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Re: Quickest Drawing Method
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Re: Quickest Drawing Method


  • Subject: Re: Quickest Drawing Method
  • From: spiderlama <email@hidden>
  • Date: Wed, 25 Jul 2007 21:51:33 +1000

On 25/07/2007, at 6:53 PM, Uli Kusterer wrote:

I hope you're doing this conditionally? There's no reason to change the window's frame rect repeatedly, not to mention to a value that is probably the same rect each time.

I've checked this out. It looks like if I call setFrame on a window, and the frame is the same as the current frame, nothing happens. Therefore I am only redrawing when the Dock moves. The activity monitor shows the process at 0% when the Dock doesn't move. I know this is similar to a spin lock, but I can't think of any other method.


Also, I don't see why you would want to do this in a timer. You must have some place where you fill out the "rect" instance variable with the dock's current rect. So, what you should do is resize the window from there, and *only* when its size has changed.

For sake of modularity, I have a function that returns the size of the dock: (NSRect)getDockRect. And remembering resize:


- (void)resize {
	static NSRect rect;
	rect = [self getDockRect];
	[window setFrame:rect
			 display:YES
			 animate:NO];
	if (rect.size.width == 0)	// NSZeroRect
		dock = connectToDock();
}

What your code is doing right now is needlessly burning cycles by telling the window to constantly recreate and re-render its whole back buffer, even when nothing is happening. Why?

I'm pretty sure it doesn't re-render. I checked this with Quartz Debug.

Is there a callback I can place into the run loop?

AND... how can I find out when the application closed, so I can release some CGImageRef's?

Cheers,
Matt
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References: 
 >Re: Quickest Drawing Method (From: spiderlama <email@hidden>)
 >Re: Quickest Drawing Method (From: Uli Kusterer <email@hidden>)

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