Well, those numbers mean that a lot of work is going on, but it is hard to
say if it is excessive without call counts.  Let's see what the FB
profiler has to say.

-Alex

On 10/23/13 2:08 PM, "[email protected]" <[email protected]> wrote:

>Thanks Alex, 
>
>I searched, and I'm not using creationPolicy in the app.
>
>I'm using spark State, rather than a navigator view (such as spark
>NavigatorContent).
>
>I do see in Scout that the LayoutManager.doPhasedInstantiation
>(mx.managers) occupies 98% of the total time for the frame in question.
>If I analyze the memory allocations, I see (for the specific frame in
>question): 
>
>LayoutManager.doPhasedInstantiation (mx.managers): Allocations = 63405
>(memory=19600 KB) 
>
>which is broken down as:
>
>- LayoutManager.validateProperties (mx.managers): Allocations = 34210
>(memory=11327 KB) 
>- LayoutManager.validateDisplayList (mx.managers): Allocations = 25588
>(memory=7137 KB) 
>- LayoutManager.validateSize (mx.managers): Allocations = 3607
>(memory=1137 KB) 
>
>I have no idea if this is good or bad, as something allocated may have
>gotten deallocated via garbage collection (?).
>
>I've used FB profiler before, but I tend to got lost among all the data
>and windows to the point where I don't know what's going on anymore. Is
>there an easy way to extract the call count for
>LayoutManager.doPhasedInstantiation for a specific frame (and how to
>identify that frame in the first place)?
>
>I've started up the Profiler just now and it's exhibiting some odd
>behavior. The timeline grows as expected, but even though my app is
>running fine, the profiler shows no activity (the Memory Usage graph is
>flatlined at 0 and the Live Objects table is empty). I tried on FB 4.6
>and 4.7, same result. It used to work fine on FB 4.6. Any idea what it
>could be? The application path points to the correct bin-debug/Main.html
>file... 
>
>----- Original Message -----
>
>From: "Alex Harui" <[email protected]>
>To: [email protected]
>Sent: Wednesday, October 23, 2013 12:20:11 PM
>Subject: Re: any techniques to spread drawing of screen over several
>frames? 
>
>I still haven't used Scout. I have used the FB Profiler so I'm just more
>used to it. Probably time for me to try Scout. Anyway, the first thing I
>would check is the call counts. I heard you may not be able to get that
>from Scout so you may need to use FB.
>
>Try to get the call count for LayoutManager.doPhasedInstantiation for
>that 
>frame It should be a small number like 3 or 4. If it is higher, then
>there is extra invalidation going on that, if you can eliminate it (and
>you can't always) could drastically affect the execution time of that
>frame. 
>
>A new navigator view should switch the LayoutManager to phased
>instantiation mode and spread the validation across multiple frames so
>mouse cursor doesn't stick.
>
>Also make sure you are not using creationPolicy="all" in any navigators.
>That is always a performance killer.
>
>Only instantiate components that are visible. Postpone instantiation of
>components that aren't.
>
>You can use various tricks like changing states to incrementally add more
>components to the screen.
>
>You can use modules to load whole sections of UI "later".
>
>-Alex 
>
>On 10/23/13 12:03 PM, "[email protected]" <[email protected]>
>wrote: 
>
>>One of the views in my app takes a few seconds to appear on the screen.
>>During this time the mouse icon appears frozen (recovering after the
>>screen is fully drawn).
>> 
>>Profiling with Scout, I can see the related frame, which, this one
>>frame, 
>>takes a couple seconds to complete. I'm guessing this is due to a fairly
>>complex view to layout and draw.
>> 
>>When I implement a stopwatch timer throughout the ActionScript code, the
>>times spent within the functions are negligible. So I'm guessing most of
>>the time is spent behind-the-scenes somewhere drawing things.
>> 
>>I tried using callLater() in various places, but this just led to
>>problems since it changed the intended execution order of the code.
>> 
>>Are there any techniques to force this drawing to occur over several
>>frames so the mouse doesn't appear frozen to the user?
>
>

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