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	<title>Comments on: Would it be bad to leave behind our Flash roots?</title>
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	<link>http://jacwright.com/blog/209/would-it-be-bad-to-leave-behind-our-flash-roots/</link>
	<description>Flex, AIR, PHP, etc.</description>
	<lastBuildDate>Fri, 12 Mar 2010 23:40:29 +0000</lastBuildDate>
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		<title>By: DonMoir</title>
		<link>http://jacwright.com/blog/209/would-it-be-bad-to-leave-behind-our-flash-roots/comment-page-1/#comment-8907</link>
		<dc:creator>DonMoir</dc:creator>
		<pubDate>Sat, 19 Dec 2009 11:26:14 +0000</pubDate>
		<guid isPermaLink="false">http://jacwright.com/blog/?p=209#comment-8907</guid>
		<description>About a year and a half ago, I spent serveral days beating flash over the head, in an effort to figure out framerate. Used timers, updateAfterEvent, etc. NOT... I spied on it, I bought it into a C++ container and beat on it some more. I did get it to update quickly from C++ with framerate set to 1, but this was a hack and had other problems so of course no good.

My conclusion was Adobe needs to get rid of the framerate. It is a real bottle neck.

I filed a bug report on this after I was done testing. This report goes into more detail.

http://bugs.adobe.com/jira/browse/FP-167

Don</description>
		<content:encoded><![CDATA[<p>About a year and a half ago, I spent serveral days beating flash over the head, in an effort to figure out framerate. Used timers, updateAfterEvent, etc. NOT&#8230; I spied on it, I bought it into a C++ container and beat on it some more. I did get it to update quickly from C++ with framerate set to 1, but this was a hack and had other problems so of course no good.</p>
<p>My conclusion was Adobe needs to get rid of the framerate. It is a real bottle neck.</p>
<p>I filed a bug report on this after I was done testing. This report goes into more detail.</p>
<p><a href="http://bugs.adobe.com/jira/browse/FP-167" rel="nofollow">http://bugs.adobe.com/jira/browse/FP-167</a></p>
<p>Don</p>
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		<title>By: Jacob Wright</title>
		<link>http://jacwright.com/blog/209/would-it-be-bad-to-leave-behind-our-flash-roots/comment-page-1/#comment-8349</link>
		<dc:creator>Jacob Wright</dc:creator>
		<pubDate>Thu, 14 May 2009 22:29:31 +0000</pubDate>
		<guid isPermaLink="false">http://jacwright.com/blog/?p=209#comment-8349</guid>
		<description>Yeah, maybe the default frame rate could be 4 (testing on other systems than my own required of course) for most RIA/Desktop/Mobile applications and then it could be set higher for games and apps that imported Flash animations.

The key to allowing this would be to build tweening and animation frameworks to use the Timer and updateAfterEvent and having the invalidation framework use updateAfterEvent (you wouldn&#039;t want to do it on every mouse move if there are not visual changes happening).</description>
		<content:encoded><![CDATA[<p>Yeah, maybe the default frame rate could be 4 (testing on other systems than my own required of course) for most RIA/Desktop/Mobile applications and then it could be set higher for games and apps that imported Flash animations.</p>
<p>The key to allowing this would be to build tweening and animation frameworks to use the Timer and updateAfterEvent and having the invalidation framework use updateAfterEvent (you wouldn&#8217;t want to do it on every mouse move if there are not visual changes happening).</p>
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		<title>By: Josh</title>
		<link>http://jacwright.com/blog/209/would-it-be-bad-to-leave-behind-our-flash-roots/comment-page-1/#comment-8348</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Thu, 14 May 2009 21:49:40 +0000</pubDate>
		<guid isPermaLink="false">http://jacwright.com/blog/?p=209#comment-8348</guid>
		<description>The Timer issue is really the only thing that immediately comes to mind when thinking about what could be affected. If I remember right, Timers can fire at their fastest 10x per frame, so if your FPS is set to be something really low, it&#039;s definitely going to affect your Timers. Those numbers you&#039;re seeing make sense. (Of course, all that other crap like CPU speed, how busy your machine is, etc. plays a role too.)

The only other thing to consider though is if you ever want to use any animations that timeline-based. Sure, you can tween everything using Timers if you want, but if you import animated content that some designer painstakingly created using the timeline, you&#039;d want to have a higher framerate so the animation looks nice &amp; pretty.</description>
		<content:encoded><![CDATA[<p>The Timer issue is really the only thing that immediately comes to mind when thinking about what could be affected. If I remember right, Timers can fire at their fastest 10x per frame, so if your FPS is set to be something really low, it&#8217;s definitely going to affect your Timers. Those numbers you&#8217;re seeing make sense. (Of course, all that other crap like CPU speed, how busy your machine is, etc. plays a role too.)</p>
<p>The only other thing to consider though is if you ever want to use any animations that timeline-based. Sure, you can tween everything using Timers if you want, but if you import animated content that some designer painstakingly created using the timeline, you&#8217;d want to have a higher framerate so the animation looks nice &amp; pretty.</p>
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