And here is Mark Waddingham's more technical explanation:
<https://www.mail-archive.com/[email protected]/msg84428.html>
BR: After reading the above, in so far as my app is modular, made up of many
stacks, all of which have object that move, either with dynamic or scrolling.
It is simple enough always to "set acceleratedRendering to true"
Caveat he does not mention, that doing so in a preopenstack handler of Stack
B, if you have another stack open first (A), will cause a blank black screen,
when opening Stack B, on Android. Whether this a bug or not, has yet to be
determined. But if we allow the stack to render first, and "set
acceleratedRendering to true" in the top of the first handler run... no blank
screen.
That’s for moving between stacks, problem solved.
Now within a stack, the open ACLR set to default-false. Inside one handler, I
still get a blank black screen before I render our puzzle tiles after
rearranging them with screen locked. I suspect that
"set acceleratedRendering to true" while the screen is locked will be the
problem.
More testing needed. What is missing in Mark's reply is "how this all affects
performance on Android." I supposed it can be inferred... but I can wait to
hear Mark W. talk on "Optimising" at the conference (I'll be tuning in with
SimulCast)
Stephen Barncard wrote:
It is frightening how much mumbo jumbo goes down every time we 'touch' a
field.
I had no idea.
No wonder loops could get glacial quickly if one is not careful with using
fields as a destination.
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