RE: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Paul Steven
Be sure to check your creations on an iPhone 3G as my tests so far have not
been great in terms of performance on these devices and that is with highly
optimised code.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Sajid Saiyed
Sent: 12 October 2010 04:08
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] Flash CS5 iPhone development question

Hi,
Have'nt seem much discussion on this subject yet.

I am starting to experiment with the iPhone packager and had few questions.

Any idea how to store data locally? For example Game Levels or
Application data etc.?
Can Flash CS5 make use of SqLite database? Any tutorials available?

Thanks and I will keep posting my experiment results here.
So far, it seems to work smoothly. I am going to try more intensive
apps to explore the limits.

-Sajid
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Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Kevin Newman
I've had a similar experience. What I've done is to divide my game 
(Event.ENTER_FRAME) and my render logic - stage element access 
(Event.RENDER) loops, and on 3G update only every other frame.


You can do that by filtering on Capabilities.os, and then based on which 
model you detect, set a toggle to run at the end of ENTER_FRAME handler, 
that will invalidate the screen (I think it's root.invalidate()) either 
every frame for high end devices, or every other frame for iPhone 3G, 
iPod 2nd gen, and lower.


// set useFrameSkip in init based on Capabilities.os
if (useFrameSkip  !skipFrame) {
skipFrame = true;
root.invalidate();
}
else {
skipFrame = false;
}

Also, make sure you are setting those cacheAsBitmap and 
cacheAsBitmapMatrix flags when appropriate, or else you aren't properly 
utilizing the GPU.


Seems to help. :-)

Kevin N.

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/system/Capabilities.html?filter_flex=4.1filter_flashplayer=10.1filter_air=2#os


On 10/12/10 6:29 AM, Paul Steven wrote:

Be sure to check your creations on an iPhone 3G as my tests so far have not
been great in terms of performance on these devices and that is with highly
optimised code.


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RE: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Paul Steven
Thanks for the tips Kevin - I am trying anything and everything to improve
performance. I only have 8 balls moving with collision detection and
reactions using vector maths and what works so smoothly on the PC is really
sluggish on the iPhone. I have written the same code in Corona and it works
well on the iPhone. However I am determined to get it working with the Flash
version. 

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kevin Newman
Sent: 12 October 2010 17:07
To: Flash Coders List
Subject: Re: [Flashcoders] Flash CS5 iPhone development question

I've had a similar experience. What I've done is to divide my game 
(Event.ENTER_FRAME) and my render logic - stage element access 
(Event.RENDER) loops, and on 3G update only every other frame.

You can do that by filtering on Capabilities.os, and then based on which 
model you detect, set a toggle to run at the end of ENTER_FRAME handler, 
that will invalidate the screen (I think it's root.invalidate()) either 
every frame for high end devices, or every other frame for iPhone 3G, 
iPod 2nd gen, and lower.

// set useFrameSkip in init based on Capabilities.os
if (useFrameSkip  !skipFrame) {
 skipFrame = true;
 root.invalidate();
}
else {
 skipFrame = false;
}

Also, make sure you are setting those cacheAsBitmap and 
cacheAsBitmapMatrix flags when appropriate, or else you aren't properly 
utilizing the GPU.

Seems to help. :-)

Kevin N.

http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/sys
tem/Capabilities.html?filter_flex=4.1filter_flashplayer=10.1filter_air=2#o
s


On 10/12/10 6:29 AM, Paul Steven wrote:
 Be sure to check your creations on an iPhone 3G as my tests so far have
not
 been great in terms of performance on these devices and that is with
highly
 optimised code.

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Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Kevin Newman
Optimizing for GPU is what helps most on iPhone - make sure every item 
on your display list is getting cached on the GPU (even ones you update, 
but minimize updates). Additionally, avoid addChild and removeChild (and 
the timeline, since it uses those a lot) - they are expensive - use 
visible property instead.


Maybe draw your background as a big shape, and set cacheAsBitmap, and 
cacheAsBitmapMatrix = new Matrix there as well. I'm not sure if that 
helps, but after I did that my app got faster (I don't do things as 
micro iteratively as I'd like, because the iPhone compile time is so 
horrendous - so I'm not always certain about which things helped or not 
- though I am sure that if I forget to set the GPU flags, it slows 
everything down, even if it's just the background display object).


8 objects should be no problem at all.

View the PDF here for more:
http://labs.adobe.com/technologies/packagerforiphone/
http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf

Kevin N.


On 10/12/10 12:54 PM, Paul Steven wrote:

nce. I only have 8 balls moving with collision detection and
reactions using vector maths and what works so smoothly on the PC is really
sluggish on the iPhone. I have written the same code in Corona and it works
well on the iPhone. However I am determined to get it working with the Flash
version.


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Re: [Flashcoders] Flash CS5 iPhone development question

2010-10-12 Thread Gustavo Duenas
Hi, the air 2 package works with flex 3? someone knows that, because  
since I have a ppc with Cs4 I don't think I can have a transition to  
Cs5 yet.


gustavo
On Oct 12, 2010, at 2:04 PM, Kevin Newman wrote:

Optimizing for GPU is what helps most on iPhone - make sure every  
item on your display list is getting cached on the GPU (even ones  
you update, but minimize updates). Additionally, avoid addChild and  
removeChild (and the timeline, since it uses those a lot) - they are  
expensive - use visible property instead.


Maybe draw your background as a big shape, and set cacheAsBitmap,  
and cacheAsBitmapMatrix = new Matrix there as well. I'm not sure if  
that helps, but after I did that my app got faster (I don't do  
things as micro iteratively as I'd like, because the iPhone compile  
time is so horrendous - so I'm not always certain about which things  
helped or not - though I am sure that if I forget to set the GPU  
flags, it slows everything down, even if it's just the background  
display object).


8 objects should be no problem at all.

View the PDF here for more:
http://labs.adobe.com/technologies/packagerforiphone/
http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf

Kevin N.


On 10/12/10 12:54 PM, Paul Steven wrote:

nce. I only have 8 balls moving with collision detection and
reactions using vector maths and what works so smoothly on the PC  
is really
sluggish on the iPhone. I have written the same code in Corona and  
it works
well on the iPhone. However I am determined to get it working with  
the Flash

version.


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[Flashcoders] Flash CS5 iPhone development question

2010-10-11 Thread Sajid Saiyed
Hi,
Have'nt seem much discussion on this subject yet.

I am starting to experiment with the iPhone packager and had few questions.

Any idea how to store data locally? For example Game Levels or
Application data etc.?
Can Flash CS5 make use of SqLite database? Any tutorials available?

Thanks and I will keep posting my experiment results here.
So far, it seems to work smoothly. I am going to try more intensive
apps to explore the limits.

-Sajid
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