Interesting.  What would happen if you turned on caching and made  
setAttribute always invalidate the cache of the associated clip?

On 2006-03-14 11:45 EST, Henry Minsky wrote:

> The Flash playe re-renders the entire scene every frame, so  
> definitely more
> movie clips will slow things down.
>
> The Flash 8 player  has a flag on MoveClip to tell them to cache their
> bitmaps, which should result in much better performance (I tried it  
> with the
> drawing API, and it had a pretty dramatic effect in the refresh  
> rate for
> complex drawings). I tried turning it on on all movieclips but bad  
> things
> happened to LzText instances among other things. But as an  
> optimization, I
> would like to look at where  and under what conditions it makes  
> sense to
> enable/disable that flag in the view system.
>
> On 3/14/06, Neil Mix <[EMAIL PROTECTED]> wrote:
>>
>> I think this is unreleated, but I'll throw it out anyway to see if it
>> rings a bell:
>>
>> I recently spent a lot of time looking into something similar to
>> this.  I discovered that my application was using 25-30% CPU when in
>> a steady state doing *nothing*.  After extensive simplification, I
>> discovered that CPU usage of a Flash app in a steady state is
>> correlated to the total number of movie clips in the app (whether or
>> not they contain or do anything) -- the more movie clips, the higher
>> the CPU usage.  It is also correlated to the frames-per-second of the
>> application -- the higher the fps, the more CPU that is used up.
>>
>> If I were to make a guess about what is happening under-the-covers, I
>> suspect that Flash visits every movie clip instance when switching
>> from frame to frame.  The greater the number of movie clips and the
>> higher the fps, the more visits it has to make and thus processor
>> usage goes up.  Interesting, although not necessarily a startling
>> revelation.
>>
>> Given the relative ease with which movie clips are automatically
>> generated in a Laszlo app, it does seem like it's fairly easy to
>> bloat processor usage unintentionally.  I'm not familiar enough with
>> the LFC (nor Flash programming in general) to know whether such movie
>> clip creation is absolutely necessary.  It's understandable why works
>> this way, but it would also be nice if there were some simple magic
>> way to reduce the number of movie clips in my app; as it stands, I'd
>> have to do extensive refactoring.  :(
>>
>>    -Neil
>>
>> On Mar 13, 2006, at 6:50 PM, Henry Minsky wrote:
>>
>>> I was running a test app which prints some info to the debugger
>>> every few seconds, and I noticed when I left it
>>> for a while, the CPU  usage kept spiking when it prints. I think it
>>> is due to the progressively higher cost of the debugger appending
>>> text to it's buffer and computing the new scroll position. It's odd
>>> because I start seeing CPU loads spiking when the print routine is
>>> called on Windows of around 15% when there is as little as 30
>>> kbytes of text in the window.
>>>
>>> Anyway, something is really expensive here in Flash string
>>> handling, either the text appending or some other operation
>>> associated with the scrolling.
>>>
>>>
>>>
>>>
>>>
>>> --
>>> Henry Minsky
>>> Software Architect
>>> [EMAIL PROTECTED]
>>>
>>> _______________________________________________
>>> Laszlo-dev mailing list
>>> [email protected]
>>> http://www.openlaszlo.org/mailman/listinfo/laszlo-dev
>>
>>
>
>
> --
> Henry Minsky
> Software Architect
> [EMAIL PROTECTED]
> _______________________________________________
> Laszlo-dev mailing list
> [email protected]
> http://www.openlaszlo.org/mailman/listinfo/laszlo-dev

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