Re: Ken Burns Effects - acceleratedRendering

2019-06-01 Thread Brian Milby via use-livecode
Yes, that page refers to the new feature coming in the 9.5 release (already 
available in DP1).

Thanks,
Brian
On Jun 1, 2019, 4:21 AM -0400, Simon Knight via use-livecode 
, wrote:
> I have only just resubscribed to the mailing list so may have missed some 
> conversations on this subject, so I apologise for hijacking this thread.
>
> I am interested in this new to me layer mode of “container” being discussed 
> here. I see that it is also mentioned in “This week in Livecode” : Issue #179 
> here: http://bit.ly/2W8LU5x  . I did a google search 
> for more information and found this page : 
> https://livecode.com/container-layer-mode-examples/ 
>  which google reports as 
> from 2017 but that may be in error.
>
> I wonder if the web page I found refer to the same mode as is being discussed 
> in this thread and are the details on the page correct?
>
> best wishes
> Simon Knight
>
>
>
>
>
> > On 31 May 2019, at 03:17, Sannyasin Brahmanathaswami via use-livecode 
> >  wrote:
> >
> > Monte Goulding wrote:
> >
> > At some point in the future we may support applying transformations to 
> > dynamic layerMode objects (changing size and perhaps location) which would 
> > mean Ken Burn effect would be done by the GPU. I suspect that’s a fair way 
> > off and would definitely involve some serious Mark time ;-)
> >
> > BR: that answers the question. So I'll need to learn on new language 
> > (html5) and run it in a browser. :-(
> >
> >
> >
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Re: Ken Burns Effects - acceleratedRendering

2019-06-01 Thread Simon Knight via use-livecode
I have only just resubscribed to the mailing list so may have missed some 
conversations on this subject, so I apologise for hijacking this thread.  

I am interested in this new to me layer mode of “container” being discussed 
here.  I see that it is also mentioned in “This week in Livecode” : Issue 
#179 here: http://bit.ly/2W8LU5x  . I did a google 
search for more information and found this page : 
https://livecode.com/container-layer-mode-examples/ 
  which google reports as 
from 2017 but that may be in error.

I wonder if the web page I found refer to the same mode as is being discussed 
in this thread and are the details on the page correct?

best wishes 
Simon Knight





> On 31 May 2019, at 03:17, Sannyasin Brahmanathaswami via use-livecode 
>  wrote:
> 
> Monte Goulding wrote:
> 
>At some point in the future we may support applying transformations to 
> dynamic layerMode objects (changing size and perhaps location) which would 
> mean Ken Burn effect would be done by the GPU. I suspect that’s a fair way 
> off and would definitely involve some serious Mark time ;-)
> 
> BR: that answers the question. So I'll need to learn on new language (html5) 
> and run it in a browser. :-(
> 
> 
> 
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Re: Ken Burns Effects - acceleratedRendering

2019-05-30 Thread Sannyasin Brahmanathaswami via use-livecode
Monte Goulding wrote:

At some point in the future we may support applying transformations to 
dynamic layerMode objects (changing size and perhaps location) which would mean 
Ken Burn effect would be done by the GPU. I suspect that’s a fair way off and 
would definitely involve some serious Mark time ;-)
  
BR: that answers the question. So I'll need to learn on new language (html5) 
and run it in a browser. :-(
  


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Re: Ken Burns Effects - acceleratedRendering

2019-05-28 Thread Monte Goulding via use-livecode


> On 29 May 2019, at 1:07 pm, Sannyasin Brahmanathaswami via use-livecode 
>  wrote:
> 
> After listening to Mark Waddington presentation regarding the new container 
> mode. It would seems that the layerMode --  container is for groups only. 

Yes
> 
> So nothing has changed with respect to doing Ken Burn effect with large 
> image, or  a parallax effect with images placed on top of each other, or far 
> that matter, moving an animated gif across the screen. Setting these to a 
> dynamic layerMode, with acceleratedRendering sent to true is still "very 
> expensive"  and will block the engine.

It would be interesting to test the performance difference between an animated 
gif and locking the screen, moving a button and setting its icon. The reason 
being is I suspect the animated gif would re-render out of sync with your 
animation frames.

It may be helpful to understand exactly what the engine does with accelerated 
rendering true. Let’s say you have 10 static layerMode objects directly on a 
card then a dynamic layerMode object and then 2 static layerMode objects above 
that. This creates 3 layers (card with 10 static objects, dynamic object, 2 
static objects).

As long as none of the static objects are changed then the bottom layer and the 
top layer do not need to be re-rendered. If the dynamic object is unchanged 
then it too does not need to be re-rendered. If the object is moved, resized, 
changes properties etc that require a re-render then the layer it is drawn into 
is re-rendered. The engine then uses the compositor (openGL, CoreGraphics, 
software) to merge the layers.

For scrolling layerMode it means to retain renderings outside the bounds of the 
currently visible controls and then clip it when the layers are merged.

For container layerMode it basically just tells the engine to look inside the 
group for controls with non-static layerModes and again to clip it when the 
layers are merged.

Now the use cases:

- Ken Burn effect - This both sizes and moves an image. It may help to use 
dynamic layerMode here but if it covers the entire screen I don’t think it will 
make much difference. At some point in the future we may support applying 
transformations to dynamic layerMode objects (changing size and perhaps 
location) which would mean Ken Burn effect would be done by the GPU. I suspect 
that’s a fair way off and would definitely involve some serious Mark time ;-)

- Parallax effect - This involves having multiple layers and moving them at 
different rates. You should be able to get good performance increases for this. 
Presuming a static background layer and either dynamic foreground and 
background objects or perhaps one or more scrolling layers which can cycle 
through their content at different rates.

FWIW I suspect Mark may correct me on some of what I’ve said here but hopefully 
I’m not too far wrong.

Cheers

Monte


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Ken Burns Effects - acceleratedRendering

2019-05-28 Thread Sannyasin Brahmanathaswami via use-livecode
After listening to Mark Waddington presentation regarding the new container 
mode. It would seems that the layerMode --  container is for groups only. 

So nothing has changed with respect to doing Ken Burn effect with large image, 
or  a parallax effect with images placed on top of each other, or far that 
matter, moving an animated gif across the screen. Setting these to a dynamic 
layerMode, with acceleratedRendering sent to true is still "very expensive"  
and will block the engine.

Assuming we continue to use Animated Engine (since no better tool has arrived)

1) we can change the rect and position of image over time. (expand very slowly 
and more the foreground going to the right)

2) Animation Engine uses send in time, which, in theory allows for the CPU to 
handle other message, like a  top scrolling field.

Questions are

1. Can it be done? 

I've told off list that it can't, the engine will block so badly that 
performance will be "horrible" .  I had this experience with "moving" an  
animatedGif. Android actually would crash... But I used the engine "move" 
command. But it may have worked better to use Animation Engine

2. Assuming something simple... like one image landscape with a KenBurn running 
with a scrolling field on top: Will it help to set something different in the 
defaults for
compositorTileSize, compositorType, compositorCacheLimit to make it work 
better? I am assuming we need to keep the image as some as possible. But even a 
136K jpg on disk become a 2.37 meg monster after it opens. Of course we would 
also be use prepare image so that it is in cache.

Can it be done? Or are we looking at LC"12" for any modern day animations, 
transitions.  Or maybe never  because LC in single treaded...

BR










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Re: acceleratedRendering bugs

2019-03-30 Thread JJS via use-livecode
I just tested a stack on Andorid with lots of input fields where i 
turned the accelerated off everytime.


But this fix now works great. So i can leave it on, Thanks a lot!


Op 27-3-2019 om 01:35 schreef J. Landman Gay via use-livecode:
I'm sending years worth of gratitude and appreciation. You aren't the 
only one who was bothered by this bug.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On March 26, 2019 5:11:23 PM Monte Goulding via use-livecode 
 wrote:


Aha! This one has vexed me for a while now. I thought I had it 
previously but the issue turned out to be somewhere completely 
different to where I was looking!


On 27 Mar 2019, at 4:23 am, JJS via use-livecode 
 wrote:


BUG 10881 seems solved now for the accelerated rendering, it solves 
the pushed up screen of a stack after the keyboard popped up


Thanks Monte!

Very Nice!


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Re: acceleratedRendering bugs

2019-03-26 Thread J. Landman Gay via use-livecode
I'm sending years worth of gratitude and appreciation. You aren't the only 
one who was bothered by this bug.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On March 26, 2019 5:11:23 PM Monte Goulding via use-livecode 
 wrote:


Aha! This one has vexed me for a while now. I thought I had it previously 
but the issue turned out to be somewhere completely different to where I 
was looking!


On 27 Mar 2019, at 4:23 am, JJS via use-livecode 
 wrote:


BUG 10881 seems solved now for the accelerated rendering, it solves the 
pushed up screen of a stack after the keyboard popped up


Thanks Monte!

Very Nice!


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Re: acceleratedRendering bugs

2019-03-26 Thread Monte Goulding via use-livecode
Aha! This one has vexed me for a while now. I thought I had it previously but 
the issue turned out to be somewhere completely different to where I was 
looking!

> On 27 Mar 2019, at 4:23 am, JJS via use-livecode 
>  wrote:
> 
> BUG 10881 seems solved now for the accelerated rendering, it solves the 
> pushed up screen of a stack after the keyboard popped up
> 
> Thanks Monte!
> 
> Very Nice!

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Re: acceleratedRendering bugs

2019-03-26 Thread JJS via use-livecode
BUG 10881 seems solved now for the accelerated rendering, it solves the 
pushed up screen of a stack after the keyboard popped up


Thanks Monte!

Very Nice!

Op 12-3-2019 om 14:00 schreef Sphere via use-livecode:

Thanks for your reply Randy.
Nice app you made.

I noticed it is sensitve and that the DG2 group with images and text 
got even slower.
So i have to play some more to get it more smoother as it looked more 
cloggy when scrolling.
i can try the max and see if it will have some effect. I also tried it 
on BlueStacks after i saw the hint from Richmond.
That should be very fast, as we have to wait on 9.1 before we can use 
the fast x86 emulator.

But even in BlueStacks the DG is slow and cloggy.

Randy Hengst via use-livecode schreef op 2019-03-12 11:38:

My work is only with  iOS. So, no comments about Android…

But, I found while working a recent iPad app (with many moving
controls) that I needed to adjust the layerMode to dynamic and back to
static after the move.

I also increased the compositorCacheLimit as you noted… only I went up
to 256*1024*1024.
I made this adjustment in the startUp handler.

I even needed to up the compositorCacheLimit while working in the IDE.
I made that adjustment in the message box.

I didn’t make any changes relative to compositorTileSize or 
compositorType.


The app I was developing when I first started making these adjustments
is free (if that will help understand my context) ….
here is the Apple App Preview page:
https://itunes.apple.com/us/app/begotten/id1431461736?mt=8


be well,
randy
www.classroomFocusedSoftware.com


On Mar 11, 2019, at 4:13 PM, JJS via use-livecode 
 wrote:


i was playing a bit with the separate command you can use instead of 
acceleratedrendering (on Android mobile)


compositorTileSize,layerMode,compositorType,compositorCacheLimit

and noticed that setting compositorType to opengl for android causes 
the black out screen


i'm not sure yet about compositorTileSize what it does on speed

the compositorCacheLimit needs to be big like 64*1024*1024 for 64MB 
according calculation in the dictionary, if you set it small it gets 
slow updated


now i'm not sure if i need the separate commands to be set empty in 
the closecard (to prevent upshifting on other cards when using 
keyboard) or that setting the acceleratedrendering to false would be 
enough.


till now i set the accelerated rendering on and off depending if i 
need keyboard on the card



anyone else have experience with these commands?



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Re: acceleratedRendering bugs

2019-03-12 Thread Sphere via use-livecode

Thanks for your reply Randy.
Nice app you made.

I noticed it is sensitve and that the DG2 group with images and text got 
even slower.
So i have to play some more to get it more smoother as it looked more 
cloggy when scrolling.
i can try the max and see if it will have some effect. I also tried it 
on BlueStacks after i saw the hint from Richmond.
That should be very fast, as we have to wait on 9.1 before we can use 
the fast x86 emulator.

But even in BlueStacks the DG is slow and cloggy.

Randy Hengst via use-livecode schreef op 2019-03-12 11:38:

My work is only with  iOS. So, no comments about Android…

But, I found while working a recent iPad app (with many moving
controls) that I needed to adjust the layerMode to dynamic and back to
static after the move.

I also increased the compositorCacheLimit as you noted… only I went up
to 256*1024*1024.
I made this adjustment in the startUp handler.

I even needed to up the compositorCacheLimit while working in the IDE.
I made that adjustment in the message box.

I didn’t make any changes relative to compositorTileSize or 
compositorType.


The app I was developing when I first started making these adjustments
is free (if that will help understand my context) ….
here is the Apple App Preview page:
https://itunes.apple.com/us/app/begotten/id1431461736?mt=8


be well,
randy
www.classroomFocusedSoftware.com


On Mar 11, 2019, at 4:13 PM, JJS via use-livecode 
 wrote:


i was playing a bit with the separate command you can use instead of 
acceleratedrendering (on Android mobile)


compositorTileSize,layerMode,compositorType,compositorCacheLimit

and noticed that setting compositorType to opengl for android causes 
the black out screen


i'm not sure yet about compositorTileSize what it does on speed

the compositorCacheLimit needs to be big like 64*1024*1024 for 64MB 
according calculation in the dictionary, if you set it small it gets 
slow updated


now i'm not sure if i need the separate commands to be set empty in 
the closecard (to prevent upshifting on other cards when using 
keyboard) or that setting the acceleratedrendering to false would be 
enough.


till now i set the accelerated rendering on and off depending if i 
need keyboard on the card



anyone else have experience with these commands?



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Re: acceleratedRendering bugs

2019-03-12 Thread Randy Hengst via use-livecode
My work is only with  iOS. So, no comments about Android…

But, I found while working a recent iPad app (with many moving controls) that I 
needed to adjust the layerMode to dynamic and back to static after the move.

I also increased the compositorCacheLimit as you noted… only I went up to 
256*1024*1024.
I made this adjustment in the startUp handler.

I even needed to up the compositorCacheLimit while working in the IDE.
I made that adjustment in the message box.

I didn’t make any changes relative to compositorTileSize or compositorType.

The app I was developing when I first started making these adjustments is free 
(if that will help understand my context) …. 
here is the Apple App Preview page:  
https://itunes.apple.com/us/app/begotten/id1431461736?mt=8
   

be well,
randy
www.classroomFocusedSoftware.com


> On Mar 11, 2019, at 4:13 PM, JJS via use-livecode 
>  wrote:
> 
> i was playing a bit with the separate command you can use instead of 
> acceleratedrendering (on Android mobile)
> 
> compositorTileSize,layerMode,compositorType,compositorCacheLimit
> 
> and noticed that setting compositorType to opengl for android causes the 
> black out screen
> 
> i'm not sure yet about compositorTileSize what it does on speed
> 
> the compositorCacheLimit needs to be big like 64*1024*1024 for 64MB according 
> calculation in the dictionary, if you set it small it gets slow updated
> 
> now i'm not sure if i need the separate commands to be set empty in the 
> closecard (to prevent upshifting on other cards when using keyboard) or that 
> setting the acceleratedrendering to false would be enough.
> 
> till now i set the accelerated rendering on and off depending if i need 
> keyboard on the card
> 
> 
> anyone else have experience with these commands?
> 
> 
> 
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Re: acceleratedRendering bugs

2019-03-11 Thread JJS via use-livecode
i was playing a bit with the separate command you can use instead of 
acceleratedrendering (on Android mobile)


compositorTileSize,layerMode,compositorType,compositorCacheLimit

and noticed that setting compositorType to opengl for android causes the 
black out screen


i'm not sure yet about compositorTileSize what it does on speed

the compositorCacheLimit needs to be big like 64*1024*1024 for 64MB 
according calculation in the dictionary, if you set it small it gets 
slow updated


now i'm not sure if i need the separate commands to be set empty in the 
closecard (to prevent upshifting on other cards when using keyboard) or 
that setting the acceleratedrendering to false would be enough.


till now i set the accelerated rendering on and off depending if i need 
keyboard on the card



anyone else have experience with these commands?



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Re: acceleratedRendering bugs

2019-03-08 Thread JJS via use-livecode
I checked github, nothing there yet, but... it's a DP1, so hoepfully ti 
will be adressed. Maybe it's not an easy one


Op 8-3-2019 om 17:46 schreef Tom Glod via use-livecode:

Yeah.. accelerated rendering for dg2 and subgroups was moved to release
9.1 a while back.

I'm looking forward to it as well.

several things that can work in the mean time is

* using lower resolution with scaling quality set to normal
* updating images after the grid rows have updated. (this enables scrolling
to be faster)
* large text fields are slow too. so putting in only enough text to
render speeds it up alot

I am very curious about the speed increase of the grid after these AR
changes have been implemented.




On Thu, Mar 7, 2019 at 4:18 PM JJS via use-livecode <
use-livecode@lists.runrev.com> wrote:


Hi,


i saw there are stil 17 bugs open on acceleratedRendering.

Is there any sight on when they will be solved? (or at least the most
bugging ones)

Especially the up shifted screen with the keyboards and the black
screens (even short when switching cards) on mobile.

And could it be cause for slow scrolling of DG's  (with images)?

I know there are some tricks, but in most cases i turn it off and on
again depending what's on the card and if a keyboard has to be used.


Thanks,

Jerry



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Re: acceleratedRendering bugs

2019-03-08 Thread Tom Glod via use-livecode
Yeah.. accelerated rendering for dg2 and subgroups was moved to release
9.1 a while back.

I'm looking forward to it as well.

several things that can work in the mean time is

* using lower resolution with scaling quality set to normal
* updating images after the grid rows have updated. (this enables scrolling
to be faster)
* large text fields are slow too. so putting in only enough text to
render speeds it up alot

I am very curious about the speed increase of the grid after these AR
changes have been implemented.




On Thu, Mar 7, 2019 at 4:18 PM JJS via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Hi,
>
>
> i saw there are stil 17 bugs open on acceleratedRendering.
>
> Is there any sight on when they will be solved? (or at least the most
> bugging ones)
>
> Especially the up shifted screen with the keyboards and the black
> screens (even short when switching cards) on mobile.
>
> And could it be cause for slow scrolling of DG's  (with images)?
>
> I know there are some tricks, but in most cases i turn it off and on
> again depending what's on the card and if a keyboard has to be used.
>
>
> Thanks,
>
> Jerry
>
>
>
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acceleratedRendering bugs

2019-03-07 Thread JJS via use-livecode

Hi,


i saw there are stil 17 bugs open on acceleratedRendering.

Is there any sight on when they will be solved? (or at least the most 
bugging ones)


Especially the up shifted screen with the keyboards and the black 
screens (even short when switching cards) on mobile.


And could it be cause for slow scrolling of DG's  (with images)?

I know there are some tricks, but in most cases i turn it off and on 
again depending what's on the card and if a keyboard has to be used.



Thanks,

Jerry



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Re: acceleratedRendering

2018-08-02 Thread Sannyasin Brahmanathaswami via use-livecode
I don't know if it would work on a iOS 12, but we has an issue with a complex 
dynamic "draw" on screen..

So we turned of acceleratedRendering  to false temporarily

Then set to back when the drawing was finish

on createWordPuzzle
   if (the acceleratedRendering of this stack is true ) then
  set the acceleratedRacceleratedRendering on createWordPuzzle
   end if
   stopTimer
   hide widget "context"
   loadNewBgImg
   [snip]

# later 

set the acceleratedRendering  of this stack to true

end createWordPuzzle


Brahmanathaswami
 

 Randy Hengst wrote:

I’ve been messing with this slowdown issue … there is a connection between 
having acceleratedRendering set to true… and my objects that move set to 
dynamic. I see the slowdown in the IDE and on the iPad. 

Using LC 9.0.1 RC1 still.

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Re: acceleratedRendering

2018-08-02 Thread Sannyasin Brahmanathaswami via use-livecode
Next week will be fine __

Brahmanathaswami
 

On 8/2/18, 1:23 PM, "use-livecode on behalf of Monte Goulding via 
use-livecode"  wrote:

Given it’s Friday and these patches have yet to be reviewed I very much 
doubt we will be releasing an RC 2 with them in this week. We do have a service 
providing access to nightly builds I believe but I don’t know the full details 
(cost ect) so you could contact support about that if it is of interest.

Cheers

Monte

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Re: acceleratedRendering

2018-08-02 Thread Monte Goulding via use-livecode
> @team-- would it possible to send a new build out this week?  Even it has 
> only this patch
> 
> It is the one thing in Android that is blocking. Everything else you have 
> accomplished on 9.0.1 is fantastic, and I really *need* get an Android 
> version that works one on Google Play asap.   So I need to get this out to 
> beta tester asap

Given it’s Friday and these patches have yet to be reviewed I very much doubt 
we will be releasing an RC 2 with them in this week. We do have a service 
providing access to nightly builds I believe but I don’t know the full details 
(cost ect) so you could contact support about that if it is of interest.

Cheers

Monte
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Re: acceleratedRendering

2018-08-02 Thread Andrew Bell via use-livecode
Panos asked me to file a bug report on what I was experiencing, but I  
haven't been able to nail down the formula yet.


Simply enabling acceleratedRendering would allow my app to launch, but  
things weren't moving or responding as they should have. It does seem  
like some mouseUp messages are getting ignored, but I'm also dealing  
with screen redraw issues when moving objects and groups in time as  
well as using mobileControls (a side navigation that opens up from off  
screen and hides mobile browser).


I'm currently redesigning the navigation so I can get an update out  
the door quickly as users are already complaining about iOS 12  
compatibility. You've given me some insight into the possible problem  
so I can try to work out a proper bug report formula.


--Andrew Bell



From: Sannyasin Brahmanathaswami 
To: How to use LiveCode 
Subject: Re: acceleratedRendering
Message-ID: <5a86d6a0-88c9-4d00-b7d5-749568f74...@hindu.org>
Content-Type: text/plain; charset="utf-8"

FWIW... acceleratedRendering in causing trouble on Android, 9.0.1. RC 1.

Disables "touch" messages in some contexts...

Bug report is in, confirmed.

I've struggling for 2 Years with this (!)

Now on iOS?  Yikes!

I am sure it is a priority with team. Keep fingers crossed.

BR


?On 8/1/18, 4:07 AM, "use-livecode on behalf of Randy Hengst via  
use-livecode" use-livecode@lists.runrev.com> wrote:


Is there some element that goes hand-in-hand with  
acceleratedRendering that I?ve overlooked?







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Re: acceleratedRendering

2018-08-02 Thread Randy Hengst via use-livecode
All,

I’ve been messing with this slowdown issue … there is a connection between 
having acceleratedRendering set to true… and my objects that move set to 
dynamic. I see the slowdown in the IDE and on the iPad. 

Using LC 9.0.1 RC1 still.

The “catch” is that I haven’t been able to reproduce the same problem for a 
demo stack… so, still investigating. If anyone has a thought for something I 
can check out, please share.

be well,
randy
classroomFocusedSoftware.com

> On Aug 2, 2018, at 8:48 AM, Sannyasin Brahmanathaswami via use-livecode 
>  wrote:
> 
> Aloha Monte
> 
> You are wonderful! "it groups not redrawing..."
> 
> Right, it's not "touch". Though from a user perspective, suddenly "my swiping 
> doesn't work..."
> 
> And thank you for fixing the returnField error also  [Bug 18395] 
> ReturninField error on android app)
> 
> @team-- would it possible to send a new build out this week?  Even it has 
> only this patch
> 
> It is the one thing in Android that is blocking. Everything else you have 
> accomplished on 9.0.1 is fantastic, and I really *need* get an Android 
> version that works one on Google Play asap.   So I need to get this out to 
> beta tester asap
> 
> BR
> 
> PS...
> 
> would it would also be nice if get the home screen icon to load in iOS at the 
> same time, in an interim patch release. 
> 
> https://quality.livecode.com/show_bug.cgi?id=21451
> 
> On 8/1/18, 5:02 PM, "use-livecode on behalf of Monte Goulding via 
> use-livecode"  use-livecode@lists.runrev.com> wrote:
> 
>Yes I just patched it https://github.com/livecode/livecode/pull/6620 
> <https://github.com/livecode/livecode/pull/6620>
> 
>> FWIW... acceleratedRendering in causing trouble on Android, 9.0.1. RC 1.
>> Disables "touch" messages in some contexts… 
> 
>^ is not a very good description of the issue. The touches are fine. It’s 
> groups not redrawing when scrolled under some circumstances.
> 
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> preferences:
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Re: acceleratedRendering

2018-08-02 Thread Sannyasin Brahmanathaswami via use-livecode
Aloha Monte

You are wonderful! "it groups not redrawing..."

Right, it's not "touch". Though from a user perspective, suddenly "my swiping 
doesn't work..."

And thank you for fixing the returnField error also  [Bug 18395] ReturninField 
error on android app)

@team-- would it possible to send a new build out this week?  Even it has only 
this patch

It is the one thing in Android that is blocking. Everything else you have 
accomplished on 9.0.1 is fantastic, and I really *need* get an Android version 
that works one on Google Play asap.   So I need to get this out to beta tester 
asap

BR

PS...

would it would also be nice if get the home screen icon to load in iOS at the 
same time, in an interim patch release. 

https://quality.livecode.com/show_bug.cgi?id=21451
 
On 8/1/18, 5:02 PM, "use-livecode on behalf of Monte Goulding via 
use-livecode"  wrote:

Yes I just patched it https://github.com/livecode/livecode/pull/6620 
<https://github.com/livecode/livecode/pull/6620>

>FWIW... acceleratedRendering in causing trouble on Android, 9.0.1. RC 1.
>Disables "touch" messages in some contexts… 

^ is not a very good description of the issue. The touches are fine. It’s 
groups not redrawing when scrolled under some circumstances.

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Re: acceleratedRendering

2018-08-01 Thread Monte Goulding via use-livecode
Hi Brahma
> 
> I am sure it is a priority with team. Keep fingers crossed. 


Yes I just patched it https://github.com/livecode/livecode/pull/6620 
<https://github.com/livecode/livecode/pull/6620>

> FWIW... acceleratedRendering in causing trouble on Android, 9.0.1. RC 1.
> 
> Disables "touch" messages in some contexts… 

^ is not a very good description of the issue. The touches are fine. It’s 
groups not redrawing when scrolled under some circumstances.

Cheers

Monte
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Re: acceleratedRendering

2018-08-01 Thread Sannyasin Brahmanathaswami via use-livecode
FWIW... acceleratedRendering in causing trouble on Android, 9.0.1. RC 1.

Disables "touch" messages in some contexts... 

Bug report is in, confirmed.

I've struggling for 2 Years with this (!) 

Now on iOS?  Yikes!

I am sure it is a priority with team. Keep fingers crossed. 

BR
 

On 8/1/18, 4:07 AM, "use-livecode on behalf of Randy Hengst via use-livecode" 
 wrote:

Is there some element that goes hand-in-hand with acceleratedRendering that 
I’ve overlooked?

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acceleratedRendering

2018-08-01 Thread Randy Hengst via use-livecode
Hi All,

Given what we’re heard about iOS12 problems with LC apps… and the suggestion 
that setting acceleratedRendering  to true in preOpenStack “solves” that issue 
with iOS12, I’ve been messing around with acceleratedRendering for the current 
LC project I’m developing for iOS. I have not used acceleratedRendering in so 
long, consider me unknowledgeable about its use.

I’m working with LC 9.0.1 RC1 with MacOS 10.12.6 and Xcode 9.2. But, I've seen 
essentially the same results when building with LC8.1.8, 9.0.0 

When setting acceleratedRendering to true in preOpenStack as shared in an 
earlier message, the IDE slows to a crawl. When setting acceleratedRendering to 
false, the IDE returns to normal responsiveness.
— is that the expected behavior?

When loaded on my iPad, the app I’m working on has shown partial screen updates 
with acceleratedRendering on… and with some aspects has actually slowed to a 
crawl when loaded onto an iPad. 

To check this out, I’ve included buttons to set acceleratedRendering to true 
and false so I can change the setting when the app is loaded on my iPad… when 
set to false, the app responds as I would expect, but when set to true again 
one portion of the app slows down to unusable speeds.

The fact that the IDE slows to a crawl… and that only some aspects of the new 
app I’m building slow down when loaded on an iPad has made this very confusing.

Is there some element that goes hand-in-hand with acceleratedRendering that 
I’ve overlooked?

be well,
randy
www.classroomFocusedSoftware.com


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Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread panagiotis merakos via use-livecode
What Jacque said;

Originally you had built the standalone with LC 9.0.1 rc1 (and installed it
in the device), so its manifest had targetSDKversion=26.
Then you built a new one with LC 9.0.0, so it had its targetSDKversion
equal to the minSDKversion, as specified in the standalone settings, and
probably lower than 26.

Android does not allow you to push an "update" of an app to the device,
that has a lower targetSDKversion than the original installed app.

So the problem was resolved once you deleted the old app.

Panos
--

On Sat, Jul 21, 2018 at 9:21 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:

> It could be because 9.0.1 sets the target version in the manifest to 26
> and 9.0 sets it to the same version as the one you select in the dropdown
> menu in standalone settings. If you've truly removed the old app completely
> I wouldn't think it would matter, but apparently Android stores some record
> of previous installations.
>
> Move the manifest from 9.0.1 into the 9.0 runtime folder temporarily and
> see if that helps.
>
> On 7/21/18 1:29 PM, Dan Friedman via use-livecode wrote:
>
>> So, I tried to revert back to 9.0.0 because my client is pretty pissed
>> that we’ve missed our deadline.  Unfortunately, when I save as standalone
>> in 9.0.0, and try to install it on a device, the device reports that “the
>> package appears to be corrupt”.  I tried changing the build number (as
>> Jacque suggested in a related thread (https://forums.livecode.com/v
>> iewtopic.php?t=29624)), but that did not solve the problem.   Is there
>> something I need to do to the stack to revert back to 9.0.0 from 9.0.1?
>>
>> FYI, I did all the obvious things like reset the standalone settings,
>> uninstall the old app on the phone, etc.
>>
>> At this point, I would be grateful for ANY advice.
>>
>> -Dan
>>
>
>
> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.com
>
>
>
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Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread J. Landman Gay via use-livecode
It could be because 9.0.1 sets the target version in the manifest to 26 
and 9.0 sets it to the same version as the one you select in the 
dropdown menu in standalone settings. If you've truly removed the old 
app completely I wouldn't think it would matter, but apparently Android 
stores some record of previous installations.


Move the manifest from 9.0.1 into the 9.0 runtime folder temporarily and 
see if that helps.


On 7/21/18 1:29 PM, Dan Friedman via use-livecode wrote:

So, I tried to revert back to 9.0.0 because my client is pretty pissed that 
we’ve missed our deadline.  Unfortunately, when I save as standalone in 9.0.0, 
and try to install it on a device, the device reports that “the package appears 
to be corrupt”.  I tried changing the build number (as Jacque suggested in a 
related thread (https://forums.livecode.com/viewtopic.php?t=29624)), but that 
did not solve the problem.   Is there something I need to do to the stack to 
revert back to 9.0.0 from 9.0.1?

FYI, I did all the obvious things like reset the standalone settings, uninstall 
the old app on the phone, etc.

At this point, I would be grateful for ANY advice.

-Dan



--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread panagiotis merakos via use-livecode
Ok nice, I know what happened. I will post a detailed msg in a while as I
am not in a computer now.

Best,
Panos

On Sat, Jul 21, 2018, 21:05 Dan Friedman  wrote:

> Odd… I uninstalled the app from the Android phone and re-installed it.
>  Now it installed.   Go figure.
>
> -Dan
>
>
> On 7/21/18, 12:53 PM, "use-livecode on behalf of panagiotis merakos via
> use-livecode"  use-livecode@lists.runrev.com> wrote:
>
> Can you try setting the app identifier in the standalone settings to
> something unique that definitely is not already installed in the
> device? Is
> it possible that you have installed an app with the same identifier
> (com.yourcompany.yourapp) in the device, which was built with 9.0.1
> rc1?
>
> On Sat, Jul 21, 2018, 20:45 panagiotis merakos 
> wrote:
>
> > Hello Dan,
> >
> > What is the version of Android the device is running? I am wondering
> if
> > you get this error because of the value of the targetSdkVersion set
> in the
> > manifest.
> >
> > Best,
> > Panos
> >
> > On Sat, Jul 21, 2018, 20:32 Ray via use-livecode <
> > use-livecode@lists.runrev.com> wrote:
> >
> >> Are you having this problem only on other users' Macs?  If so then
> >> you've run into the same Apple induced problem I posted about a
> month
> >> ago.  It only happens when you distribute to others using MacOS
> 10.12 or
> >> higher.
> >>
> >>
> >> On 7/21/2018 2:29 PM, Dan Friedman via use-livecode wrote:
> >> > So, I tried to revert back to 9.0.0 because my client is pretty
> pissed
> >> that we’ve missed our deadline.  Unfortunately, when I save as
> standalone
> >> in 9.0.0, and try to install it on a device, the device reports
> that “the
> >> package appears to be corrupt”.  I tried changing the build number
> (as
> >> Jacque suggested in a related thread (
> >> https://forums.livecode.com/viewtopic.php?t=29624)), but that did
> not
> >> solve the problem.   Is there something I need to do to the stack
> to revert
> >> back to 9.0.0 from 9.0.1?
> >> >
> >> > FYI, I did all the obvious things like reset the standalone
> settings,
> >> uninstall the old app on the phone, etc.
> >> >
> >> > At this point, I would be grateful for ANY advice.
> >> >
> >> > -Dan
> >> >
> >> >
> >> > On 7/20/18, 6:27 AM, "use-livecode on behalf of Dan Friedman via
> >> use-livecode"  >> use-livecode@lists.runrev.com> wrote:
> >> >
> >> >  Monte,
> >> >
> >> >  Thanks!   I have a client waiting… should I revert back to
> 9.0.0?
> >> Or is there a 9.0.1 rc2 coming SOON?
> >> >
> >> >  -Dan
> >> >
> >> >
> >> >  On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte
> Goulding via
> >> use-livecode"  >> use-livecode@lists.runrev.com> wrote:
> >> >
> >> >  Hi Dan
> >> >
> >> >  A little update.
> >> >
> >> >  The bug report is here:
> >> >      https://quality.livecode.com/show_bug.cgi?id=21434 <
> >> https://quality.livecode.com/show_bug.cgi?id=21434>
> >> >
> >> >  The PR for the fix is here:
> >> >  https://github.com/livecode/livecode/pull/6610 <
> >> https://github.com/livecode/livecode/pull/6610>
> >> >
> >> >  Cheers
> >> >
> >> >  Monte
> >> >
> >> >  > On 20 Jul 2018, at 9:54 am, Monte Goulding via
> use-livecode <
> >> use-livecode@lists.runrev.com> wrote:
> >> >  >
> >> >  > Hi Dan
> >> >  >
> >> >  > This looks like a regression from the large number of
> >> acceleratedRendering related patches that went into 9.0.1 rc 1. I am
> >> looking into it as it will be a blocker for 9.0.1-rc-2.
> >> >  >
> >> >  > Cheers
> >> >  >
> >> >  > Monte
> >> >  &

Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread Dan Friedman via use-livecode
Odd… I uninstalled the app from the Android phone and re-installed it.   Now it 
installed.   Go figure.

-Dan


On 7/21/18, 12:53 PM, "use-livecode on behalf of panagiotis merakos via 
use-livecode"  wrote:

Can you try setting the app identifier in the standalone settings to
something unique that definitely is not already installed in the device? Is
it possible that you have installed an app with the same identifier
(com.yourcompany.yourapp) in the device, which was built with 9.0.1 rc1?

On Sat, Jul 21, 2018, 20:45 panagiotis merakos  wrote:

> Hello Dan,
>
> What is the version of Android the device is running? I am wondering if
> you get this error because of the value of the targetSdkVersion set in the
> manifest.
>
> Best,
> Panos
>
> On Sat, Jul 21, 2018, 20:32 Ray via use-livecode <
> use-livecode@lists.runrev.com> wrote:
>
>> Are you having this problem only on other users' Macs?  If so then
>> you've run into the same Apple induced problem I posted about a month
>> ago.  It only happens when you distribute to others using MacOS 10.12 or
>> higher.
>>
>>
>> On 7/21/2018 2:29 PM, Dan Friedman via use-livecode wrote:
>> > So, I tried to revert back to 9.0.0 because my client is pretty pissed
>> that we’ve missed our deadline.  Unfortunately, when I save as standalone
>> in 9.0.0, and try to install it on a device, the device reports that “the
>> package appears to be corrupt”.  I tried changing the build number (as
>> Jacque suggested in a related thread (
>> https://forums.livecode.com/viewtopic.php?t=29624)), but that did not
>> solve the problem.   Is there something I need to do to the stack to 
revert
>> back to 9.0.0 from 9.0.1?
>> >
>> > FYI, I did all the obvious things like reset the standalone settings,
>> uninstall the old app on the phone, etc.
>> >
>> > At this point, I would be grateful for ANY advice.
>> >
>> > -Dan
>> >
>> >
>> > On 7/20/18, 6:27 AM, "use-livecode on behalf of Dan Friedman via
>> use-livecode" > use-livecode@lists.runrev.com> wrote:
>> >
>> >  Monte,
>> >
>> >  Thanks!   I have a client waiting… should I revert back to 9.0.0?
>> Or is there a 9.0.1 rc2 coming SOON?
>> >
>> >  -Dan
>> >
>> >
>> >  On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte Goulding via
>> use-livecode" > use-livecode@lists.runrev.com> wrote:
>> >
>> >  Hi Dan
>> >
>> >  A little update.
>> >
>> >  The bug report is here:
>> >  https://quality.livecode.com/show_bug.cgi?id=21434 <
>> https://quality.livecode.com/show_bug.cgi?id=21434>
>> >
>> >  The PR for the fix is here:
>> >  https://github.com/livecode/livecode/pull/6610 <
>> https://github.com/livecode/livecode/pull/6610>
>> >
>> >  Cheers
>> >
>> >  Monte
>> >
>> >  > On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode 
<
>> use-livecode@lists.runrev.com> wrote:
>> >  >
>> >  > Hi Dan
>> >  >
>> >  > This looks like a regression from the large number of
>> acceleratedRendering related patches that went into 9.0.1 rc 1. I am
>> looking into it as it will be a blocker for 9.0.1-rc-2.
>> >  >
>> >  > Cheers
>> >  >
>> >  > Monte
>> >  >
>> >  >> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>> >  >>
>> >  >> Hello!
>> >  >>
>> >  >> Using LC 9.0.1 (rc1), on android only, if I have
>> acceleratedRendering on, the effect is not applied when doing this:
>> >  >>
>> >  >> lock screen for visual effect
>> >  >> //do something
>> >  >> unlock screen with visual effect wipe left //any effect
>> fails
>> >  >>
>> > 

Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread panagiotis merakos via use-livecode
Can you try setting the app identifier in the standalone settings to
something unique that definitely is not already installed in the device? Is
it possible that you have installed an app with the same identifier
(com.yourcompany.yourapp) in the device, which was built with 9.0.1 rc1?

On Sat, Jul 21, 2018, 20:45 panagiotis merakos  wrote:

> Hello Dan,
>
> What is the version of Android the device is running? I am wondering if
> you get this error because of the value of the targetSdkVersion set in the
> manifest.
>
> Best,
> Panos
>
> On Sat, Jul 21, 2018, 20:32 Ray via use-livecode <
> use-livecode@lists.runrev.com> wrote:
>
>> Are you having this problem only on other users' Macs?  If so then
>> you've run into the same Apple induced problem I posted about a month
>> ago.  It only happens when you distribute to others using MacOS 10.12 or
>> higher.
>>
>>
>> On 7/21/2018 2:29 PM, Dan Friedman via use-livecode wrote:
>> > So, I tried to revert back to 9.0.0 because my client is pretty pissed
>> that we’ve missed our deadline.  Unfortunately, when I save as standalone
>> in 9.0.0, and try to install it on a device, the device reports that “the
>> package appears to be corrupt”.  I tried changing the build number (as
>> Jacque suggested in a related thread (
>> https://forums.livecode.com/viewtopic.php?t=29624)), but that did not
>> solve the problem.   Is there something I need to do to the stack to revert
>> back to 9.0.0 from 9.0.1?
>> >
>> > FYI, I did all the obvious things like reset the standalone settings,
>> uninstall the old app on the phone, etc.
>> >
>> > At this point, I would be grateful for ANY advice.
>> >
>> > -Dan
>> >
>> >
>> > On 7/20/18, 6:27 AM, "use-livecode on behalf of Dan Friedman via
>> use-livecode" > use-livecode@lists.runrev.com> wrote:
>> >
>> >  Monte,
>> >
>> >  Thanks!   I have a client waiting… should I revert back to 9.0.0?
>> Or is there a 9.0.1 rc2 coming SOON?
>> >
>> >  -Dan
>> >
>> >
>> >  On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte Goulding via
>> use-livecode" > use-livecode@lists.runrev.com> wrote:
>> >
>> >  Hi Dan
>> >
>> >  A little update.
>> >
>> >  The bug report is here:
>> >  https://quality.livecode.com/show_bug.cgi?id=21434 <
>> https://quality.livecode.com/show_bug.cgi?id=21434>
>> >
>> >  The PR for the fix is here:
>> >  https://github.com/livecode/livecode/pull/6610 <
>> https://github.com/livecode/livecode/pull/6610>
>> >
>> >  Cheers
>> >
>> >  Monte
>> >
>> >  > On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>> >  >
>> >  > Hi Dan
>> >  >
>> >  > This looks like a regression from the large number of
>> acceleratedRendering related patches that went into 9.0.1 rc 1. I am
>> looking into it as it will be a blocker for 9.0.1-rc-2.
>> >  >
>> >  > Cheers
>> >  >
>> >  > Monte
>> >  >
>> >  >> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>> >  >>
>> >  >> Hello!
>> >  >>
>> >  >> Using LC 9.0.1 (rc1), on android only, if I have
>> acceleratedRendering on, the effect is not applied when doing this:
>> >  >>
>> >  >> lock screen for visual effect
>> >  >> //do something
>> >  >> unlock screen with visual effect wipe left //any effect
>> fails
>> >  >>
>> >  >> However, if acceleratedRendering is off, the visual effect
>> is applied.
>> >  >>
>> >  >> Any thoughts?
>> >  >>
>> >  >>
>> >  >> -Dan
>> >  >>
>> >  >> ___
>> >  >> use-livecode mailing list
>> >  >> use-livecode@lists.runrev.com
>> >  >> Please visit this url to subscribe, unsubscribe and manage
>> your subscription

Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread panagiotis merakos via use-livecode
Hello Dan,

What is the version of Android the device is running? I am wondering if you
get this error because of the value of the targetSdkVersion set in the
manifest.

Best,
Panos

On Sat, Jul 21, 2018, 20:32 Ray via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Are you having this problem only on other users' Macs?  If so then
> you've run into the same Apple induced problem I posted about a month
> ago.  It only happens when you distribute to others using MacOS 10.12 or
> higher.
>
>
> On 7/21/2018 2:29 PM, Dan Friedman via use-livecode wrote:
> > So, I tried to revert back to 9.0.0 because my client is pretty pissed
> that we’ve missed our deadline.  Unfortunately, when I save as standalone
> in 9.0.0, and try to install it on a device, the device reports that “the
> package appears to be corrupt”.  I tried changing the build number (as
> Jacque suggested in a related thread (
> https://forums.livecode.com/viewtopic.php?t=29624)), but that did not
> solve the problem.   Is there something I need to do to the stack to revert
> back to 9.0.0 from 9.0.1?
> >
> > FYI, I did all the obvious things like reset the standalone settings,
> uninstall the old app on the phone, etc.
> >
> > At this point, I would be grateful for ANY advice.
> >
> > -Dan
> >
> >
> > On 7/20/18, 6:27 AM, "use-livecode on behalf of Dan Friedman via
> use-livecode"  use-livecode@lists.runrev.com> wrote:
> >
> >  Monte,
> >
> >  Thanks!   I have a client waiting… should I revert back to 9.0.0?
> Or is there a 9.0.1 rc2 coming SOON?
> >
> >  -Dan
> >
> >
> >  On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte Goulding via
> use-livecode"  use-livecode@lists.runrev.com> wrote:
> >
> >  Hi Dan
> >
> >  A little update.
> >
> >  The bug report is here:
> >  https://quality.livecode.com/show_bug.cgi?id=21434 <
> https://quality.livecode.com/show_bug.cgi?id=21434>
> >
> >  The PR for the fix is here:
> >  https://github.com/livecode/livecode/pull/6610 <
> https://github.com/livecode/livecode/pull/6610>
> >
> >  Cheers
> >
> >  Monte
> >
> >  > On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >  >
> >  > Hi Dan
> >  >
> >  > This looks like a regression from the large number of
> acceleratedRendering related patches that went into 9.0.1 rc 1. I am
> looking into it as it will be a blocker for 9.0.1-rc-2.
> >  >
> >  > Cheers
> >  >
> >  > Monte
> >  >
> >  >> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >  >>
> >  >> Hello!
> >  >>
> >  >> Using LC 9.0.1 (rc1), on android only, if I have
> acceleratedRendering on, the effect is not applied when doing this:
> >  >>
> >  >> lock screen for visual effect
> >  >> //do something
> >  >> unlock screen with visual effect wipe left //any effect fails
> >  >>
> >  >> However, if acceleratedRendering is off, the visual effect
> is applied.
> >  >>
> >  >> Any thoughts?
> >  >>
> >  >>
> >  >> -Dan
> >  >>
> >  >> ___
> >  >> use-livecode mailing list
> >  >> use-livecode@lists.runrev.com
> >  >> Please visit this url to subscribe, unsubscribe and manage
> your subscription preferences:
> >  >> http://lists.runrev.com/mailman/listinfo/use-livecode
> >  >
> >  >
> >  > ___
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> >  > Please visit this url to subscribe, unsubscribe and manage
> your subscription preferences:
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> >
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> >  Please visit this url to subscribe, unsubscribe and manage your
> subs

Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread Ray via use-livecode
Are you having this problem only on other users' Macs?  If so then 
you've run into the same Apple induced problem I posted about a month 
ago.  It only happens when you distribute to others using MacOS 10.12 or 
higher.



On 7/21/2018 2:29 PM, Dan Friedman via use-livecode wrote:

So, I tried to revert back to 9.0.0 because my client is pretty pissed that 
we’ve missed our deadline.  Unfortunately, when I save as standalone in 9.0.0, 
and try to install it on a device, the device reports that “the package appears 
to be corrupt”.  I tried changing the build number (as Jacque suggested in a 
related thread (https://forums.livecode.com/viewtopic.php?t=29624)), but that 
did not solve the problem.   Is there something I need to do to the stack to 
revert back to 9.0.0 from 9.0.1?

FYI, I did all the obvious things like reset the standalone settings, uninstall 
the old app on the phone, etc.

At this point, I would be grateful for ANY advice.

-Dan
  


On 7/20/18, 6:27 AM, "use-livecode on behalf of Dan Friedman via use-livecode" 
 wrote:

 Monte,
 
 Thanks!   I have a client waiting… should I revert back to 9.0.0?  Or is there a 9.0.1 rc2 coming SOON?
 
 -Dan
 
 
 On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte Goulding via use-livecode"  wrote:
 
 Hi Dan
 
 A little update.
 
 The bug report is here:

 https://quality.livecode.com/show_bug.cgi?id=21434 
<https://quality.livecode.com/show_bug.cgi?id=21434>
 
 The PR for the fix is here:

 https://github.com/livecode/livecode/pull/6610 
<https://github.com/livecode/livecode/pull/6610>
 
 Cheers
 
 Monte
 
 > On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode  wrote:

 >
 > Hi Dan
 >
 > This looks like a regression from the large number of 
acceleratedRendering related patches that went into 9.0.1 rc 1. I am looking into 
it as it will be a blocker for 9.0.1-rc-2.
 >
 > Cheers
 >
 > Monte
 >
 >> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode 
 wrote:
 >>
 >> Hello!
 >>
 >> Using LC 9.0.1 (rc1), on android only, if I have 
acceleratedRendering on, the effect is not applied when doing this:
 >>
 >> lock screen for visual effect
 >> //do something
 >> unlock screen with visual effect wipe left //any effect fails
 >>
 >> However, if acceleratedRendering is off, the visual effect is 
applied.
 >>
 >> Any thoughts?
 >>
 >>
 >> -Dan
 >>
 >> ___
 >> use-livecode mailing list
 >> use-livecode@lists.runrev.com
 >> Please visit this url to subscribe, unsubscribe and manage your 
subscription preferences:
 >> http://lists.runrev.com/mailman/listinfo/use-livecode
 >
 >
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Re: Android, acceleratedRendering and visual effect

2018-07-21 Thread Dan Friedman via use-livecode
So, I tried to revert back to 9.0.0 because my client is pretty pissed that 
we’ve missed our deadline.  Unfortunately, when I save as standalone in 9.0.0, 
and try to install it on a device, the device reports that “the package appears 
to be corrupt”.  I tried changing the build number (as Jacque suggested in a 
related thread (https://forums.livecode.com/viewtopic.php?t=29624)), but that 
did not solve the problem.   Is there something I need to do to the stack to 
revert back to 9.0.0 from 9.0.1?  

FYI, I did all the obvious things like reset the standalone settings, uninstall 
the old app on the phone, etc.

At this point, I would be grateful for ANY advice.

-Dan
 

On 7/20/18, 6:27 AM, "use-livecode on behalf of Dan Friedman via use-livecode" 
 wrote:

Monte,

Thanks!   I have a client waiting… should I revert back to 9.0.0?  Or is 
there a 9.0.1 rc2 coming SOON?

-Dan


On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte Goulding via 
use-livecode"  wrote:

Hi Dan

A little update. 

The bug report is here: 
https://quality.livecode.com/show_bug.cgi?id=21434 
<https://quality.livecode.com/show_bug.cgi?id=21434>

The PR for the fix is here:
https://github.com/livecode/livecode/pull/6610 
<https://github.com/livecode/livecode/pull/6610>

Cheers

Monte

> On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode 
 wrote:
> 
> Hi Dan
> 
> This looks like a regression from the large number of 
acceleratedRendering related patches that went into 9.0.1 rc 1. I am looking 
into it as it will be a blocker for 9.0.1-rc-2.
> 
> Cheers
> 
> Monte
> 
>> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode 
 wrote:
>> 
>> Hello!
>> 
>> Using LC 9.0.1 (rc1), on android only, if I have 
acceleratedRendering on, the effect is not applied when doing this:
>> 
>> lock screen for visual effect
>> //do something
>> unlock screen with visual effect wipe left //any effect fails
>> 
>> However, if acceleratedRendering is off, the visual effect is 
applied.
>> 
>> Any thoughts?
>> 
>> 
>> -Dan
>> 
>> ___
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>> Please visit this url to subscribe, unsubscribe and manage your 
subscription preferences:
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> 
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Re: Android, acceleratedRendering and visual effect

2018-07-20 Thread Dan Friedman via use-livecode
Monte,

Thanks!   I have a client waiting… should I revert back to 9.0.0?  Or is there 
a 9.0.1 rc2 coming SOON?

-Dan


On 7/19/18, 5:17 PM, "use-livecode on behalf of Monte Goulding via 
use-livecode"  wrote:

Hi Dan

A little update. 

The bug report is here: 
https://quality.livecode.com/show_bug.cgi?id=21434 
<https://quality.livecode.com/show_bug.cgi?id=21434>

The PR for the fix is here:
https://github.com/livecode/livecode/pull/6610 
<https://github.com/livecode/livecode/pull/6610>

Cheers

Monte

> On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode 
 wrote:
> 
> Hi Dan
> 
> This looks like a regression from the large number of 
acceleratedRendering related patches that went into 9.0.1 rc 1. I am looking 
into it as it will be a blocker for 9.0.1-rc-2.
> 
> Cheers
> 
> Monte
> 
>> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode 
 wrote:
>> 
>> Hello!
>> 
>> Using LC 9.0.1 (rc1), on android only, if I have acceleratedRendering 
on, the effect is not applied when doing this:
>> 
>> lock screen for visual effect
>> //do something
>> unlock screen with visual effect wipe left //any effect fails
>> 
>> However, if acceleratedRendering is off, the visual effect is applied.
>> 
>> Any thoughts?
>> 
>> 
>> -Dan
>> 
>> ___
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subscription preferences:
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> 
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Re: Android, acceleratedRendering and visual effect

2018-07-19 Thread Monte Goulding via use-livecode
Hi Dan

A little update. 

The bug report is here: 
https://quality.livecode.com/show_bug.cgi?id=21434 
<https://quality.livecode.com/show_bug.cgi?id=21434>

The PR for the fix is here:
https://github.com/livecode/livecode/pull/6610 
<https://github.com/livecode/livecode/pull/6610>

Cheers

Monte

> On 20 Jul 2018, at 9:54 am, Monte Goulding via use-livecode 
>  wrote:
> 
> Hi Dan
> 
> This looks like a regression from the large number of acceleratedRendering 
> related patches that went into 9.0.1 rc 1. I am looking into it as it will be 
> a blocker for 9.0.1-rc-2.
> 
> Cheers
> 
> Monte
> 
>> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode 
>>  wrote:
>> 
>> Hello!
>> 
>> Using LC 9.0.1 (rc1), on android only, if I have acceleratedRendering on, 
>> the effect is not applied when doing this:
>> 
>> lock screen for visual effect
>> //do something
>> unlock screen with visual effect wipe left //any effect fails
>> 
>> However, if acceleratedRendering is off, the visual effect is applied.
>> 
>> Any thoughts?
>> 
>> 
>> -Dan
>> 
>> ___
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>> preferences:
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Re: Android, acceleratedRendering and visual effect

2018-07-19 Thread Monte Goulding via use-livecode
Hi Dan

This looks like a regression from the large number of acceleratedRendering 
related patches that went into 9.0.1 rc 1. I am looking into it as it will be a 
blocker for 9.0.1-rc-2.

Cheers

Monte

> On 20 Jul 2018, at 4:13 am, Dan Friedman via use-livecode 
>  wrote:
> 
> Hello!
> 
> Using LC 9.0.1 (rc1), on android only, if I have acceleratedRendering on, the 
> effect is not applied when doing this:
> 
> lock screen for visual effect
> //do something
> unlock screen with visual effect wipe left //any effect fails
> 
> However, if acceleratedRendering is off, the visual effect is applied.
> 
> Any thoughts?
> 
> 
> -Dan
> 
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Android, acceleratedRendering and visual effect

2018-07-19 Thread Dan Friedman via use-livecode
Hello!

Using LC 9.0.1 (rc1), on android only, if I have acceleratedRendering on, the 
effect is not applied when doing this:

lock screen for visual effect
 //do something
unlock screen with visual effect wipe left //any effect fails

However, if acceleratedRendering is off, the visual effect is applied.

Any thoughts?


-Dan

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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-30 Thread J. Landman Gay via use-livecode

On 9/30/17 12:42 PM, Sannyasin Brahmanathaswami via use-livecode wrote:

Our symptom is, (as you know) the objects for stack A still appear on screen, ( only on 
Android) even if you log for the current top stack and LC engine returns "Stack 
B"  we are seeing the contents of the card for Stack A even after it has been closed…


I've got to think this is a bug. It doesn't happen on desktop or iOS, so 
it would make sense it's something in the Android implementation.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-30 Thread Sannyasin Brahmanathaswami via use-livecode
Well …"exactly"

And that is what we want to clarify

if stack A  is open and contents for its front card are buffered.

Now open stack B on top of stack A with Accelerated Rendering on..

Just then…  before we close Stack, for n number of milliseconds we have 
buffered objects for 2 different cards/stacks. N'est ce pas?

So the question is: could this be a problem for Android or not?

Our symptom is, (as you know) the objects for stack A still appear on screen, ( 
only on Android) even if you log for the current top stack and LC engine 
returns "Stack B"  we are seeing the contents of the card for Stack A even 
after it has been closed…

BR


J. Landman Gay wrote:

This is all done at the 
card level and the cache is flushed when the card closes or when the cache 
is full. A stack or card that isn't open has no effect on anything.

Someone correct me if I mangled the concept.

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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-30 Thread J. Landman Gay via use-livecode
I doubt the layermode is an issue here. Layermode is relevant only when the 
card is open.


I'm not where I can review Mark's post about it, but I think 
acceleratedRendering basically tells the engine to buffer the content of 
designated controls so they will move smoothly. The layermode tells the 
engine what type of movement will be implemented. This is all done at the 
card level and the cache is flushed when the card closes or when the cache 
is full. A stack or card that isn't open has no effect on anything.


Someone correct me if I mangled the concept.
--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com



On September 29, 2017 10:38:58 PM Sannyasin Brahmanathaswami via 
use-livecode <use-livecode@lists.runrev.com> wrote:



It's not set for "everything" only scrolling groups.

How can it be drawing too much? if there is only one scrolling group on the 
card and all other cards, stacks etc are closed or not in view, how does 
having the layermode set in an unopened stack start to "draw too much"


??



Jonathan Lynch wrote:

It seems like having the layermode set to scrolling for everything forces 
it to draw too much stuff. What happens if you only do one at a time?


Mark W would know more. But, I have found one at a time means it only gives 
extra power where it is needed.


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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-29 Thread Sannyasin Brahmanathaswami via use-livecode
It's not set for "everything" only scrolling groups.

How can it be drawing too much? if there is only one scrolling group on the 
card and all other cards, stacks etc are closed or not in view, how does having 
the layermode set in an unopened stack start to "draw too much"

??



Jonathan Lynch wrote:

It seems like having the layermode set to scrolling for everything forces 
it to draw too much stuff. What happens if you only do one at a time?

Mark W would know more. But, I have found one at a time means it only gives 
extra power where it is needed.

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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-29 Thread Jonathan Lynch via use-livecode
It seems like having the layermode set to scrolling for everything forces it to 
draw too much stuff. What happens if you only do one at a time?

Mark W would know more. But, I have found one at a time means it only gives 
extra power where it is needed.

Sent from my iPhone

> On Sep 29, 2017, at 9:11 PM, Sannyasin Brahmanathaswami via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> Jonathan:
> 
> The layermode of the scrolling groups is preset to "scrolling" 
> 
> The question is about the sequence as it relates to visual layer rendering
> 
> Open Stack A, turn on acceleratedRendering
> Open Stack B, which also turns on its "own" acceleratedRendering
> Close Stack A, *after* having open B "on top of Stack A
> 
> What are the issues, if any, with turning AcceleratedRendering On and off in 
> the above sequence, especially on Android. 
> 
> a) do we need a "super-nuanced" on and off with careful timing? Seems way too 
> difficult for any newbie unless we have very good documentation.
> 
> OR
> 
> b) is just this simple: 
> 
> acceleratedRendering only affects the visible stack on top and the engine, 
> the vRam/visible view that the user sees of the top stack is totally 
> unaffected by the state of the acceleratedRending of stack A above *during 
> and while* Stack B is opened and rendered on the device
> 
> the latter seems to be the case on iOS, on Android we are seeing a lot of 
> oddities. Debugging is virtually impossible since it works on iOS and 
> Desktop.. 
> 
> On Android, you can start throwing query dialogs.  after opening Stack B and 
> Closing Stack, you do
> 
> put the short name of the top stack into tTopStack
> 
> Answer tTopStack with "OK"
> 
> and you get "B" (the one just opened) but on screen we see Stack A (the one 
> just closed)
> 
> 
> 
> 
> 
> On 9/29/17, 11:34 AM, "use-livecode on behalf of Jonathan Lynch via 
> use-livecode" <use-livecode-boun...@lists.runrev.com on behalf of 
> use-livecode@lists.runrev.com> wrote:
> 
>Hi Swami,
> 
>I turn accelerated rendering on and off depending on which group the user 
> opens up. 
> 
>Are you setting the layermode of each group as you go?
> 
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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-29 Thread Sannyasin Brahmanathaswami via use-livecode
Jonathan:

The layermode of the scrolling groups is preset to "scrolling" 

The question is about the sequence as it relates to visual layer rendering

Open Stack A, turn on acceleratedRendering
Open Stack B, which also turns on its "own" acceleratedRendering
Close Stack A, *after* having open B "on top of Stack A
 
What are the issues, if any, with turning AcceleratedRendering On and off in 
the above sequence, especially on Android. 

a) do we need a "super-nuanced" on and off with careful timing? Seems way too 
difficult for any newbie unless we have very good documentation.

OR

b) is just this simple: 

acceleratedRendering only affects the visible stack on top and the engine, the 
vRam/visible view that the user sees of the top stack is totally unaffected by 
the state of the acceleratedRending of stack A above *during and while* Stack B 
is opened and rendered on the device

the latter seems to be the case on iOS, on Android we are seeing a lot of 
oddities. Debugging is virtually impossible since it works on iOS and Desktop.. 

On Android, you can start throwing query dialogs.  after opening Stack B and 
Closing Stack, you do

put the short name of the top stack into tTopStack

Answer tTopStack with "OK"

and you get "B" (the one just opened) but on screen we see Stack A (the one 
just closed)



 

On 9/29/17, 11:34 AM, "use-livecode on behalf of Jonathan Lynch via 
use-livecode" <use-livecode-boun...@lists.runrev.com on behalf of 
use-livecode@lists.runrev.com> wrote:

Hi Swami,

I turn accelerated rendering on and off depending on which group the user 
opens up. 

Are you setting the layermode of each group as you go?

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Re: AcceleratedRendering States When Opening and Closing Stacks

2017-09-29 Thread Jonathan Lynch via use-livecode
Hi Swami,

I turn accelerated rendering on and off depending on which group the user opens 
up. 

Are you setting the layermode of each group as you go?

Sent from my iPhone

> On Sep 29, 2017, at 1:41 PM, Sannyasin Brahmanathaswami via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> We continue struggle with our app on Android and between mobile controls 
> being instantiated or deleted + oddities with acceleratedRendering, + remote 
> bugging not *really* working, it's a bit of a fishing expedition when 
> everything works on desktop and iOS.
> 
> A complete document on accelerated rendering, what it does, impact on the 
> engine, optimal usage etc would be useful. Right now my best option is to 
> look for "acceleratedRendering" Mark Waddington in this list. Maybe we should 
> compile all his replies and submit as a guide addition.
> 
> if your goal is to just improve the performance of mobile scrolling fields 
> and groups, and all cards in stack will have one of both or both of these… 
> then it makes sense to turn on acceleratedRendering in the preopenstack 
> handler… or course there are bugs there and work arounds, wait 200 seconds, 
> Panos "fixIt" … the fact that LC on Android will crash if you go home or app 
> switcher and the acceleratedRendering is on.
> 
> Setting all the above aside, assuming we implement the necessary 
> "hackarounds" questions today are
> 
> 1) Do we need to do this
> 
> on closeStack
> set the acceleratedRendering of this stack to false
> end close stack
> 
> or if you close the stack are all the mysterious overheads "costs" of 
> acceleratedRendering for that stack "wiped" from the engines brain, whether 
> you turn it off or no, with no residual impact on the rendering of views?
> 
> 2) assuming you do run that at close stack…if you open a stack B *before* 
> closing the stack A which has acceleratedRendering set to true   is there a 
> cost in terms of the engine ability to render everything in the newly opened 
> stack, remember we have not closed stack A yes. but stack B is now open "on 
> top"
> 
> OK simple version then is: what is best practice for this scenario
> 
> 1) stack "apples" is open, with acceleratedRendering set to true
> 2) we open stack "oranges" and set the acceleratedRendering of stack this 
> stack (now "oranges") to true
> 3) we close stack "apples"
> 
> how is this best handled, given that we see no problems with this in iOS?
> 
> Brahmanathaswami
> 
> 
> 
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AcceleratedRendering States When Opening and Closing Stacks

2017-09-29 Thread Sannyasin Brahmanathaswami via use-livecode
We continue struggle with our app on Android and between mobile controls being 
instantiated or deleted + oddities with acceleratedRendering, + remote bugging 
not *really* working, it's a bit of a fishing expedition when everything works 
on desktop and iOS.

A complete document on accelerated rendering, what it does, impact on the 
engine, optimal usage etc would be useful. Right now my best option is to look 
for "acceleratedRendering" Mark Waddington in this list. Maybe we should 
compile all his replies and submit as a guide addition.

if your goal is to just improve the performance of mobile scrolling fields and 
groups, and all cards in stack will have one of both or both of these… then it 
makes sense to turn on acceleratedRendering in the preopenstack handler… or 
course there are bugs there and work arounds, wait 200 seconds, Panos "fixIt" … 
the fact that LC on Android will crash if you go home or app switcher and the 
acceleratedRendering is on.

Setting all the above aside, assuming we implement the necessary "hackarounds" 
questions today are

1) Do we need to do this

on closeStack
set the acceleratedRendering of this stack to false
end close stack

or if you close the stack are all the mysterious overheads "costs" of 
acceleratedRendering for that stack "wiped" from the engines brain, whether you 
turn it off or no, with no residual impact on the rendering of views?

2) assuming you do run that at close stack…if you open a stack B *before* 
closing the stack A which has acceleratedRendering set to true   is there a 
cost in terms of the engine ability to render everything in the newly opened 
stack, remember we have not closed stack A yes. but stack B is now open "on top"

OK simple version then is: what is best practice for this scenario

1) stack "apples" is open, with acceleratedRendering set to true
2) we open stack "oranges" and set the acceleratedRendering of stack this stack 
(now "oranges") to true
3) we close stack "apples"

how is this best handled, given that we see no problems with this in iOS?

Brahmanathaswami



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Re: Setting the acceleratedRendering to true on startup on

2017-09-23 Thread J. Landman Gay via use-livecode

On 9/23/17 2:27 PM, Sannyasin Brahmanathaswami via use-livecode wrote:

when we issue "wait 200 milliseconds with messages"  does the engine send idle to the 
card? i.e now the phone OS has time to "catch up" ??


Basically. The idle message is sent regularly whenever no other handlers 
are running. The engine uses these idle periods to do housekeeping, 
which I guess you could think of as "catching up."


When you wait with messages, the engine is put into the state where 
"nothing is happening" and so receives idle messages for the period of 
time specified by the wait. It also allows other user actions to execute 
and regular engine messages to be sent normally.


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Re: Setting the acceleratedRendering to true on startup on

2017-09-23 Thread Sannyasin Brahmanathaswami via use-livecode
Dan, yes this could be really helpful

Almost all (but one) use cases in our app framework are simply to facilitate 
either a scrolling field or a scrolling group.

If we are looking for some consistent "algorithm" for this, which I am, so we 
don't have so much mental-re-estate consumed every time we want use it… perhaps 
what works is

1) finish all inits
2) set acceleratedRendering to true at the same time we create our mobile 
scroller
3) set it to false the same time we delete all our mobile controls

if this actually works, then we can just add this to our 
lib_mobileControls.livecodescript "backscript" and it would serve us everywhere 
in all contexts.  Just have to be careful not to be creating any scroller 
inside any *open* handlers.

worth a try. Though I expect Jacque may jump in with more caveats.

Also I believe the "wait with messages"  in effect creates a condition where 
"the app comes to an idle"  Though I'm still not clear on this, Jacque 
explained it briefly once, but going back to the dictionary, even reading the 
entry for wait very carefully.  "wait" shows "idle" as related and "idle" shows 
"wait" as related, but neither indicate exactly what that means.

when we issue "wait 200 milliseconds with messages"  does the engine send idle 
to the card? i.e now the phone OS has time to "catch up" ?? The current 
understanding seems to be that Livecode can "get ahead" of the OS on Android… I 
mean, any app is in effect a "controller" of the OS on the machine. So it's as 
if we have to let Android catch up before doing anything more? sheer guess work 
on my part… Mark would have a better analysis.  But we are seeing another bug 
"resume on Android causes LC to crash" seems to be alleviated if you the stack 
that has a wait handle in the preopenstack handler…so I guess on Android, open 
handlers are firing on resume, even though it appears that you are going and 
coming from an already open stack… another mystery there.

Until this bug (if it is one, since it works fine in iOS I presume it is) is 
fixed, a precise definition of the "best hackaround" in any context will be 
useful, so you are getting close to that.

BR



 

On 9/23/17, 5:21 AM, "use-livecode on behalf of Dan Friedman via use-livecode" 
<use-livecode-boun...@lists.runrev.com on behalf of 
use-livecode@lists.runrev.com> wrote:

    I had these exact same issues:  black screen if acceleratedRendering was 
enabled on Android at startup.   I found that if I set the acceleratedRendering 
to true after ALL startup items were complete (preOpenCard, preOpenStack, 
openCard, openStack, and whatever else you’re doing at launch – basically when 
the app comes to an idle) the acceleratedRendering then was enabled 
successfully and seemed to work properly from that point on.

That’s my 2 cents.  Hope it helps.

-Dan



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Re: Setting the acceleratedRendering to true on startup on

2017-09-23 Thread Dan Friedman via use-livecode
I had these exact same issues:  black screen if acceleratedRendering was 
enabled on Android at startup.   I found that if I set the acceleratedRendering 
to true after ALL startup items were complete (preOpenCard, preOpenStack, 
openCard, openStack, and whatever else you’re doing at launch – basically when 
the app comes to an idle) the acceleratedRendering then was enabled 
successfully and seemed to work properly from that point on.

That’s my 2 cents.  Hope it helps.

-Dan

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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-22 Thread Sannyasin Brahmanathaswami via use-livecode
Not only that… but I think we have other stacks where the wait is applied 
before accelerated rendering and it is stills stopping on exit/resume.

I'm deep into refactoring… will get around to deploy again on devices in a day 
or so… will report back again then.

J. Landman wrote:

It's kind of odd though, because the wait occurs before 
acceleratedRendering is set. I'm not sure how a prior wait could affect 
a command that hasn't happened yet.

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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-22 Thread J. Landman Gay via use-livecode
It's kind of odd though, because the wait occurs before 
acceleratedRendering is set. I'm not sure how a prior wait could affect 
a command that hasn't happened yet.


On 9/22/17 2:20 PM, panagiotis merakos via use-livecode wrote:

Hi Jacque,

Thanks for checking. Yes, it seems that the "wait" is probably fixing
things here. I also tested on a Pixel running Oreo.

Best regards,
Panos
--

On Fri, Sep 22, 2017 at 7:48 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:


Panos: I just tested Swami's app on my Pixel running Oreo (Android 8) and
acceleratedRendering seems to be working okay. There is a preOpenStack
handler in the stack script:

on preopenstack
wait 100 milliseconds with messages
set the fullScreenMode of this stack to "ShowAll"
set the acceleratedRendering of this stack to "true"
end preopenstack

The "wait" was to fix something else, but I wonder if it is allowing
acceleratedRendering to kick in too. That would seem similar to your
suggestion to send the message in time.


On 9/21/17 12:48 PM, J. Landman Gay via use-livecode wrote:


I have a Pixel that was just updated to Oreo (Android 8) and running
Swami's app works okay. That's the one app I happen to have installed that
uses acceleratedRendering quite a bit.

He's made some changes recently that turns it on and off after the card
has already loaded, but on some cards it loads on preOpenCard or
preOpenStack. I guess I should poke around and see where those cards are so
I can test it again for you.

On 9/20/17 5:04 PM, panagiotis merakos via use-livecode wrote:


Hi Jacque,

Are you on Android 7 or 8? It does not work for me if I set the
acceleratedRendering in preopenstack or openstack. I did not check with
opencard/preopencard.

On Wed, Sep 20, 2017 at 10:13 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:

Does it work if you set acceleratedRendering in preOpenStack or

preOpenCard? It seems to work okay for me that way.


On 9/20/17 5:21 AM, panagiotis merakos via use-livecode wrote:

Hi folks,


Today I came across this issue, affecting Android 7 and Android 8:

on openStack
  set the acceleratedRendering of this stack to true
end openStack


This results in black screen when the app starts.


Workaround:

on openStack
 send "fixit" to me in 0 millisec
end openStack

on fixit
 set the acceleratedRendering of this stack to true
end fixit

I'll file a report soon.

Hope this helps,
Panos



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HyperActive Software   | http://www.hyperactivesw.com

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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-22 Thread panagiotis merakos via use-livecode
Hi Jacque,

Thanks for checking. Yes, it seems that the "wait" is probably fixing
things here. I also tested on a Pixel running Oreo.

Best regards,
Panos
--

On Fri, Sep 22, 2017 at 7:48 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Panos: I just tested Swami's app on my Pixel running Oreo (Android 8) and
> acceleratedRendering seems to be working okay. There is a preOpenStack
> handler in the stack script:
>
> on preopenstack
>wait 100 milliseconds with messages
>set the fullScreenMode of this stack to "ShowAll"
>set the acceleratedRendering of this stack to "true"
> end preopenstack
>
> The "wait" was to fix something else, but I wonder if it is allowing
> acceleratedRendering to kick in too. That would seem similar to your
> suggestion to send the message in time.
>
>
> On 9/21/17 12:48 PM, J. Landman Gay via use-livecode wrote:
>
>> I have a Pixel that was just updated to Oreo (Android 8) and running
>> Swami's app works okay. That's the one app I happen to have installed that
>> uses acceleratedRendering quite a bit.
>>
>> He's made some changes recently that turns it on and off after the card
>> has already loaded, but on some cards it loads on preOpenCard or
>> preOpenStack. I guess I should poke around and see where those cards are so
>> I can test it again for you.
>>
>> On 9/20/17 5:04 PM, panagiotis merakos via use-livecode wrote:
>>
>>> Hi Jacque,
>>>
>>> Are you on Android 7 or 8? It does not work for me if I set the
>>> acceleratedRendering in preopenstack or openstack. I did not check with
>>> opencard/preopencard.
>>>
>>> On Wed, Sep 20, 2017 at 10:13 PM, J. Landman Gay via use-livecode <
>>> use-livecode@lists.runrev.com> wrote:
>>>
>>> Does it work if you set acceleratedRendering in preOpenStack or
>>>> preOpenCard? It seems to work okay for me that way.
>>>>
>>>>
>>>> On 9/20/17 5:21 AM, panagiotis merakos via use-livecode wrote:
>>>>
>>>> Hi folks,
>>>>>
>>>>> Today I came across this issue, affecting Android 7 and Android 8:
>>>>>
>>>>> on openStack
>>>>>  set the acceleratedRendering of this stack to true
>>>>> end openStack
>>>>>
>>>>>
>>>>> This results in black screen when the app starts.
>>>>>
>>>>>
>>>>> Workaround:
>>>>>
>>>>> on openStack
>>>>> send "fixit" to me in 0 millisec
>>>>> end openStack
>>>>>
>>>>> on fixit
>>>>> set the acceleratedRendering of this stack to true
>>>>> end fixit
>>>>>
>>>>> I'll file a report soon.
>>>>>
>>>>> Hope this helps,
>>>>> Panos
>>>>> —
>>>>> ___
>>>>> use-livecode mailing list
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>>>>> Please visit this url to subscribe, unsubscribe and manage your
>>>>> subscription preferences:
>>>>> http://lists.runrev.com/mailman/listinfo/use-livecode
>>>>>
>>>>>
>>>>>
>>>> --
>>>> Jacqueline Landman Gay | jac...@hyperactivesw.com
>>>> HyperActive Software   | http://www.hyperactivesw.com
>>>>
>>>>
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>>
>>
>
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> HyperActive Software   | http://www.hyperactivesw.com
>
>
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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-22 Thread J. Landman Gay via use-livecode
Panos: I just tested Swami's app on my Pixel running Oreo (Android 8) 
and acceleratedRendering seems to be working okay. There is a 
preOpenStack handler in the stack script:


on preopenstack
   wait 100 milliseconds with messages
   set the fullScreenMode of this stack to "ShowAll"
   set the acceleratedRendering of this stack to "true"
end preopenstack

The "wait" was to fix something else, but I wonder if it is allowing 
acceleratedRendering to kick in too. That would seem similar to your 
suggestion to send the message in time.


On 9/21/17 12:48 PM, J. Landman Gay via use-livecode wrote:
I have a Pixel that was just updated to Oreo (Android 8) and running 
Swami's app works okay. That's the one app I happen to have installed 
that uses acceleratedRendering quite a bit.


He's made some changes recently that turns it on and off after the card 
has already loaded, but on some cards it loads on preOpenCard or 
preOpenStack. I guess I should poke around and see where those cards are 
so I can test it again for you.


On 9/20/17 5:04 PM, panagiotis merakos via use-livecode wrote:

Hi Jacque,

Are you on Android 7 or 8? It does not work for me if I set the
acceleratedRendering in preopenstack or openstack. I did not check with
opencard/preopencard.

On Wed, Sep 20, 2017 at 10:13 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:


Does it work if you set acceleratedRendering in preOpenStack or
preOpenCard? It seems to work okay for me that way.


On 9/20/17 5:21 AM, panagiotis merakos via use-livecode wrote:


Hi folks,

Today I came across this issue, affecting Android 7 and Android 8:

on openStack
 set the acceleratedRendering of this stack to true
end openStack


This results in black screen when the app starts.


Workaround:

on openStack
    send "fixit" to me in 0 millisec
end openStack

on fixit
    set the acceleratedRendering of this stack to true
end fixit

I'll file a report soon.

Hope this helps,
Panos
—
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HyperActive Software   | http://www.hyperactivesw.com


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HyperActive Software   | http://www.hyperactivesw.com


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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-21 Thread Sannyasin Brahmanathaswami via use-livecode
Jonathan

Right -- Excellent. Thanks. I missed that before.. and yes I had this same 
experience and asked myself "What happened?"

OK I'll have to go back and look that up, well work doing. Agreed. I guess was 
testing so much in Android, I forgot that apple actually closes.  Would be nice 
to expose this in the LC SA settings for iOS.



On 9/19/17, 9:01 AM, "use-livecode on behalf of Jonathan Lynch via 
use-livecode"  wrote:

I was in the app and went to the section where it profiled your community 
members with a browser widget, pulled from your website, I think. When I got 
out and got back in, I had to navigate to the same place. With Ralph's plist 
hack, on iOS, it will sleep rather than close. That way, when you get back into 
it, the app is in the same place as when you left.

I was just giving you my initial observations.



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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-21 Thread J. Landman Gay via use-livecode
I have a Pixel that was just updated to Oreo (Android 8) and running 
Swami's app works okay. That's the one app I happen to have installed 
that uses acceleratedRendering quite a bit.


He's made some changes recently that turns it on and off after the card 
has already loaded, but on some cards it loads on preOpenCard or 
preOpenStack. I guess I should poke around and see where those cards are 
so I can test it again for you.


On 9/20/17 5:04 PM, panagiotis merakos via use-livecode wrote:

Hi Jacque,

Are you on Android 7 or 8? It does not work for me if I set the
acceleratedRendering in preopenstack or openstack. I did not check with
opencard/preopencard.

On Wed, Sep 20, 2017 at 10:13 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:


Does it work if you set acceleratedRendering in preOpenStack or
preOpenCard? It seems to work okay for me that way.


On 9/20/17 5:21 AM, panagiotis merakos via use-livecode wrote:


Hi folks,

Today I came across this issue, affecting Android 7 and Android 8:

on openStack
 set the acceleratedRendering of this stack to true
end openStack


This results in black screen when the app starts.


Workaround:

on openStack
send "fixit" to me in 0 millisec
end openStack

on fixit
set the acceleratedRendering of this stack to true
end fixit

I'll file a report soon.

Hope this helps,
Panos
—
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HyperActive Software   | http://www.hyperactivesw.com


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HyperActive Software   | http://www.hyperactivesw.com


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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-20 Thread panagiotis merakos via use-livecode
Hi Jacque,

Are you on Android 7 or 8? It does not work for me if I set the
acceleratedRendering in preopenstack or openstack. I did not check with
opencard/preopencard.

On Wed, Sep 20, 2017 at 10:13 PM, J. Landman Gay via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Does it work if you set acceleratedRendering in preOpenStack or
> preOpenCard? It seems to work okay for me that way.
>
>
> On 9/20/17 5:21 AM, panagiotis merakos via use-livecode wrote:
>
>> Hi folks,
>>
>> Today I came across this issue, affecting Android 7 and Android 8:
>>
>> on openStack
>> set the acceleratedRendering of this stack to true
>> end openStack
>>
>>
>> This results in black screen when the app starts.
>>
>>
>> Workaround:
>>
>> on openStack
>>send "fixit" to me in 0 millisec
>> end openStack
>>
>> on fixit
>>set the acceleratedRendering of this stack to true
>> end fixit
>>
>> I'll file a report soon.
>>
>> Hope this helps,
>> Panos
>> —
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Re: Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-20 Thread J. Landman Gay via use-livecode
Does it work if you set acceleratedRendering in preOpenStack or 
preOpenCard? It seems to work okay for me that way.


On 9/20/17 5:21 AM, panagiotis merakos via use-livecode wrote:

Hi folks,

Today I came across this issue, affecting Android 7 and Android 8:

on openStack
set the acceleratedRendering of this stack to true
end openStack


This results in black screen when the app starts.


Workaround:

on openStack
   send "fixit" to me in 0 millisec
end openStack

on fixit
   set the acceleratedRendering of this stack to true
end fixit

I'll file a report soon.

Hope this helps,
Panos
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Setting the acceleratedRendering to true on startup on Android 7 and Android 8

2017-09-20 Thread panagiotis merakos via use-livecode
Hi folks,

Today I came across this issue, affecting Android 7 and Android 8:

on openStack
   set the acceleratedRendering of this stack to true
end openStack


This results in black screen when the app starts.


Workaround:

on openStack
  send "fixit" to me in 0 millisec
end openStack

on fixit
  set the acceleratedRendering of this stack to true
end fixit

I'll file a report soon.

Hope this helps,
Panos
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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-19 Thread Alex Tweedly via use-livecode

Sorry - that was meant to go direct, not via the list.

My deepest apologies.

Alex


On 19/09/2017 23:36, Alex Tweedly wrote:



On 19/09/2017 18:46, Sannyasin Brahmanathaswami via use-livecode wrote:
Accolades don't help me, I prefer Ruthless Critique (some of my 
brothers here have already issued scathing reviews



good line :-)

Picky about punctuation 



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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-19 Thread Alex Tweedly via use-livecode



On 19/09/2017 18:46, Sannyasin Brahmanathaswami via use-livecode wrote:

Accolades don't help me, I prefer Ruthless Critique (some of my brothers here 
have already issued scathing reviews


good line :-)

Picky about punctuation 
in "App News", 10Aug2017, it has
 button (right on iOS left on Android) after the file
       should be
 button (right on iOS,  left on Android); after the file
(i.e. added one comma, and one semi-colon  other punctuation options 
would also work :)


" the index will show is in a green "   - should be 'it', not 'is'

And do I really *need* to start an audio playback to download it ??
I dislike this, in the same kind of way I dislike auto-play web sites.  
When I'm in a quiet environment, I shouldn't make sound unless I need 
and choose to; maybe it could open with the Player set to 'pause', so it 
then took one more action before any sound, and I had a chance to 
download without doing that.


Also, when you download you get a 'progress message' which is obscured 
by the Player controls.

And the progress message is kind of "amateur" looking -
  Received 123Kb of 23456Kb at 678Kb/serc   is so 1980s.
Give it some kind of visual progress marker (line that fills in, or a 
circle that ills round. If you want to give numbers, give the total size 
and the remaining seconds or something like that.
Or, if you actually really like the current style, use multiple fields, 
or tabs, or something so that the formatting of the current value 
(always changing) doesn't make the rest of the text move around.


When I start the app up, I get choices "Gems", "Surprise Me" or 
"Listen". If I choose listen, and then make a further choice - it's not 
clear how to get back again. I *expected* the Home button to take me to 
the home screen - but it takes me one step back (i.e. to 'listen'). I 
spent a while trying other ways to get back to the start - because once 
I had touched 'home' and it didn't take me there, I didn;t immediately 
try it again.


More later if I see anything ...
Alex.




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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-19 Thread Jonathan Lynch via use-livecode
I was in the app and went to the section where it profiled your community 
members with a browser widget, pulled from your website, I think. When I got 
out and got back in, I had to navigate to the same place. With Ralph's plist 
hack, on iOS, it will sleep rather than close. That way, when you get back into 
it, the app is in the same place as when you left.

I was just giving you my initial observations.

Sent from my iPhone

> On Sep 19, 2017, at 1:46 PM, Sannyasin Brahmanathaswami via use-livecode 
>  wrote:
> 
> Jonathan
> 
> I'm not sure exactly what this "stay in sleep mode" gets us… but yes, it's an 
> interesting option.
> 
> if we use this hack, would the audio continue to play when the user goes out ?
> 
> Why are you recommending it?
> 
> ---
> 
> "imagery"
> 
> Yes, with 400,000 still images on our in-house server and 30 years of 
> commissioned art work I'm try to leverage stills as much as we can.
> 
> I'm planning to fix the wretched scrolling on the home screen asap by 
> flattening those groups and bring the one scrolling group to the top layer on 
> "its own" so to speak. Most of the will be deprecated in V1.1 as we build 
> more robust UI/UX to the content what you see was just to get us going.
> 
> Accolades don't help me, I prefer Ruthless Critique (some of my brothers here 
> have already issued scathing reviews 
> 
> "I love the app etc and don't take this the wrong way….[the good and the bad]"
> 
> So if you are into being a design reviewer… email me off list.
> 
> 
> On 9/18/17, 9:45 PM, "use-livecode on behalf of Jonathan Lynch via 
> use-livecode"  use-livecode@lists.runrev.com> wrote:
> 
>Hi Swami,
> 
>I love the imagery in this app :)
> 
>Have you considered using the plist hack so your app can stay in sleep 
> mode in the background?
> 
> 
> 
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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-19 Thread Sannyasin Brahmanathaswami via use-livecode
Jonathan

I'm not sure exactly what this "stay in sleep mode" gets us… but yes, it's an 
interesting option.

if we use this hack, would the audio continue to play when the user goes out ?

Why are you recommending it?

---

"imagery"

Yes, with 400,000 still images on our in-house server and 30 years of 
commissioned art work I'm try to leverage stills as much as we can.

I'm planning to fix the wretched scrolling on the home screen asap by 
flattening those groups and bring the one scrolling group to the top layer on 
"its own" so to speak. Most of the will be deprecated in V1.1 as we build more 
robust UI/UX to the content what you see was just to get us going.

Accolades don't help me, I prefer Ruthless Critique (some of my brothers here 
have already issued scathing reviews 

"I love the app etc and don't take this the wrong way….[the good and the bad]"

So if you are into being a design reviewer… email me off list.


On 9/18/17, 9:45 PM, "use-livecode on behalf of Jonathan Lynch via 
use-livecode"  wrote:

Hi Swami,

I love the imagery in this app :)

Have you considered using the plist hack so your app can stay in sleep mode 
in the background?



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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-19 Thread J. Landman Gay via use-livecode
I can't tell if the suggestion is a feature request or a suggestion to fix 
the Android issue. If the latter, the sleep mode thing isn't an option on 
Android, which always retains apps in RAM until it needs the memory.


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HyperActive Software   | http://www.hyperactivesw.com



On September 19, 2017 2:47:26 AM Jonathan Lynch via use-livecode 
<use-livecode@lists.runrev.com> wrote:



Hi Swami,

I love the imagery in this app :)

Have you considered using the plist hack so your app can stay in sleep mode 
in the background?




Sent from my iPhone

On Sep 18, 2017, at 5:48 PM, Sannyasin Brahmanathaswami via use-livecode 
<use-livecode@lists.runrev.com> wrote:


We are very happy to announce that Apple approved SivaSiva App V1 and it is 
now available at the app store.  search for "SivaSiva" all one word.


https://itunes.apple.com/us/app/spiritual-workout/id1271260502?mt=8

But we still have problems with the Android version.

you can download RC7 for Android SivaSiva.apk from here

http://dev.himalayanacademy.com/looklisten/apps/sivasiva/

open thatpage on your android device, scroll down to the link.

-
Issue: Android Standalone built with 8.1.7-rc-1

whenever we use the home button or app switcher in the app.

if the stack we are leaving from has acceleratedRendering set to true (all 
most all stacks) when we return to the app from going out via HOME or App 
switcher it crashes on Android.


For details:

see bug 20419

Brahmanathaswami






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Re: SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-19 Thread Jonathan Lynch via use-livecode
Hi Swami,

I love the imagery in this app :)

Have you considered using the plist hack so your app can stay in sleep mode in 
the background?



Sent from my iPhone

> On Sep 18, 2017, at 5:48 PM, Sannyasin Brahmanathaswami via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> We are very happy to announce that Apple approved SivaSiva App V1 and it is 
> now available at the app store.  search for "SivaSiva" all one word.
> 
> https://itunes.apple.com/us/app/spiritual-workout/id1271260502?mt=8
> 
> But we still have problems with the Android version.
> 
> you can download RC7 for Android SivaSiva.apk from here
> 
> http://dev.himalayanacademy.com/looklisten/apps/sivasiva/
> 
> open thatpage on your android device, scroll down to the link.
> 
> -
> Issue: Android Standalone built with 8.1.7-rc-1
> 
> whenever we use the home button or app switcher in the app.
> 
> if the stack we are leaving from has acceleratedRendering set to true (all 
> most all stacks) when we return to the app from going out via HOME or App 
> switcher it crashes on Android.
> 
> For details:
> 
> see bug 20419
> 
> Brahmanathaswami
> 
> 
> 
> 
> 
> 
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SivaSiva iOS App Approved - Android Issues/AcceleratedRendering issues

2017-09-18 Thread Sannyasin Brahmanathaswami via use-livecode
We are very happy to announce that Apple approved SivaSiva App V1 and it is now 
available at the app store.  search for "SivaSiva" all one word.

https://itunes.apple.com/us/app/spiritual-workout/id1271260502?mt=8

But we still have problems with the Android version.

you can download RC7 for Android SivaSiva.apk from here

http://dev.himalayanacademy.com/looklisten/apps/sivasiva/

open thatpage on your android device, scroll down to the link.

-
Issue: Android Standalone built with 8.1.7-rc-1

whenever we use the home button or app switcher in the app.

if the stack we are leaving from has acceleratedRendering set to true (all most 
all stacks) when we return to the app from going out via HOME or App switcher 
it crashes on Android.

For details:

see bug 20419

Brahmanathaswami






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Re: acceleratedRendering scope

2017-08-21 Thread Mark Waddingham via use-livecode

On 2017-08-21 19:13, Jonathan Lynch via use-livecode wrote:

It is on iOS. Turning it on and off as needed has worked perfectly, so
it is no problem. Thanks for explaining!


Okay - so obviously it hasn't 'got any better' since iOS4 which was when 
we added acceleratedRendering mode... This is slightly irksome! I do 
wonder if there must be a better way of doing what we need to do these 
days on iOS though - after all iOS has things like SpriteKit which 
(IIRC) work in a UIView, and I'd be surprised if they accepted there 
being issues if SpriteKit views were mixed in with normal UIKit views.


Warmest Regards,

Mark.

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Re: acceleratedRendering scope

2017-08-21 Thread Jonathan Lynch via use-livecode
It is on iOS. Turning it on and off as needed has worked perfectly, so it is no 
problem. Thanks for explaining!

Sent from my iPhone

> On Aug 21, 2017, at 12:54 PM, Mark Waddingham via use-livecode 
>  wrote:
> 
>> On 2017-08-21 18:51, Jonathan Lynch via use-livecode wrote:
>> Hi Bob- I can report that accelerated rendering "steals" resources
>> from the browser widget. I have to turn it off when displaying a 3D
>> map in the browser widget, then turn it back on for scrolling groups.
>> Otherwise, the map renders in a very clunky way, with large sections
>> very distorted.
> 
> Is this on iOS or Android or both?
> 
> I'm not sure that's to do with any resource stealing - it's more to do with 
> the fact that the mobile OSes don't like mixing OpenGL based views with 
> non-OpenGL based views generally. You can limit the amount of texture RAM 
> accelRendering uses by setting the compositorCacheLimit (I think that's the 
> right property) which is the maximum number of bytes the engine will use for 
> the cache of tiles at any one time.
> 
> On iOS, in particular, putting a normal UIKit view (which the browser widget 
> is) on top of an OpenGL view (which accel render mode uses) tends to make the 
> OS not that happy. Of course, this might entirely depend on device too!
> 
> Warmest Regards,
> 
> Mark.
> 
> -- 
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> LiveCode: Everyone can create apps
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Re: acceleratedRendering scope

2017-08-21 Thread Mark Waddingham via use-livecode

On 2017-08-21 18:51, Jonathan Lynch via use-livecode wrote:

Hi Bob- I can report that accelerated rendering "steals" resources
from the browser widget. I have to turn it off when displaying a 3D
map in the browser widget, then turn it back on for scrolling groups.
Otherwise, the map renders in a very clunky way, with large sections
very distorted.


Is this on iOS or Android or both?

I'm not sure that's to do with any resource stealing - it's more to do 
with the fact that the mobile OSes don't like mixing OpenGL based views 
with non-OpenGL based views generally. You can limit the amount of 
texture RAM accelRendering uses by setting the compositorCacheLimit (I 
think that's the right property) which is the maximum number of bytes 
the engine will use for the cache of tiles at any one time.


On iOS, in particular, putting a normal UIKit view (which the browser 
widget is) on top of an OpenGL view (which accel render mode uses) tends 
to make the OS not that happy. Of course, this might entirely depend on 
device too!


Warmest Regards,

Mark.

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Re: acceleratedRendering scope

2017-08-21 Thread Mark Waddingham via use-livecode

On 2017-08-21 18:41, Bob Sneidar via use-livecode wrote:

Hi all.

Since acceleratedRendering is a stack property, does it only apply to
a given stack, and not, for example to a sub stack? What would the
advantage be of having it off? If none, why even have it?


It is per stack, and not inherited.

Whether you get a benefit or not from acceleratedRendering depends on 
your stack. If you don't set the layerMode property on anything, then it 
will generally cause a slight performance penalty (although this perhaps 
needs more direct measurement to compare - particularly between desktop 
and mobile which are very different graphics performance wise).


The benefits of acceleratedRendering come out when you aren't changing 
how any object looks that often, and you have a lot of objects moving - 
or, indeed, when you are moving large objects around, but not changing 
very much of them as you do so.


So, for example, if you emulating visual effects by moving large 
controls around periodically you might well find you get a better 
framerate (particularly on mobile) by turning accelRendering on, setting 
the layerMode of just the moving controls to dynamic, then turning it 
off again.


If you are doing a game with lots of moving objects, then you will 
pretty much always gain advantage from making all the moving object's 
layerMode dynamic; and leaving the scenery / HUD type things as static.


Warmest Regards,

Mark.

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Re: acceleratedRendering scope

2017-08-21 Thread Jonathan Lynch via use-livecode
Hi Bob- I can report that accelerated rendering "steals" resources from the 
browser widget. I have to turn it off when displaying a 3D map in the browser 
widget, then turn it back on for scrolling groups. Otherwise, the map renders 
in a very clunky way, with large sections very distorted.

It has to do with overstressing the GPU.

Sent from my iPhone

> On Aug 21, 2017, at 12:43 PM, Bob Sneidar via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> I meant to say, why not just have it on permanently?
> 
> Bob S
> 
> 
>> On Aug 21, 2017, at 09:41 , Bob Sneidar via use-livecode 
>> <use-livecode@lists.runrev.com> wrote:
>> 
>> Hi all. 
>> 
>> Since acceleratedRendering is a stack property, does it only apply to a 
>> given stack, and not, for example to a sub stack? What would the advantage 
>> be of having it off? If none, why even have it? 
>> 
>> Bob S
> 
> 
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Re: acceleratedRendering scope

2017-08-21 Thread Bob Sneidar via use-livecode
I meant to say, why not just have it on permanently?

Bob S


> On Aug 21, 2017, at 09:41 , Bob Sneidar via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> Hi all. 
> 
> Since acceleratedRendering is a stack property, does it only apply to a given 
> stack, and not, for example to a sub stack? What would the advantage be of 
> having it off? If none, why even have it? 
> 
> Bob S


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acceleratedRendering scope

2017-08-21 Thread Bob Sneidar via use-livecode
Hi all. 

Since acceleratedRendering is a stack property, does it only apply to a given 
stack, and not, for example to a sub stack? What would the advantage be of 
having it off? If none, why even have it? 

Bob S



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Re: export snapshot with acceleratedRendering

2015-09-04 Thread Dan Friedman
Mark,  Thanks for the help but 'the rect of this card' produced the same 
result a grey image.  Any other thoughts?

-Dan


> Try doing from rect ... of this card. I think the form you are using is doing 
> a screen buffer grab, which doesn't play so well with the OpenGL surface 
> accelerated rendering uses. The of this card form renders things into an off 
> screen buffer rather than trying to access the display buffer.
> 
> Mark



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Re: export snapshot with acceleratedRendering

2015-09-04 Thread Dan Friedman
Mark,

Ok... I found the combination that works.  This assumes you have opened a stack 
and acceleratedRendering is enabled:

THIS FAILS (produces a grey image):

lock screen
export snapshot from rect (the rect of this card) to pictVariable as PNG
//do some stuff
unlock screen

THIS FAILS:

export snapshot from rect (the rect of this card) to pictVariable as PNG
lock screen
//do some stuff
unlock screen

THIS ALSO FAILS:

lock screen
set the acceleratedRendering of this stack to false
export snapshot from rect (the rect of this card) to pictVariable as PNG
//do some stuff
set the acceleratedRendering of this stack to true
unlock screen

THIS WORKS:

set the acceleratedRendering of this stack to false
export snapshot from rect (the rect of this card) to pictVariable as PNG
lock screen
//do some stuff
set the acceleratedRendering of this stack to true
unlock screen

So, the screen must not be locked, and acceleratedRendering must be off.   Not 
sure if you call that a bug or not... but it's working.  Hope I don't have 
issues when I try it on Android.

Thanks!
-Dan
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export snapshot with acceleratedRendering

2015-09-04 Thread Dan Friedman
On either the iPhone simulator or an actual device, if acceleratedRendering is 
enabled and I do:

export snapshot from rect (the rect of this card) to pictVariable as PNG

I get a solid grey image.  If I never enable acceleratedRendering, then the 
image comes out fine.  It seems that once acceleratedRendering has been 
enabled, your hosed.  I even tried this:

set the acceleratedRendering of this stack to false
export snapshot from rect (the rect of this card) to pictVariable as PNG
set the acceleratedRendering of this stack to true

But, I just got the grey image again.  Is there some magic property I have to 
set to take a screen shot on a mobile device if acceleratedRendering is enabled?

Any guidance is appreciated!

LC 7.0.1

-Dan
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Re: export snapshot with acceleratedRendering

2015-09-04 Thread Paul Hibbert

> On Sep 4, 2015, at 12:30, Dan Friedman <d...@clearvisiontech.com> wrote:
> 
> So, the screen must not be locked, and acceleratedRendering must be off.   
> Not sure if you call that a bug or not... but it's working.  Hope I don't 
> have issues when I try it on Android.


or…

   export snapshot from this card to pictVariable as PNG

— Works regardless of the screen lock or acceleratedRendering by not using the 
screen buffer as Mark suggested.

HTH

Paul



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Re: export snapshot with acceleratedRendering

2015-09-04 Thread Mark Waddingham
Try doing from rect ... of this card. I think the form you are using is doing a 
screen buffer grab, which doesn't play so well with the OpenGL surface 
accelerated rendering uses. The of this card form renders things into an off 
screen buffer rather than trying to access the display buffer.

Mark

Sent from my iPhone

> On 4 Sep 2015, at 18:29, Dan Friedman <d...@clearvisiontech.com> wrote:
> 
> On either the iPhone simulator or an actual device, if acceleratedRendering 
> is enabled and I do:
> 
>export snapshot from rect (the rect of this card) to pictVariable as PNG
> 
> I get a solid grey image.  If I never enable acceleratedRendering, then the 
> image comes out fine.  It seems that once acceleratedRendering has been 
> enabled, your hosed.  I even tried this:
> 
>set the acceleratedRendering of this stack to false
>export snapshot from rect (the rect of this card) to pictVariable as PNG
>set the acceleratedRendering of this stack to true
> 
> But, I just got the grey image again.  Is there some magic property I have to 
> set to take a screen shot on a mobile device if acceleratedRendering is 
> enabled?
> 
> Any guidance is appreciated!
> 
> LC 7.0.1
> 
> -Dan
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acceleratedRendering and transparency

2015-01-18 Thread Ralph DiMola
I have a scrolling field. The list has every other line's backgroundcolor
set to (100,100,100)/(125,125,125). The background image is visible behind
the field. This was dog slow on some mobile devices. I turned on
acceleratedRendering and the field scrolls is as fast as any native coded
app. Great!!

But the background image is no longer visible from behind the field. The
shading of every other line is still there but the image is not visible thru
the grey background. I set the background image to static and the field to
dynamic. No change. Is field level transparency not available with
acceleratedRendering on or am I missing something?

Thanks.

Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net



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Bug with acceleratedRendering

2012-08-21 Thread Michael Kristensen
Hi there

If I use acceleratedRendering, the blendmode transparent set on images is not 
working. 
That is, white areas are not transparent, but opaque/white.

OSX 10.6.8  Livecode 5.5.1

Thanks
Michael
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Re: Bug with acceleratedRendering

2012-08-21 Thread Scott Rossi
This probably has to do with the layerMode setting (or lack of setting).
From the 5.02 release notes (doesn't seem to be in the current release
notes): 

Accelerated rendering comes with some restrictions: 
€ Bitmap effects which use the multiply and color dodge blend modes will 
not work correctly on top-level objects. 
€ Only 'blendSrcOver' and the image processing blend inks will work on 
top-level objects. 
€ 'opengl' mode does not support any inks apart from blendSrcOver on 
top-level objects. 
€ Using an ink other than 'blendSrcOver' on a top-level object will 
implicitly make it use 'dynamic' layerMode 


Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design


Recently, Michael Kristensen wrote:

 Hi there
 
 If I use acceleratedRendering, the blendmode transparent set on images is
 not working. 
 That is, white areas are not transparent, but opaque/white.
 
 OSX 10.6.8  Livecode 5.5.1
 
 Thanks
 Michael
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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-22 Thread Randy Hengst
Hi Scott and Jacque,

Thanks for the help… 

I've been exploring colorOverlay… looks like I can make it work.

be well,
randy
-
On Jul 22, 2012, at 12:14 AM, Scott Rossi wrote:

 The first question to Randy would be, why do you want to change the image to 
 black?  What's the end effect you're going for?  Would something like the 
 coloroverlay graphic effect be a workable option?
 
 Regards,
 
 Scott Rossi
 Creative Director
 Tactile Media, UX Design
 
 
 On Jul 21, 2012, at 10:06 PM, J. Landman Gay jac...@hyperactivesw.com 
 wrote:
 
 On 7/21/12 11:06 PM, Randy Hengst wrote:
 
 The Imaging Blends do work with accelerated rendering set to true…
 But, none of them will turn the image black… or dark gray… these
 blends are influenced by the background color.
 
 Is it to be expected that acceleratedRendering will disable the
 Structural Blends? Or, is that a bug?
 
 I just posted the restrictions in another message, but yes, it looks like 
 it's expected. You might have better luck using graphics effects and setting 
 an opaque black color overlay. Or maybe Scott Rossi knows a better way to do 
 it.
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
 
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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread Randy Hengst
Hi Klaus and All,

I'm just now trying to get my head around accelerated rendering.

I don't have access to Windows, so can't comment specifically on what Klaus 
discovered.

However, I can confirm a problem with INK and accelerated rendering on LC5.5.1 
when running the app on iOS simulator or device.

I noticed this when updating an app where images are dragged around…that's why 
I was using accelerated render….

I've set the INK on the draggable images to clear when the image is first 
shown to the user… with accelerated rendering set to false, the image is 
black…. with accelerated rendering set to true, the image seems to be stuck in 
its original color...

In other words, if I change the INK state to clear while accelerated rendering 
is true, nothing happens… but, the image changes when I set accelerated 
rendering to false… 

I can tell by using the Inspector that the INK of the image has been set to 
clear….

It's easy to duplicate this problem, but I'd be happy to send out a small stack.

Interestingly, in my main project… setting INK to clear still works on my Mac… 
but, the small demo stack doesn't work.

Anyone have a work-around for this INK bump?

be well,
randy
-
On May 3, 2012, at 2:17 PM, Klaus on-rev wrote:

 Hi all,
 
 Am 03.05.2012 um 20:23 schrieb Klaus on-rev:
 
 Hi freinds
 
 I just found an evil bug on the Mac :-/
 LiveCode 5.02
 
 When you set the acceleratedrendering of this stack to true
 all objects with their INK set to NOOP will become visible again.
 
 This does not happen on Windows.
 
 Can someone please confirm this, before I bug report?
 Does this also happen in LC 5.5x?
 
 Bug #10202:
 http://quality.runrev.com/show_bug.cgi?id=10202
 
 
 Best
 
 Klaus
 
 --
 Klaus Major
 http://www.major-k.de
 kl...@major.on-rev.com
 
 
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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread J. Landman Gay

On 7/21/12 5:37 PM, Randy Hengst wrote:


I've set the INK on the draggable images to clear when the image is
first shown to the user… with accelerated rendering set to false, the
image is black…. with accelerated rendering set to true, the image
seems to be stuck in its original color...

In other words, if I change the INK state to clear while accelerated
rendering is true, nothing happens… but, the image changes when I set
accelerated rendering to false…


This, along with Klaus' NOOP problem, is probably because the old inks 
were deprecated as of LiveCode version 5.0. They are now unsupported and 
may or may not work. The ink entry in the dictionary lists the 
supported alternatives.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread Randy Hengst
Hi Jacque,

Thanks for the scoop. That's good to know… To be honest, since they are still 
listed under the blend options, I didn't think about them being discontinued.

As I mentioned, clear still turns the image black (like I want) in my 
original app … I didn't notice the problem until I added the 
acceleratedRendering… and then, the problem only showed itself in the simulator 
and device… not in the IDE.

So, I explored the two other INK options… Structural Blends and Imaging Blends.

Two of the Structural Blends turn the image black… like I want… blendXor and 
blendDstOut 
But, the structural blends do *not* work when acceleratedRendering is set to 
true.

The Imaging Blends do work with accelerated rendering set to true… 
But, none of them will turn the image black… or dark gray… these blends are 
influenced by the background color.

Is it to be expected that acceleratedRendering will disable the Structural 
Blends? Or, is that a bug?

be well,
randy
---
On Jul 21, 2012, at 10:12 PM, J. Landman Gay wrote:

 On 7/21/12 5:37 PM, Randy Hengst wrote:
 
 I've set the INK on the draggable images to clear when the image is
 first shown to the user… with accelerated rendering set to false, the
 image is black…. with accelerated rendering set to true, the image
 seems to be stuck in its original color...
 
 In other words, if I change the INK state to clear while accelerated
 rendering is true, nothing happens… but, the image changes when I set
 accelerated rendering to false…
 
 This, along with Klaus' NOOP problem, is probably because the old inks were 
 deprecated as of LiveCode version 5.0. They are now unsupported and may or 
 may not work. The ink entry in the dictionary lists the supported 
 alternatives.
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
 
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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread Scott Rossi
Randy:

I don't have LiveCode in front of me but I'm pretty sure the docs list several 
of the ink limitations of acceleratedRendering there.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design



On Jul 21, 2012, at 9:06 PM, Randy Hengst iowahen...@mac.com wrote:

 Hi Jacque,
 
 Thanks for the scoop. That's good to know… To be honest, since they are still 
 listed under the blend options, I didn't think about them being discontinued.
 
 As I mentioned, clear still turns the image black (like I want) in my 
 original app … I didn't notice the problem until I added the 
 acceleratedRendering… and then, the problem only showed itself in the 
 simulator and device… not in the IDE.
 
 So, I explored the two other INK options… Structural Blends and Imaging 
 Blends.
 
 Two of the Structural Blends turn the image black… like I want… blendXor 
 and blendDstOut 
 But, the structural blends do *not* work when acceleratedRendering is set to 
 true.
 
 The Imaging Blends do work with accelerated rendering set to true… 
 But, none of them will turn the image black… or dark gray… these blends are 
 influenced by the background color.
 
 Is it to be expected that acceleratedRendering will disable the Structural 
 Blends? Or, is that a bug?
 
 be well,
 randy
 ---
 On Jul 21, 2012, at 10:12 PM, J. Landman Gay wrote:
 
 On 7/21/12 5:37 PM, Randy Hengst wrote:
 
 I've set the INK on the draggable images to clear when the image is
 first shown to the user… with accelerated rendering set to false, the
 image is black…. with accelerated rendering set to true, the image
 seems to be stuck in its original color...
 
 In other words, if I change the INK state to clear while accelerated
 rendering is true, nothing happens… but, the image changes when I set
 accelerated rendering to false…
 
 This, along with Klaus' NOOP problem, is probably because the old inks were 
 deprecated as of LiveCode version 5.0. They are now unsupported and may or 
 may not work. The ink entry in the dictionary lists the supported 
 alternatives.
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
 
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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread J. Landman Gay

On 7/21/12 11:34 PM, Scott Rossi wrote:


I don't have LiveCode in front of me but I'm pretty sure the docs
list several of the ink limitations of acceleratedRendering there.


I just found it in the 5.02 release notes:

Accelerated rendering comes with some restrictions:
• Bitmap effects which use the multiply and color dodge blend modes will 
not work correctly on top-level objects.
• Only 'blendSrcOver' and the image processing blend inks will work on 
top-level objects.
• 'opengl' mode does not support any inks apart from blendSrcOver on 
top-level objects.
• Using an ink other than 'blendSrcOver' on a top-level object will 
implicitly make it use 'dynamic' layerMode


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread J. Landman Gay

On 7/21/12 11:06 PM, Randy Hengst wrote:


The Imaging Blends do work with accelerated rendering set to true…
But, none of them will turn the image black… or dark gray… these
blends are influenced by the background color.

Is it to be expected that acceleratedRendering will disable the
Structural Blends? Or, is that a bug?


I just posted the restrictions in another message, but yes, it looks 
like it's expected. You might have better luck using graphics effects 
and setting an opaque black color overlay. Or maybe Scott Rossi knows a 
better way to do it.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread Scott Rossi
Those are them.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design

On Jul 21, 2012, at 10:01 PM, J. Landman Gay jac...@hyperactivesw.com wrote:

 On 7/21/12 11:34 PM, Scott Rossi wrote:
 
 I don't have LiveCode in front of me but I'm pretty sure the docs
 list several of the ink limitations of acceleratedRendering there.
 
 I just found it in the 5.02 release notes:
 
 Accelerated rendering comes with some restrictions:
 • Bitmap effects which use the multiply and color dodge blend modes will not 
 work correctly on top-level objects.
 • Only 'blendSrcOver' and the image processing blend inks will work on 
 top-level objects.
 • 'opengl' mode does not support any inks apart from blendSrcOver on 
 top-level objects.
 • Using an ink other than 'blendSrcOver' on a top-level object will 
 implicitly make it use 'dynamic' layerMode
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
 
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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-07-21 Thread Scott Rossi
The first question to Randy would be, why do you want to change the image to 
black?  What's the end effect you're going for?  Would something like the 
coloroverlay graphic effect be a workable option?

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design


On Jul 21, 2012, at 10:06 PM, J. Landman Gay jac...@hyperactivesw.com wrote:

 On 7/21/12 11:06 PM, Randy Hengst wrote:
 
 The Imaging Blends do work with accelerated rendering set to true…
 But, none of them will turn the image black… or dark gray… these
 blends are influenced by the background color.
 
 Is it to be expected that acceleratedRendering will disable the
 Structural Blends? Or, is that a bug?
 
 I just posted the restrictions in another message, but yes, it looks like 
 it's expected. You might have better luck using graphics effects and setting 
 an opaque black color overlay. Or maybe Scott Rossi knows a better way to do 
 it.
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
 
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Re: acceleratedRendering is my friend

2012-06-28 Thread Matthias Rebbe
Hi Tom,

thanks for sharing this with us.

 . Immediately before moving an object turn on dynamic or when scrolling a 
 group turn on scrolling
 once moving the scroll or object has already been cached and drawn so these 
 are no longer necessary. No need to turn these things on and leave them on 
 because they are not needed and the result is that things will actually 
 slow down.

What do you mean with that? Lets say i have a card, where several obejcts in a 
group shall be scrolled. At the moment i do the complete scroller stufff 
(creating the scroller and so on) in the open card handler.  Is this the right 
way. Or what do you mean with immediately before moving/scrolling?

Regards,

Matthias


Am 28.06.2012 um 06:31 schrieb Thomas McGrath III:

 From what Mark said the preopencard is the place to do it and I have not seen 
 any flashing in 5.5.1
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 On Jun 27, 2012, at 2:27 PM, Chris Sheffield wrote:
 
 Tom,
 
 Thanks for the info. Very useful.
 
 I haven't actually tried any of this yet, but is there still a problem where 
 the screen flashes when toggling acceleratedRendering on/off in preOpenCard 
 and closeCard? I was seeing this a couple months back, so I'm curious if 
 that still exists. I haven't tried it with LC 5.5.1. It may only happen when 
 moving from card to card using a visual effect.
 
 Thanks,
 Chris
 
 
 On Jun 27, 2012, at 9:57 AM, Thomas McGrath III mcgra...@mac.com wrote:
 
 After sitting with Mark W. for an hour over lunch yesterday I was able to 
 both understand the role of acceleratedRendering and the best usage of it. 
 It turns out that the order of when these commands are used is of utmost 
 importance. I have been rewriting my code and have an instant increase in 
 responsiveness in my scrolling groups. 
 
 In a nut shell:
 1. on preopenCard - set the acceleratedRendering of this stack to true 
 (only on cards that ave scrolling or dynamic groups/objects
 2. Immediately before moving an object turn on dynamic or when scrolling a 
 group turn on scrolling
 once moving the scroll or object has already been cached and drawn so these 
 are no longer necessary. No need to turn these things on and leave them on 
 because they are not needed and the result is that things will actually 
 slow down.
 3. Immediately after moving or scrolling an object turn off the scrolling 
 or dynamic settings
 4. on closeCard - set the acceleratedRendering of this stack to false (turn 
 it off since it is not needed)
 
 
 This simple approach seems so obvious now and has immediate results.
 
 The other thing that Ben and Mark showed me was that having large scrolling 
 groups of object is much much much faster than using visual effects and 
 switching cards.
 
 More as I grok this….
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 
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Re: acceleratedRendering is my friend

2012-06-28 Thread Thomas McGrath III
Matthias,

It was my understanding that for scrolling you would create the scroller at the 
preOpenCard after you set the acceleratedRendering and the layerMode:

on preOpenCard
   set the acceleratedRendering of this stack to true
set the layerMode of group OptionGroups of card Settings1 to scrolling

… create scroller here
  end preOpenCard   



-- Tom McGrath III
http://lazyriver.on-rev.com
3mcgr...@comcast.net

On Jun 28, 2012, at 3:17 AM, Matthias Rebbe wrote:

 Hi Tom,
 
 thanks for sharing this with us.
 
 . Immediately before moving an object turn on dynamic or when scrolling a 
 group turn on scrolling
 once moving the scroll or object has already been cached and drawn so 
 these are no longer necessary. No need to turn these things on and leave 
 them on because they are not needed and the result is that things will 
 actually slow down.
 
 What do you mean with that? Lets say i have a card, where several obejcts in 
 a group shall be scrolled. At the moment i do the complete scroller stufff 
 (creating the scroller and so on) in the open card handler.  Is this the 
 right way. Or what do you mean with immediately before moving/scrolling?
 
 Regards
 
 Matthias
 
 
 Am 28.06.2012 um 06:31 schrieb Thomas McGrath III:
 
 From what Mark said the preopencard is the place to do it and I have not 
 seen any flashing in 5.5.1
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 On Jun 27, 2012, at 2:27 PM, Chris Sheffield wrote:
 
 Tom,
 
 Thanks for the info. Very useful.
 
 I haven't actually tried any of this yet, but is there still a problem 
 where the screen flashes when toggling acceleratedRendering on/off in 
 preOpenCard and closeCard? I was seeing this a couple months back, so I'm 
 curious if that still exists. I haven't tried it with LC 5.5.1. It may only 
 happen when moving from card to card using a visual effect.
 
 Thanks,
 Chris
 
 
 On Jun 27, 2012, at 9:57 AM, Thomas McGrath III mcgra...@mac.com wrote:
 
 After sitting with Mark W. for an hour over lunch yesterday I was able to 
 both understand the role of acceleratedRendering and the best usage of it. 
 It turns out that the order of when these commands are used is of utmost 
 importance. I have been rewriting my code and have an instant increase in 
 responsiveness in my scrolling groups. 
 
 In a nut shell:
 1. on preopenCard - set the acceleratedRendering of this stack to true 
 (only on cards that ave scrolling or dynamic groups/objects
 2. Immediately before moving an object turn on dynamic or when scrolling a 
 group turn on scrolling
 once moving the scroll or object has already been cached and drawn so 
 these are no longer necessary. No need to turn these things on and leave 
 them on because they are not needed and the result is that things will 
 actually slow down.
 3. Immediately after moving or scrolling an object turn off the scrolling 
 or dynamic settings
 4. on closeCard - set the acceleratedRendering of this stack to false 
 (turn it off since it is not needed)
 
 
 This simple approach seems so obvious now and has immediate results.
 
 The other thing that Ben and Mark showed me was that having large 
 scrolling groups of object is much much much faster than using visual 
 effects and switching cards.
 
 More as I grok this….
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 
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Re: acceleratedRendering is my friend

2012-06-28 Thread Chris Sheffield
I just checked this in LC 5.5.1 to make sure, and there is still a bug that 
exists where the screen will flash when toggling acceleratedRendering if you're 
moving from card to card using a visual effect. A ticket has already been 
submitted. The way around it is to set the property in a handler, and then 
send that handler.

Just thought I'd share in case anyone else runs into this. :-)

Chris


--
Chris Sheffield
Read Naturally, Inc.
www.readnaturally.com



On Jun 28, 2012, at 2:11 PM, Chipp Walters ch...@chipp.com wrote:

 Just wanted to share a couple other key points Tom and I discussed after
 lunch today:
 
 The object of the control you are setting the dynamic or scrolling property
 of MUST be a toplevel control. IOW, the *parent* of the control MUST be the
 card. So, you can't accelerate objects within groups, but rather the group
 itself. Consequently, you don't set properties of any objects in groups.
 You can use the property inspector for the control and it will stick and
 you don't need to set it again.
 
 Use the preOpenCard handler to manage acceleration (turn on and then off on
 closeCard) on a per card basis, so as to conserve memory. You don't want a
 lot of images cached from different cards clogging up memory!
 
 As mentioned, the three property values are static, scrolling and dynamic.
 Everything by default is static. Sprites or any items who are not hidden by
 the rect of a group are dynamic. Groups and included controls are scrolling
 (just set the group, not the controls within the group).
 
 HTH
 
 On Thursday, June 28, 2012, Matthias Rebbe wrote:
 
 Hi Tom,
 
 thanks for sharing this with us.
 
 . Immediately before moving an object turn on dynamic or when
 scrolling a group turn on scrolling
 once moving the scroll or object has already been cached and drawn so
 these are no longer necessary. No need to turn these things on and leave
 them on because they are not needed and the result is that things will
 actually slow down.
 
 What do you mean with that? Lets say i have a card, where several obejcts
 in a group shall be scrolled. At the moment i do the complete scroller
 stufff (creating the scroller and so on) in the open card handler.  Is this
 the right way. Or what do you mean with immediately before
 moving/scrolling?
 
 Regards,
 
 Matthias
 
 
 Am 28.06.2012 um 06:31 schrieb Thomas McGrath III:
 
 From what Mark said the preopencard is the place to do it and I have not
 seen any flashing in 5.5.1
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 On Jun 27, 2012, at 2:27 PM, Chris Sheffield wrote:
 
 Tom,
 
 Thanks for the info. Very useful.
 
 I haven't actually tried any of this yet, but is there still a problem
 where the screen flashes when toggling acceleratedRendering on/off in
 preOpenCard and closeCard? I was seeing this a couple months back, so I'm
 curious if that still exists. I haven't tried it with LC 5.5.1. It may only
 happen when moving from card to card using a visual effect.
 
 Thanks,
 Chris
 
 
 On Jun 27, 2012, at 9:57 AM, Thomas McGrath III mcgra...@mac.com
 wrote:
 
 After sitting with Mark W. for an hour over lunch yesterday I was able
 to both understand the role of acceleratedRendering and the best usage of
 it. It turns out that the order of when these commands are used is of
 utmost importance. I have been rewriting my code and have an instant
 increase in responsiveness in my scrolling groups.
 
 In a nut shell:
 1. on preopenCard - set the acceleratedRendering of this stack to true
 (only on cards that ave scrolling or dynamic groups/objects
 2. Immediately before moving an object turn on dynamic or when
 scrolling a group turn on scrolling
 once moving the scroll or object has already been cached and drawn so
 these are no longer necessary. No need to turn these things on and leave
 them on because they are not needed and the result is that things will
 actually slow down.
 3. Immediately after moving or scrolling an object turn off the
 scrolling or dynamic settings
 4. on closeCard - set the acceleratedRendering of this stack to false
 (turn it off since it is not needed)
 
 
 This simple approach seems so obvious now and has immediate results.
 
 The other thing that Ben and Mark showed me was that having large
 scrolling groups of object is much much much faster than using visual
 effects and switching cards.
 
 More as I grok this….
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 
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acceleratedRendering is my friend

2012-06-27 Thread Thomas McGrath III
After sitting with Mark W. for an hour over lunch yesterday I was able to both 
understand the role of acceleratedRendering and the best usage of it. It turns 
out that the order of when these commands are used is of utmost importance. I 
have been rewriting my code and have an instant increase in responsiveness in 
my scrolling groups. 

In a nut shell:
1. on preopenCard - set the acceleratedRendering of this stack to true (only on 
cards that ave scrolling or dynamic groups/objects
2. Immediately before moving an object turn on dynamic or when scrolling a 
group turn on scrolling
once moving the scroll or object has already been cached and drawn so these are 
no longer necessary. No need to turn these things on and leave them on because 
they are not needed and the result is that things will actually slow down.
3. Immediately after moving or scrolling an object turn off the scrolling or 
dynamic settings
4. on closeCard - set the acceleratedRendering of this stack to false (turn it 
off since it is not needed)


This simple approach seems so obvious now and has immediate results.

The other thing that Ben and Mark showed me was that having large scrolling 
groups of object is much much much faster than using visual effects and 
switching cards.

More as I grok this….

-- Tom McGrath III
http://lazyriver.on-rev.com
3mcgr...@comcast.net


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Re: acceleratedRendering is my friend

2012-06-27 Thread Chris Sheffield
Tom,

Thanks for the info. Very useful.

I haven't actually tried any of this yet, but is there still a problem where 
the screen flashes when toggling acceleratedRendering on/off in preOpenCard and 
closeCard? I was seeing this a couple months back, so I'm curious if that still 
exists. I haven't tried it with LC 5.5.1. It may only happen when moving from 
card to card using a visual effect.

Thanks,
Chris


On Jun 27, 2012, at 9:57 AM, Thomas McGrath III mcgra...@mac.com wrote:

 After sitting with Mark W. for an hour over lunch yesterday I was able to 
 both understand the role of acceleratedRendering and the best usage of it. It 
 turns out that the order of when these commands are used is of utmost 
 importance. I have been rewriting my code and have an instant increase in 
 responsiveness in my scrolling groups. 
 
 In a nut shell:
 1. on preopenCard - set the acceleratedRendering of this stack to true (only 
 on cards that ave scrolling or dynamic groups/objects
 2. Immediately before moving an object turn on dynamic or when scrolling a 
 group turn on scrolling
 once moving the scroll or object has already been cached and drawn so these 
 are no longer necessary. No need to turn these things on and leave them on 
 because they are not needed and the result is that things will actually slow 
 down.
 3. Immediately after moving or scrolling an object turn off the scrolling or 
 dynamic settings
 4. on closeCard - set the acceleratedRendering of this stack to false (turn 
 it off since it is not needed)
 
 
 This simple approach seems so obvious now and has immediate results.
 
 The other thing that Ben and Mark showed me was that having large scrolling 
 groups of object is much much much faster than using visual effects and 
 switching cards.
 
 More as I grok this….
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 
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Re: acceleratedRendering is my friend

2012-06-27 Thread Thomas McGrath III
From what Mark said the preopencard is the place to do it and I have not seen 
any flashing in 5.5.1

-- Tom McGrath III
http://lazyriver.on-rev.com
3mcgr...@comcast.net

On Jun 27, 2012, at 2:27 PM, Chris Sheffield wrote:

 Tom,
 
 Thanks for the info. Very useful.
 
 I haven't actually tried any of this yet, but is there still a problem where 
 the screen flashes when toggling acceleratedRendering on/off in preOpenCard 
 and closeCard? I was seeing this a couple months back, so I'm curious if that 
 still exists. I haven't tried it with LC 5.5.1. It may only happen when 
 moving from card to card using a visual effect.
 
 Thanks,
 Chris
 
 
 On Jun 27, 2012, at 9:57 AM, Thomas McGrath III mcgra...@mac.com wrote:
 
 After sitting with Mark W. for an hour over lunch yesterday I was able to 
 both understand the role of acceleratedRendering and the best usage of it. 
 It turns out that the order of when these commands are used is of utmost 
 importance. I have been rewriting my code and have an instant increase in 
 responsiveness in my scrolling groups. 
 
 In a nut shell:
 1. on preopenCard - set the acceleratedRendering of this stack to true (only 
 on cards that ave scrolling or dynamic groups/objects
 2. Immediately before moving an object turn on dynamic or when scrolling a 
 group turn on scrolling
 once moving the scroll or object has already been cached and drawn so these 
 are no longer necessary. No need to turn these things on and leave them on 
 because they are not needed and the result is that things will actually slow 
 down.
 3. Immediately after moving or scrolling an object turn off the scrolling or 
 dynamic settings
 4. on closeCard - set the acceleratedRendering of this stack to false (turn 
 it off since it is not needed)
 
 
 This simple approach seems so obvious now and has immediate results.
 
 The other thing that Ben and Mark showed me was that having large scrolling 
 groups of object is much much much faster than using visual effects and 
 switching cards.
 
 More as I grok this….
 
 -- Tom McGrath III
 http://lazyriver.on-rev.com
 3mcgr...@comcast.net
 
 
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acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-05-03 Thread Klaus on-rev
Hi freinds

I just found an evil bug on the Mac :-/
LiveCode 5.02

When you set the acceleratedrendering of this stack to true
all objects with their INK set to NOOP will become visible again.

This does not happen on Windows.

Can someone please confirm this, before I bug report?
Does this also happen in LC 5.5x?

Thanks!


Best

Klaus

--
Klaus Major
http://www.major-k.de
kl...@major.on-rev.com


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Re: acceleratedrendering = true and ink = NOOP don't cooperate :-/

2012-05-03 Thread Klaus on-rev
Hi all,

Am 03.05.2012 um 20:23 schrieb Klaus on-rev:

 Hi freinds
 
 I just found an evil bug on the Mac :-/
 LiveCode 5.02
 
 When you set the acceleratedrendering of this stack to true
 all objects with their INK set to NOOP will become visible again.
 
 This does not happen on Windows.
 
 Can someone please confirm this, before I bug report?
 Does this also happen in LC 5.5x?

Bug #10202:
http://quality.runrev.com/show_bug.cgi?id=10202


Best

Klaus

--
Klaus Major
http://www.major-k.de
kl...@major.on-rev.com


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Re: iOS: strange flash when setting acceleratedRendering to false

2012-02-08 Thread J. Landman Gay

On 2/7/12 4:42 PM, Chris Sheffield wrote:


I have a card that contains a field object with words set up as
links. When a link is clicked, a pop-up group is displayed that
includes a blended button that covers the background in order to
disallow interacting with anything else until the pop-up is
dismissed. When this pop-up is displayed, I'm setting
acceleratedRendering to false. If I don't then the blended button
does not display properly (maybe this is a bug that needs to be
fixed?). However, setting acceleratedRendering to false is causing
this strange flash on the screen. And it doesn't matter if I do it
while the screen is locked or not. Setting acceleratedRendering back
to true does not cause the flash. The issue occurs both in the
simulator and on the device.


I don't have the answer, but you might try setting the compositorType to 
empty and back, instead of turning off rendering entirely. The docs make 
an oblique reference to that and it's working in my app. The difference 
is, I set it between card changes instead of between object changes, so 
who knows, but it's probably worth a try.


Another thing might depend on how your button is blended. Accelerated 
rendering doesn't allow for very many ink types. The release notes 
mention that Only 'blendSrcOver' and the image processing blend inks 
will work. If changing the ink works, you wouldn't have to adjust the 
rendering at all.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: iOS: strange flash when setting acceleratedRendering to false

2012-02-08 Thread Chris Sheffield
Thanks, Jacque. Good information. I'll give that a try.

Chris


On Feb 8, 2012, at 12:05 PM, J. Landman Gay wrote:

 On 2/7/12 4:42 PM, Chris Sheffield wrote:
 
 I have a card that contains a field object with words set up as
 links. When a link is clicked, a pop-up group is displayed that
 includes a blended button that covers the background in order to
 disallow interacting with anything else until the pop-up is
 dismissed. When this pop-up is displayed, I'm setting
 acceleratedRendering to false. If I don't then the blended button
 does not display properly (maybe this is a bug that needs to be
 fixed?). However, setting acceleratedRendering to false is causing
 this strange flash on the screen. And it doesn't matter if I do it
 while the screen is locked or not. Setting acceleratedRendering back
 to true does not cause the flash. The issue occurs both in the
 simulator and on the device.
 
 I don't have the answer, but you might try setting the compositorType to 
 empty and back, instead of turning off rendering entirely. The docs make an 
 oblique reference to that and it's working in my app. The difference is, I 
 set it between card changes instead of between object changes, so who knows, 
 but it's probably worth a try.
 
 Another thing might depend on how your button is blended. Accelerated 
 rendering doesn't allow for very many ink types. The release notes mention 
 that Only 'blendSrcOver' and the image processing blend inks will work. If 
 changing the ink works, you wouldn't have to adjust the rendering at all.
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
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iOS: strange flash when setting acceleratedRendering to false

2012-02-07 Thread Chris Sheffield
Okay, I know this came up on the list a couple weeks ago or so, but this is a 
strange problem. All of a sudden, I'm experiencing this issue where I wasn't 
before.

I have a card that contains a field object with words set up as links. When a 
link is clicked, a pop-up group is displayed that includes a blended button 
that covers the background in order to disallow interacting with anything else 
until the pop-up is dismissed. When this pop-up is displayed, I'm setting 
acceleratedRendering to false. If I don't then the blended button does not 
display properly (maybe this is a bug that needs to be fixed?). However, 
setting acceleratedRendering to false is causing this strange flash on the 
screen. And it doesn't matter if I do it while the screen is locked or not. 
Setting acceleratedRendering back to true does not cause the flash. The issue 
occurs both in the simulator and on the device.

Any ideas why this would happen? Like I said, it didn't use to happen. I don't 
know if I've made some change somewhere that is causing this or not. I am not 
playing with compositorType or any of the other compositor* properties. Is it 
possible that some standalone build setting would cause this? I am noticing 
that certain settings are not sticking. All the radio buttons for the 
different features reset to n/a when I close the standalone application 
settings window, which is probably a separate issue. But is there an easy way 
to clear all the standalone settings and set them up again just to be sure?

Anyway, I'm at a loss here. Anyone else experiencing this who has fixed it?

Thanks,
Chris


--
Chris Sheffield
Read Naturally, Inc.
www.readnaturally.com


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