Is the bitmap resource compiled into the app, or loaded at runtime?
On Mon, Apr 21, 2008 at 4:28 AM, Gilad Parann-Nissany < [EMAIL PROTECTED]> wrote: > Hi > > Thank you, very helpful. Could you also provide a code example or > suggestion for the following situation: > > - we are creating several views that have 1 resource (an SWF image) > > - we wish the cached bitmap of the SWF resource to be calculated only > once, and then the result to be reused in these several views > > - goal is to save CPU time and memory consumption of the bitmap > calculation > > Any ideas? > > Thanks > > Gilad > > > > Gilad Parann-Nissany > > ----- Original Message ----- > From: "P T Withington" <[EMAIL PROTECTED]> > To: "Gilad Parann-Nissany" <[EMAIL PROTECTED]> > Cc: "Henry Minsky" <[EMAIL PROTECTED]>, "Max Carlson" < > [EMAIL PROTECTED]>, "Ammar Tamazi" <[EMAIL PROTECTED]>, > "laszlo-user" <[email protected]>, "Max Carlson" < > [EMAIL PROTECTED]>, "Elias Khalil" <[EMAIL PROTECTED]>, "Lou > Iorio" <[EMAIL PROTECTED]> > Sent: Sunday, April 20, 2008 5:15:33 AM (GMT-0800) America/Los_Angeles > Subject: Re: [Laszlo-user] Understanding Flash memory usage when using > Laszlo > > On 2008-04-20, at 06:13 EDT, Gilad Parann-Nissany wrote: > > 2. In general how would we write ActionScript code in an OL method ? > > > > any ideas? sugegstions? code examples are requested especially. > > Our script is a superset of ActionScript. Whatever you want to write > in ActionScript, you can write in Javascript, which you can write in > an OL method. If you want to call a built-in ActionScript function, > you simply call it. The only thing you would want to take care about > is that your application will then be non-portable. Here is an > example of some code that calls into either the DHTML or SWF runtime, > depending on which platform it is compiled for. This sample comes > from the LFC kernel, it is the platform-specific implementation of a > portable LFC API: > > if ($js1) { > var why; > if(window.XMLHttpRequest) { > try { > this.socket = new XMLHttpRequest(); > } catch(e) { > why = e; > } > } else if(window.ActiveXObject) { > try { > this.socket = new ActiveXObject("Msxml2.XMLHTTP"); > } catch(e) { > why = e; > try { > this.socket = new > ActiveXObject("Microsoft.XMLHTTP"); > } catch(e) { > why = e; > } > } > } > } else if ($as2) { > // We'll instantiate a LoadVars object when needed, for > Flash runtime > this.socket = new LoadVars(); > this.returnval = new LoadVars(); > // callback from Flash LoadVars.sendAndLoad() > this.returnval.onData = this.flashOnLoadHandler; > } else { > Debug.error("Unsupported platform"); > } > > $js1 and $as2 are commpile-time constants that are defined for the SWF > and DHTML runtimes. The compiler will optimize away the if branches > that are not applicable. > > > -- Henry Minsky Software Architect [EMAIL PROTECTED]
