Did you also see that you can make the Flash 9/10 not quite as bad by setting 
the canvas frame rate lower?

It is interesting how the slight differences in the runtime environments is 
sometimes an advantage.  Often if I can't solve a bug in one runtime, looking 
at it in another will make it more obvious (e.g., swf8 has better warnings for 
finding type-ohs of attribute names, dhtml has the fallback to the browser 
debugger, and swf9/10 have the fallback to the fdb debugger).

On 2010-03-14, at 10:16, Rami Ojares wrote:

> Yes, I was able to confirm that when my node count increases it does not have 
> bad performance effect in dhtml runtime.
> So it seems like I am suffering from the flash bug you refer to.
> Unfortunately things look different on that platform and some other features 
> that work ok in swf10 do not work efficiently on dhtml.
> (One of them is resizing a lot of objects, one is initializing(creating) 
> objects, one of them is drawview working differently etc.)
> 
> I am still figuring out if I could make it work with swf8 but it gives me 
> some errors in initializing the app.
> 
> I think I will build a TreeNode pool for my system so that only the amount of 
> visible nodes would be in the displaylist.
> And then hope and pray for the bug fix.
> I voted for it and am watching it now.
> 
> Actually this is a good reason to keep your app compatible with all the 3 
> runtime environments.
> When one of the runtimes has a show stopper you could always use the other 
> one for the time being.
> And if it would not be so hard I would have done it already ;-)
> 
> Thanks Tucker for pointing this out for me.
> 
> - Rami
> 
>>   http://jira.openlaszlo.org/jira/browse/LPP-8072
>> 
>> And this is the relate Adobe bug:
>> 
>>   http://bugs.adobe.com/jira/browse/FP-1149
>> 
>> If that is the root of the bug, there is not much you (or OpenLaszlo) can do 
>> except reduce the number of objects in the display list.
> 
> 
> 


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