14.3.2010 18:02, P T Withington kirjoitti:
Did you also see that you can make the Flash 9/10 not quite as bad by setting
the canvas frame rate lower?
Yes, I have tried it but for smooth mouse drag&drop the framerate should
really be quite high (well, probably 20fps is enough).
- rami
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.