I was naively thinking something like:

1. Make small change to canvas
2. Fire pulse
3. Make next small change to canvas
4. Fire pulse
5. Etc..

But I was actually also unaware of this firePulse method until this morning 
(and I couldn't have used it anyway since it's not public API).

-----Original Message-----
From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf Of 
Dr. Michael Paus
Sent: Donnerstag, 24. September 2015 11:07
To: openjfx-dev@openjdk.java.net
Subject: Re: Usage of Toolkit firePulse

Hi,
I wasn't aware of this Toolkit method when I wrote the mail you are referring 
to. Can you or anybody else explain what this method exactly does. It sounds 
indeed as if I could solve some problems with it although I am not sure yet and 
of course only if Jonathan does not block it in the future :-) Michael

Am 24.09.15 um 09:31 schrieb Fisher, Robert:
> I think it would be great to have in the public API. It looks like it would 
> allow you to spread large UI updates out over several pulses in a 
> well-defined way.
>
> See also this post from a month or so ago:
>
>> Hi,
>> I want to do some performance tuning of a JavaFX application of mine 
>> but before I can start with that I have to learn a little bit about the 
>> scene graph redraw handling.
>> Maybe there is someone on this list who can help me there.
>>
>> What I want to achieve is a super smooth animation (movement) of my scene 
>> graph.
>> Let's assume the scene graph itself can be redrawn fast enough in less than 
>> 1/60s.
>> In addition let's assume the scene graph contains a canvas which only 
>> has to be updated from time to time but an update of the canvas takes 
>> substantially longer.
>> Let's say it takes 1s.
>>
>> When an update of the canvas is in progress will this delay the next 
>> pulse until all internal drawing within the canvas is finished? From my 
>> observations I think so.
>>
>> If I submit my drawing calls to the canvas in smaller chunks via 
>> Platform.runLater calls will these also delay the next pulse or will 
>> the execution of these calls be delayed in favor of the scene graph update?
>>
>> I hope my goal has become clear. I would like to be able to spread 
>> the update of the canvas over several scene graph redraw cycles so 
>> that an animation of the canvas stays smooth although the content builds up 
>> more slowly.
>>
>> Michael
>
> -----Original Message-----
> From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On 
> Behalf Of Jonathan Giles
> Sent: Donnerstag, 24. September 2015 01:49
> To: openjfx-dev@openjdk.java.net
> Subject: Usage of Toolkit firePulse
>
> Hi all,
>
> Today I am keen to get your help on understanding use of the
> Toolkit.getToolkit().firePulse() private API. If you could spare a few 
> minutes to grep your source directory for any usage of 'firePulse', and email 
> me your findings, that would be really interesting.
>
> As a gentle motivational tool I'll conclude by saying that, surprisingly, 
> this private API is barely used inside the openjfx production code. If you 
> look at the openjfx unit tests, it is used massively. The question is - how 
> much is this being used by other community members. If the answer is 'not 
> much' or less, then this private API may not be made public in JDK 9. Your 
> feedback therefore is critical!
>
> Thanks,
> -- Jonathan

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