Le 6 févr. 2012 à 12:16 Soir, Christian Schmitz a écrit:

> Not sure how this Sprite surface works, but it should somewhere give CPU time 
> to other parts of app.
> e.g. call DoEvents or WaitNextEvent.

Yes. Like I said, if I run the Sprite Surface synchronously it doesn't work at 
all (since there are no DoEvents, indeed). That's why I tried the asynchronous 
version (that is, running in a thread), but this one is too slow. Basically, I 
can't run both the SpriteSurface and the USB class together even in a thread 
for the SpriteSurface because they take too much CPU. I'd like to query the 
state myself, on demand, but I don't know if it's even possible.

Thank you.
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