If we override #drawOn: and implement custom logic to draw.. every few
milliseconds as it gets called the CPU usage shoots to available max..

Run four instances of the same class that overrides and does some
moderately complex draw routine of say : CircleMorph with border set, few
lines, color rendering..

I will send in the .st file later .. that can be tested against..


Is this expected or what are the ways to avoid this CPU overhead...


NativeBoost animation, far more responsive.. also goes up very similarly.
but little more tolerable... VGTigerMorph... more so than FlakesDemo...

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