OK just did that :) Except its not a totally fair comparison since i'm at
home now on my 900 mhz Athlon and at work i have a 400 mhz G4 so i'll test
it Monday but here's what i got.
Here's the script since it wasn't in the message from before
startTime = the milliseconds
call #setWindow, gTestList, gContentSprites, gMaxVisible
put "call test took" && (the milliseconds - startTime)
5 sprites: 82
10 sprites: 96
15 sprites: 90
20 sprites: 95
25 sprites: 99
30 sprites: 103
35 sprites: 110
40 sprites: 117
50 sprites: 134
75 sprites: 175
100 sprites: 239
MUCH MUCH faster ;). I'll post the results from my machine at work which
I'm assuming will be a little slower on Monday. Thanks for feedback on
this.
>add in the Call one & see the difference...
> > FYI I decided to check out the difference by using the > suggested
>script > below this is what turned out. Its bassically moving the > locV of
>every > sprite when the handler is called. > > Repeat loop: sendAllSprites:
> > 5 sprites : 86 5 sprites: 112 > 10 sprites: 329 10 sprites: 224 > 15
>sprites: 402 15 sprites: 386 > 20 sprites: 587 20 sprites: 542 > 25
>sprites: 817 25 sprites: 750 > 30 sprites: 1064 30 sprites: 990 > 35
>sprites: 1348 35 sprites: 1266 > 40 sprites: 1661 40 sprites: 1566 > 50
>sprites: 2326 50 sprites: 2236 > 75 sprites: 4703 75 sprites: 4239 > 100
>sprites: 8244 100 sprites: 7113 > > Interesting. > > > >But, if you really
>want to find out, add your own timing test: > > > > startTime = the
>milliseconds > > repeat with aSpriteNumber in myListOfSpriteNumbers > >
>sendSprite(aSpriteNumber, #someMessage) > > end repeat > > put "Repeat loop
>test took" && (the milliseconds - startTime) > > > > startTime = the
>milliseconds > > sendAllSprites(#someMessage) > > put "sendAllSprites test
>took" && (the milliseconds - startTime) > >
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