On Dec 21, 4:53 pm, Webtekie <[EMAIL PROTECTED]> wrote:
>  I tried your solution and it seems to work intermittently.

There are probably parts of the page that stall loading, which on
iPhone Safari translates into ignoring of scroll requests. Hence
after scrollTo, another timer event 50-100ms later needs to
check the position and retry the scroll if the previous one didn't
take. That is repeated until it sticks (it's important to check in
a separate later event, not within the same thread activation
that issued scrollTo, otherwise you will get false positives).

You may try doing a test with iPhone connected to your server
via Wi-Fi LAN (directly to your LAN IP such as 192.168.1.10)
which would eliminate most loading delays. (You would need
a local http server for this.)

The iPhone http handling is still very  poor, even though
it improved somewhat in 1.1.2. During page load, they
open large number of separate tcp connections and
needlessly close them, only to open the new one within
milliseconds for the next page item. Each new tcp connection
requires a full 3-packet back & forth, which is a huge waste of
time especially when your connections have large latency
(as is the case with most EDGE connections). The iPhone
Safari would greatly benefit from a through review and
completion of their networking code.

Another test you may try is to selectively comment
out sections of your page or script until you locate those
which cause most problems. With this method I found that
in my iPhone application (remote PC application control, myf2p)
the main showstopper in bringing up the initial application
screen were 12 small cursor files. By merging them into a
single png image file (then slicing them out into small canvases),
the total size of payload alone was cut to 1/4th, the number of
connections and http headers to 1/12th and the startup speed
imroved dramatically. Still, in order to obtain reliable scrolls on
any network, I had to add polling and retries from timer events.

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