On Dec 20, 2008, at 9:18 AM, Michael Ash wrote:
When doing things like this you always need to coalesce events before drawing. If you're triggering a redraw for every event then you always leave yourself open to problems. The moment that your events come in faster than your redraws can occur, you lose. This doesn't necessarily only happen when your code is really slow. Maybe you find a user on a really slow computer. Maybe the computer starts to swap. Maybe the computer is running 300 CPU intensive processes simultaneously. Maybe the mouse is sending events at 120Hz and the screen is only refreshing at 60Hz.
And... maybe the test case involves grabbing something w/the mouse and then rapidly waving the object back and forth over the view to "quickly" grab some data to sample, thus making the original problem seem much, much, worse.
(No -- I'm not saying the problem doesn't exist... just that we developers tend toward spastic monkey behavior when optimizing something that a real user would perform with directness.)
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