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The scrolling of a long list of events is quite slow in iOS

Nov 10, 2011 12:52 PM

I got a long list of  events loaded dynamically from database in flash and when i test it on iOS, the scrolling of the list is quite slow. Anybody knows what's the workaround?

 

thanks

 
Replies
  • Currently Being Moderated
    Nov 10, 2011 2:12 PM   in reply to ebls2011

    Have you tried setting your stage quality to Low?

     
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  • Currently Being Moderated
    Nov 10, 2011 2:14 PM   in reply to ebls2011

    Just set it to low in general as the user enters the frame, if most of your movie clips are bitmaps it will not affect the look.

     
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  • Currently Being Moderated
    Nov 10, 2011 2:21 PM   in reply to ebls2011

    It certainly might I don't have a clear answer for you but its worth a try, it one simple line of code so give it a shot and report back the results.

     

    stage.quality = StageQuality.LOW;

     

    The setting options are BEST, HIGH, MEDIUM & LOW.

     

    If low doesn't work maybe try one of the other settings.

     
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  • Currently Being Moderated
    Nov 10, 2011 3:16 PM   in reply to ebls2011

    Are you using CPU or GPU mode?

    Also, how are you scrolling the display list?

     
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  • Currently Being Moderated
    Nov 10, 2011 3:20 PM   in reply to Donny1985

    Something else to think about: Are you using cacheasbitmap on the movieclip that contains the items? You shouldn't do that, if you need to cacheasbitmap do it on the individual items, otherwise you're making a texture that exceeds the limits of the device (eg, 1024 pixels for iPhone, 2048 pixels for iPad).

     
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  • Currently Being Moderated
    Nov 10, 2011 8:10 PM   in reply to ebls2011

    Do the individual events loaded need to be selectable?

    If not, try BitmapData.draw() everything that's being scrolled and create a single bitmap.

    Removing everything else once the bitmap is on stage.

    Maybe also try panning using a scrollRect instead in addition to this.

     

    If the individual events need to be selectable, seperate them into bitmaps.

     

    Essentially, when in GPU mode, I've found things function best with bitmaps.

    So converting everything possible, and grouping into single bitmaps as much as possible helps.

     
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