And here is Mark Waddingham's more technical explanation:
<https://www.mail-archive.com/use-livecode@lists.runrev.com/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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