> Maybe I could add keys to play cards instead of drag and drop

Or pop open the console and run your app with commands.  Whatever functions the 
onDrop (or whatever) calls you can just call manually to progress the game 
forward.

I had a long running app that never got rid of keyboard events for a lot of 
widgets, so eventually when you hit a key about 100 events would fire (only one 
would do anything), soon as I fixed that the whole app ran much quicker.  Might 
also be something causing some slow down for you.

On Jun 28, 2010, at 10:04 AM, Trevor Orr wrote:

> The problem with removing the drag feature is then there would be no way to 
> complete a hand and proceed to the next hand.  Maybe I could add keys to play 
> cards instead of drag and drop, like using the numbers (1 - x) to play 
> specific cards.  That probably would not take much time to add, might  also 
> be a nice option to the game.
> 
> 
> 
> On Mon, Jun 28, 2010 at 8:58 AM, Aaron Newton <[email protected]> wrote:
> Whenever you have a long running application (rather than something where a 
> new page is loaded often) you need to clean up your own memory usage. Drag 
> has methods for detaching itself from elements. This may or may not be your 
> problem, but there's an easy way to test it: remove the drag ability from 
> your app and see if it still leaks memory.
> 
> 
> On Mon, Jun 28, 2010 at 7:14 AM, Trevor Orr <[email protected]> wrote:
> That I think just pointed out my issue, here is where my problem is, I will 
> explain the process,
> 
> I have a class for a Card, card are HTML not images, so the card class 
> creates a div with some html in it.  I create a drag class for each card and 
> attach it to the card, I create a large copy of the Card div html that I use 
> for the tooltip.  
> 
> This process is done for each card in each players hand.  So this could be 20 
> cards plus 20 tooltip card for each round of play. A separate drag class is 
> attach to each card so that I can turn dragging on and off depending on who 
> the current player is.
> 
> Each player has an array of cards that are in their hand.  Once the hand is 
> completed I loop through each player and just call empty() on the array of 
> cards.  So by doing that does that leave the drag class and the tooltip 
> around in memory?  Which could explain the increase in memory.
> 
> 
> 
> 
> On Mon, Jun 28, 2010 at 12:17 AM, Thierry bela nanga <[email protected]> wrote:
> Hi,
> 
> the memory leak may come from your code, make sure you call element.destroy() 
> of every element you create as soon as they are no longer used.
> 
> 
> 
> On Mon, Jun 28, 2010 at 2:28 AM, Marc Weber <[email protected]> wrote:
> Excerpts from Trevor Orr's message of Sun Jun 27 22:21:11 +0200 2010:
> > What I would like is suggestions of what kind of things I should be looking
> > at?
> 
> Hi Trevor Orr.
> 
> Firebug can profile JS. So if run that profiling for some secs, wait
> those 8 min and do it again you should be able to see what is consuming
> that much CPU. Maybe some arrays are filling up and iterating over them
> over and over again takes more and more time?
> 
> Of course there cane be many more causes. I'd check this obvious first
> though because you said the slowness can be seen on different browsers.
> 
> Marc Weber
> 
> 
> 
> -- 
> http://tbela99.blogspot.com/
> 
> fax : (+33) 08 26 51 94 51
> 
> 
> 

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