
> It's not the gun that kills but the finger that pulled the trigger... ;-)
>
> VBoxs serve their purposes and perform great when they are used
> 'correctly'. I know that sounds bad but I don't mean it like that.
>
> There are while(loops) in the layout code that acts like a circular saw,
> when it's grinding it's taking A LOT of energy from the Player, the large
> the wood, the more power it needs.
>
> The plus side is, since the algorithms are so good in it, with controls
> that have limited children and layout logic, there is a lot you can do with
> boxes (stretching).
>
> But Tracy is totally right, item renderers are what you need. I think this
> will change in the future, the way developers look at 'renderers'.
> Renderers abstract and decouple your repetitive layout and child creation
> code from the main component controller. You can then at any time in the
> future optimize a renderer of any kind easily and efficiently.
>
> Mike
>
>
>
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