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 Post subject: Re: Cocoa and performance
PostPosted: Thu Apr 11, 2013 1:44 am 
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Joined: Thu Jan 05, 2006 1:44 am
Posts: 13
Location: Australia
Hi Sam

I've got it!

And in Cocoa it's the rects in the new areas parameter in the paint event that holds all the relevant info for deciding what needs to be drawn.

You wrote that earlier and I just wasn't listening :(

I have now plugged some areas analysis into my paint events and everything is working very well.

Thanks again - I can put off learning ObjectiveC and XCode a little longer :)

Regards

Bill

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 Post subject: Re: Cocoa and performance
PostPosted: Thu Apr 11, 2013 9:10 am 
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Joined: Sun Aug 12, 2007 10:10 am
Posts: 1086
Location: Boiling Springs, SC
As a tester of 2013 r1, I can say cocoa has been perfected....don't forget that up until 2012 r2.1, cocoa was still "beta" and under development. Keep your license up-to-date before the prices increase and you will be more than satisfied with 2013r1 when it is publicly available. 2013r1 itself is compiled with cocoa and runs immaculately.

In the meantime, you can use a timer in place of a thread to update the GUI with the same result as if using a thread. Threading has and always will be an issue with all languages. Threading is actually quite complex (especially the 'safety' issues that can arise) if you've ever coded in c/c++ or obj-c and credit is due to RS for all their hard work to make it work.

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Real Studio 2012 r1.2

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