Yes, I think this might be a better approach.
-- Kevin
Scott Palmer wrote:
For some of these use cases I wonder if an AnimationTimer could be used to
handle spreading work out.
E.g in the case of rendering to a canvas across multiple pulses, do a bit at a
time in the AnimationTimer’s handle() method.
Scott
On Sep 24, 2015, at 5:53 AM, Fisher, Robert <robert.fisher....@zeiss.com> wrote:
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