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Thread: What is better when I'm talking about performance?

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    paobrasil's Avatar
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    Lightbulb What is better when I'm talking about performance?

    Well....just a example, I'm creating a iPad application....I have four 1024x768 static images and one touch Buttom that when I touch it THEN create one of these four images....so....what is better to performance?


    - Create four active pictures with disabled "create at start" and located outside the frame...when I touch a buttom THEN create one of these four images in the background and destroy the previous created image.

    OR

    - Create one active object with four directions that each direction have one of these images...when I touch a buttom THEN change the direction of the animation of this active object...


    What option it's better to performance?

    If you have another better option just let me know..


    THANKS MY FRIENDS...

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
    Verbage's Avatar
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    Second one.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    paobrasil's Avatar
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    thank you very much my friend!

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    AyreGuitar's Avatar
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    paobrasil - not sure, but you might run into memory problems having 4 images of that size on iPad 1. Another alternative that should keep memory down is to have 4 frames, each with one of your 1024x768 images and the button. When the button is pressed you jump to the right frame. Memory should be freed between frames, so it's only ever storing one of the images at a time. BTW I think there was a bug in Active Picture that wasn't releasing memory when destroyed, not sure if fixed yet.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
    paobrasil's Avatar
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    AyreGuitar thanks for the advice.....my problem it's because my app will have around of 8 mini games....each mini game will have around 20 stages.....it's too much frames?

  6. #6
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    paobrasil - you can have as many frames as you like! You just have to be careful about how much memory is used at any one time or you'll get memory warnings which may affect your game, eg slowdown, images not showing, possible crashes, etc.
    If you're just looking to show a different background for each stage, then perhaps use an Active Picture and load the desired image at start of frame - you don't need to destroy it and create it each time, just load a new image.
    If you can make your backdrop out of smaller pieces that are tiled and re-used even better as this will use less memory - you can then have an Array, Ini or List object that you load at the start of the frame to figure out which pieces go where.
    Generally try to avoid using large images (ie close to screen size or larger).

  7. #7
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    "If you're just looking to show a different background for each stage, then perhaps use an Active Picture and load the desired image at start of frame - you don't need to destroy it and create it each time, just load a new image."

    - In my case I'm looking to show a different image when I touch in a different buttom...

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