Guy, I'm curious to hear about whether shifting from UIComponent components
to using sprites made your app perform fast enough for you. Once you do a
bit of testing care to share your overall experience?

Doug

On Wed, Oct 15, 2008 at 5:32 PM, Guy Morton <[EMAIL PROTECTED]> wrote:

>   Yes, thanks Doug, Josh, Tracy...I did get that working.
>
>
> On 16/10/2008, at 11:21 AM, Doug McCune wrote:
>
>
> Create a custom component that extends UIComponent that you will use to
> hold all your Sprites. Then you can use addChild to add the Sprites to that
> component. And since your custom holder component extends UIComponent you
> can add that to whatever Container class you've got in your app.
>
> Doug
>
> On Wed, Oct 15, 2008 at 5:16 PM, 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:* flexcoders@yahoogroups.com [mailto:[EMAIL PROTECTED] *On
>> Behalf Of *Guy Morton
>> *Sent:* Wednesday, October 15, 2008 8:01 PM
>> *To:* flexcoders@yahoogroups.com
>> *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/
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
>
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