We had literally the same discussion this morning! We've just re-implemented a UI heavy component to use Sprites right until the point that we needed Flex components rather than just Flash ones.
We found that using UIComponent had very little difference speed wise over using Sprite and re-implementing the IUIInterface, so went with using UIComponent. It's the container layouts that kill performance anyway! Gk. Gregor Kiddie Senior Developer INPS Tel: 01382 564343 Registered address: The Bread Factory, 1a Broughton Street, London SW8 3QJ Registered Number: 1788577 Registered in the UK Visit our Internet Web site at www.inps.co.uk <blocked::http://www.inps.co.uk/> The information in this internet email is confidential and is intended solely for the addressee. Access, copying or re-use of information in it by anyone else is not authorised. Any views or opinions presented are solely those of the author and do not necessarily represent those of INPS or any of its affiliates. If you are not the intended recipient please contact [EMAIL PROTECTED] ________________________________ From: [email protected] [mailto:[EMAIL PROTECTED] On Behalf Of flexaustin Sent: 03 October 2008 14:59 To: [email protected] Subject: [flexcoders] Base component Sprite vs. UIComponent. Is there any benefit (memory/cpu usage) to using Sprite as your base component over UIComponent? I know if use Sprite in Flex you need to use IUIComponent then implement all the methods require, which is a huge pain. Or you can use composition and create and instance of a UIComponent and use that, but then that kind of defeats the purpose of not using or instantiating an instance of a UIComponent as now you have both a UIComponent and Sprite. The reason I ask is I have a very rendering intensive app that is dragging my CPU down and its all caused by a UIComponent that contains several children and it has a dropshadow (C level says we need to have dropshadow so can't remove it). I am thinking I will just need to use UIComponent and move on. TIA

