Am 26.07.2013 um 12:41 schrieb Uli Kusterer :
>> Since I can use Core Animation, that is obviously the better solution. It
>> also makes my application look less power hungry - because now it is the
>> WindowServer doing the drawing and eating cpu. ;)
>
> Not sure I follow your reasoning here.
Am 26.07.2013 um 12:41 schrieb Uli Kusterer :
> No no no! Don’t do both at the same time! The display link callback is called
> exactly when you’re supposed to draw!
Hm. So i remove drawRect: and call that in the callback instead?
> If you call setNeedsDisplay: there, you’ll be waiting until
On Jul 26, 2013, at 5:11 PM, Kyle Sluder wrote:
> On Fri, Jul 26, 2013, at 03:41 AM, Uli Kusterer wrote:
>> On Jul 25, 2013, at 20:26, Andreas Mayer wrote:
>>> Am 25.07.2013 um 19:36 schrieb Uli Kusterer :
>>>
Have you considered using a display link callback instead of a timer?
>>>
>>>
On Fri, Jul 26, 2013, at 03:41 AM, Uli Kusterer wrote:
> On Jul 25, 2013, at 20:26, Andreas Mayer wrote:
> > Am 25.07.2013 um 19:36 schrieb Uli Kusterer :
> >
> >> Have you considered using a display link callback instead of a timer?
> >
> > Yes. Moving to the display link callback was when I no
On Jul 25, 2013, at 20:26, Andreas Mayer wrote:
> Am 25.07.2013 um 19:36 schrieb Uli Kusterer :
>
>> Have you considered using a display link callback instead of a timer?
>
> Yes. Moving to the display link callback was when I noticed the issue in the
> first place.
Usually, when drawing from
Am 25.07.2013 um 19:36 schrieb Uli Kusterer :
> Have you considered using a display link callback instead of a timer?
Yes. Moving to the display link callback was when I noticed the issue in the
first place.
Calling -setNeedsDisplay: in the display link callback is too fast. It gives
smooth a
On Jul 25, 2013, at 7:09 PM, Andreas Mayer wrote:
> I tried different ways to limit the drawing frequency but ended up with
> either timers piling up or jittery animation.
Have you considered using a display link callback instead of a timer? That
should call you just in time. Or CALayer, which
A followup:
Am 10.07.2013 um 02:10 schrieb Uli Kusterer :
> I don’t think the timers leak. Instead, I think they probably just queue up
> on the event loop because their fire interval is greater than that at which
> you add new timers by calling setNeedsDisplay. Could that be it?
You are right
On Jul 8, 2013, at 20:28, Andreas Mayer wrote:
> It seems like when I call -setNeedsDisplay:YES the system is spawning a timer
> to do something later on and when those calls come in too fast, that timer is
> leaked.
>
> Any idea what I could do about that?
> (I tried calling -setNeedsDisplay:Y
This is on OS X 10.8.4.
I'm trying to animate something and draw as smoothly as possible.
While trying to utilize a display link callback I noticed a memory leak in my
application.
After some experimentation I found out that this is not directly linked to the
callback but instead also happens w
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