I am still not sure where the leak is. Either the rapid functions calls, the dragging/positioniong OR the collision detection. :(
Regards
On 6/16/06,
Ryan Gahl <[EMAIL PROTECTED]> wrote:
Right, I'm not personally destroying the Draggable on mouseout, although there may some use cases out there to argue for that and it may aid in the area of improving overall drag preformance.
But... Tom's idea is good because it moves the point of instantiation even later in the process. I just hadn't gone that far as I wasn't sure if that could be implemented smoothly or not. But yes... ideally, waiting until mousedown would be best (lol, or maybe mousedown + mousemove).
But generally speaking, it's all about the idea of only applying functionality at the very point at which it's needed (or as close to it as possible), as long as that act of applying the functionality itself doesn't impede the application performance. It's all about balance.On 6/16/06, Gregory Hill < [EMAIL PROTECTED]> wrote:> If you're creating them on mouseover and destroying them on mouseout,
> why not wait until mousedown to create the draggable? You'd have to
> "prime the pump" as the mousedown event it's looking for has already
> occurred, but it does work. Looks something like this:
Well, I think Ryan (to whom he was replying) was saying he didn't create
them until they were moused over, but he wasn't destroying them on
mouseout. It was more just a lazy-loading mechanism so that he didn't
create draggables where they would never possibly be used. Makes sense
to me. If you've got a huge number of draggables, and most likely few
or none of them will be used, why use up the memory?
Greg
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