Original iPhone animation performance
Original iPhone animation performance
- Subject: Original iPhone animation performance
- From: Andrew <email@hidden>
- Date: Wed, 19 May 2010 20:01:27 +1200
Hi All,
Im writing some code to animate an image moving up the display, just a simple thing moving from the bottom to the top.
the image is 75x75, and Im displaying that in a CALayer sized to 45x45 by setting its .contents property to the .CGImage of the UIImage.
on the newer phones this runs very smoothly, even if I have more than one of those CALayers animating at once, but on an older (original) iPhone I am testing on the animation is slightly rough/jerky even with only a single image moving.
The iPhone is running 3.1.3 and I am performing the animation using this code:
CABasicAnimation* animation = [CABasicAnimation animation];
animation.keyPath = @"position.y";
CGFloat from=self.position.y;
CGFloat to=self.position.y-[self.calculator distanceForAnimationStartingAt:from];
animation.fromValue = [NSNumber numberWithFloat:from];
animation.toValue = [NSNumber numberWithFloat:to];
CGFloat distance=to-from;
animation.duration = [self.calculator timeToTravelDistance:distance];
animation.repeatCount = 1;
animation.autoreverses = NO;
animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut];
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
animation.delegate=self;
[self addAnimation:animation forKey:@"animateUp"];
so, obviously the older phone is basically just less capable, but is it likely to be possible to smooth things out? are there any known tricks or things I can do that might improve things on the older hardware?
Thanks for any help.
- Andrew Bush
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