Not at all. If you're currently adding all these components to a Canvas, you
simply need to add a UIComponent to that Canvas, and add the Sprites to
that.

And if that can't get you the performance you're after, I suppose you're
left with using Shape or bitmap double-buffering and using a containing
UIComponent to listen to MouseEvents, and get mouseX and mouseY coordinates
to map to Shapes and do whatever you're trying to do.

-Josh

On Thu, Oct 16, 2008 at 10:16 AM, Guy Morton <[EMAIL PROTECTED]> wrote:

>  Which gets me back to where I started... :-/
>
>
> On 16/10/2008, at 11:26 AM, Tracy Spratt wrote:
>
>
> Container children must be UIComponents.  You will need to add the sprites
> to a UIComponent first.
>
> Tracy
>
>
> ------------------------------
>
> *From:* [email protected] [mailto:[EMAIL PROTECTED] *On
> Behalf Of *Guy Morton
> *Sent:* Wednesday, October 15, 2008 8:01 PM
> *To:* [email protected]
> *Subject:* Re: [flexcoders] Efficiency and objects in the display list
>
>
>
> Hi Doug
>
>
>
> Yes, I tried using Sprite but it seems I can't add a sprite-based component
> to my other containers...I guess because they are UIComponent based? Do
> Sprites in flex have to be added to the display list directly? I'm having a
> look at the docs but it's a little confusing as they generally discuss
> Sprite in terms of Flash rather than Flex.
>
>
>
> Guy
>
>
>
>
>
> On 16/10/2008, at 10:55 AM, Doug McCune wrote:
>
>
>
>
>
> Sprites can have mouse handling. If you don't base your class on
> UIComponent you lose all the automatic display list stuff (measuring,
> layout, etc). But if you manually control positioning and everything
> yourself, and don't have any need for stuff like CSS styles, then you should
> be OK using Sprite.
>
> Doug
>
> On Wed, Oct 15, 2008 at 4:49 PM, Guy Morton <[EMAIL PROTECTED]> wrote:
>
>
>
> It seems odd that there is no really lightweight class for addressing this
> sort of need, which I would have expected was a common one (I note it's the
> subject of a second thread now too).
>
>
>
>
>
> On 16/10/2008, at 9:51 AM, Guy Morton wrote:
>
>
>
> Thanks for the reply, Josh. They do need to respond to mouseovers and
> mousedowns, so am I stuck with UIComponent?
>
>
>
> Guy
>
>
>
> On 15/10/2008, at 8:11 AM, Josh McDonald wrote:
>
>
>
>
>
> If they don't need mouse events, base them on Shape instead.
>
> On Wed, Oct 15, 2008 at 7:09 AM, Guy Morton <[EMAIL PROTECTED]> wrote:
>
> Anyone?
>
>
>
> On 14/10/2008, at 11:34 AM, Guy Morton wrote:
>
>
>
> We have an app which adds 50 or 60 dynamically created and animated
> canvas-based objects to the display list as it runs. I've noticed when
> running this under the profiler that even though these canvas-based
> components are really simple (they have a draw function and a rotate
> function in them and don't import any other classes) they each add
> about 1 Mb to the overall memory consumed by the app.
>
> I've also tried making the components UIComponent based instead of
> using Canvas (as I believe it's a little more lightweight) but it
> doesn't seem to make a huge difference.
>
> Is there a better/more efficient way to dynamically create, draw,
> rotate and animate a bunch of small objects in a flex app?
>
> TIA
>
> Guy
>
>
>
>
>
>
> --
> "Therefore, send not to know For whom the bell tolls. It tolls for thee."
>
> Like the cut of my jib? Check out my Flex blog!
>
> :: Josh 'G-Funk' McDonald
> :: 0437 221 380 :: [EMAIL PROTECTED]
> :: http://flex.joshmcdonald.info/
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> 
>



-- 
"Therefore, send not to know For whom the bell tolls. It tolls for thee."

Like the cut of my jib? Check out my Flex blog!

:: Josh 'G-Funk' McDonald
:: 0437 221 380 :: [EMAIL PROTECTED]
:: http://flex.joshmcdonald.info/

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