Guy, I'm curious to hear about whether shifting from UIComponent components to using sprites made your app perform fast enough for you. Once you do a bit of testing care to share your overall experience?
Doug On Wed, Oct 15, 2008 at 5:32 PM, Guy Morton <[EMAIL PROTECTED]> wrote: > Yes, thanks Doug, Josh, Tracy...I did get that working. > > > On 16/10/2008, at 11:21 AM, Doug McCune wrote: > > > Create a custom component that extends UIComponent that you will use to > hold all your Sprites. Then you can use addChild to add the Sprites to that > component. And since your custom holder component extends UIComponent you > can add that to whatever Container class you've got in your app. > > Doug > > On Wed, Oct 15, 2008 at 5:16 PM, Guy Morton <[EMAIL PROTECTED]> wrote: > >> Which gets me back to where I started... :-/ >> >> >> On 16/10/2008, at 11:26 AM, Tracy Spratt wrote: >> >> >> Container children must be UIComponents. You will need to add the sprites >> to a UIComponent first. >> >> Tracy >> >> ------------------------------ >> >> *From:* flexcoders@yahoogroups.com [mailto:[EMAIL PROTECTED] *On >> Behalf Of *Guy Morton >> *Sent:* Wednesday, October 15, 2008 8:01 PM >> *To:* flexcoders@yahoogroups.com >> *Subject:* Re: [flexcoders] Efficiency and objects in the display list >> >> >> Hi Doug >> >> >> Yes, I tried using Sprite but it seems I can't add a sprite-based >> component to my other containers...I guess because they are UIComponent >> based? Do Sprites in flex have to be added to the display list directly? I'm >> having a look at the docs but it's a little confusing as they generally >> discuss Sprite in terms of Flash rather than Flex. >> >> >> Guy >> >> >> >> On 16/10/2008, at 10:55 AM, Doug McCune wrote: >> >> >> >> >> >> Sprites can have mouse handling. If you don't base your class on >> UIComponent you lose all the automatic display list stuff (measuring, >> layout, etc). But if you manually control positioning and everything >> yourself, and don't have any need for stuff like CSS styles, then you should >> be OK using Sprite. >> >> Doug >> >> On Wed, Oct 15, 2008 at 4:49 PM, Guy Morton <[EMAIL PROTECTED]> wrote: >> >> >> It seems odd that there is no really lightweight class for addressing this >> sort of need, which I would have expected was a common one (I note it's the >> subject of a second thread now too). >> >> >> >> On 16/10/2008, at 9:51 AM, Guy Morton wrote: >> >> >> >> Thanks for the reply, Josh. They do need to respond to mouseovers and >> mousedowns, so am I stuck with UIComponent? >> >> >> Guy >> >> >> On 15/10/2008, at 8:11 AM, Josh McDonald wrote: >> >> >> >> >> >> If they don't need mouse events, base them on Shape instead. >> >> On Wed, Oct 15, 2008 at 7:09 AM, Guy Morton <[EMAIL PROTECTED]> wrote: >> >> Anyone? >> >> >> On 14/10/2008, at 11:34 AM, Guy Morton wrote: >> >> >> >> We have an app which adds 50 or 60 dynamically created and animated >> canvas-based objects to the display list as it runs. I've noticed when >> running this under the profiler that even though these canvas-based >> components are really simple (they have a draw function and a rotate >> function in them and don't import any other classes) they each add >> about 1 Mb to the overall memory consumed by the app. >> >> I've also tried making the components UIComponent based instead of >> using Canvas (as I believe it's a little more lightweight) but it >> doesn't seem to make a huge difference. >> >> Is there a better/more efficient way to dynamically create, draw, >> rotate and animate a bunch of small objects in a flex app? >> >> TIA >> >> Guy >> >> >> >> >> >> -- >> "Therefore, send not to know For whom the bell tolls. It tolls for thee." >> >> Like the cut of my jib? Check out my Flex blog! >> >> :: Josh 'G-Funk' McDonald >> :: 0437 221 380 :: [EMAIL PROTECTED] >> :: http://flex.joshmcdonald.info/ >> >> >> >> >> >> >> >> >> >> >> > > >