Suppose you have an 'cheap' scene-graph update that itself triggers an 
'expensive' update. For example in a filtered list the cheap update could be 
deleting a single character in the filter text-box, and the expensive update is 
the subsequent change in the list-view content. Or for example with a button 
that loads a new component, the cheap update is the button returning to its 
'unpressed' state and the expensive update is the new component being displayed.

In these examples the application feels more responsive if the cheap update 
occurs as fast as possible in the next pulse, and the expensive update occurs 
with lower priority in the following pulse.

Is there a nice way to specify this?

Cheers,
Rob

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