Am 06.02.2012 um 12:40 schrieb Arnaud Nicolet:

> 
> 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.


Can't you simply ask them to call DoEvents in synchronously mode?

Actually I would expect them to run on a timer with maybe 16ms period, so they 
get 30 fps.
Using a timer would make Real Studio yield time.

Greetings
Christian

-- 
See you in Orlando, Florida for Real World 2012

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