Animation performance
Hi flex-community,
Last time i did animations was a view month back with flash player 9 or 10.
I did not manage to run more than 5 or 6 animations at the same time and they did not perform very well.
Now I saw this video of Anno Online:
http://www.youtube.com/watch?v=dIDHpszaHgQ&feature=BFa&list=PLvZWz-sLz9XGBdiEmEIGQ1Kjo1RI5 uVdg
Where every chimney of every building has some smoke, there are some people and animals running around etc there are a lot of animations and it looks quite smooth.
So I am wondering, how did they do it?
Does anyone here have any idea what technique they could use for these nice animations?
So I make a diff between my process list and new user list and it was a "sh" process. I do not have any idea what it was:
3570 sh macuser 0,0 808 KB 2,32 GB
but when I kill it everyhing is okay now.
Similar Messages
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Animation performance with large images -- too large?
I'm working with a client who created an animation using Edge Animate, and we're having some performance problems. The HTML page itself is 3840x1080, and the animation that is causing the most grief is a series of 304 PNGs, each 2592x1080 in size, showing at 10 fps.
IE 10 is the required browser. When this animation runs, many of the frames are dropped, showing the X placeholder image instead. Additionally, there are pauses and stutters and such, presumably as the browser is trying to keep up. I note that when I go in and modify the animation() constructor to use maxFrames: 50 or so, the performance problems go away entirely. It seems like the preloading of all the frames is hitting a memory ceiling.
Question: Is it even feasible to ask the browser to do this kind of work? I'm not a JavaScript/HTML guy, and if I had my druthers, this would be done using something like C++/DirectX.
Any opinions here on optimizing, or approaching this problem differently?
Many thanks,
DaveWelcome to the family. You're coming into the fold at a bad time, sad to say.
I'd be very interested to know more about your workflow, jc, scanner hardware, acquisition software, etc.
Right now, I'd have to say Aperture is not a tool you even want to consider but I gotta give you my opinion: your catalog shouldn't point to the originals anyway. Do your conversions to a suitable format that will get you the versatility you need without overkill and then offload those huge originals (make at least two copies of your library) for permanent storage with one offsite.
Folks around here speak highly of iView but I've never used it. Portfolio is a longtime favorite and I believe you can distribute copies of your catalog with a free Portfolio viewer (could be wrong about that). You certainly cannot do that with Aperture. Your catalog will use little JPEGs for thumbnails but you can make prints and slideshows from your more reasonably-sized assets like, say, 8 bit TIFFs at 6-14 megs.
Hey, good luck and I hope you get better advice on a wider selection of products.
bogiesan -
Animation Performance and Optimization
Hi, and thanks for reading in advance!
I'm struggling with getting "smooth-enough" performance for a simple application I'm writing. I was hoping someone could give some pointers. Briefly my proof of concept application creates between 1 and 10 independently moving filled circles over a PNG backdrop. I'm currently getting a very dissapointing, stuttering animation and unacceptably slow frame rates - I would guess in the 10FPS area.
I removed all Alpha from the fill (originally I did want some alpha)... the only way I get smooth animation is if I totally remove the background PNG (leave white background) and limit the bubbles to 2-3 at a time. As soon as I introduce a backdrop however even 1 bubble does not animate smoothly.
Basic architecture I am using:
"bubble Class" -- creates an individual "bubble" and manages that bubble's life
the class draws a filled circle shape - then tries to cache it per Adobe Recommendations for GPU acceleration.
my "main" class then addsChild and modifies .x and .y to translate bubble's motion. I also tried doing translation via matrix transform with no better results.
Excerpt from Bubble Class:
myBubble:Shape = new Shape();
myBubble.graphics...........
this.addChild(myBubble);
myBubble.cacheAsBitmap = true;
myBubble.cacheAsBitmapMatrix = new Matrix();
Now I am doing 2 movements per bubble. I'm doing a rock (rotate) using the following transform matrix (which I'm assuming will be accelerated by GPU?)
Further code from Bubble Class
private function rotateAroundCenter (ob:*, angleDegrees) {
var point:Point=new Point(ob.x+ob.width/2, ob.y+ob.height/2);
var m:Matrix=ob.transform.matrix;
m.tx -= point.x;
m.ty -= point.y;
m.rotate (angleDegrees*(Math.PI/180));
m.tx += point.x;
m.ty += point.y;
ob.transform.matrix=m;
And I'm doing a translation in X and Y. I do this in the root class....ie:
code from Main Class
var thisBubble:Bubble = new Bubble();
addChild(thisBubble);
bubbles.push(thisBubble);
this.addEventListener(Event.ENTER_FRAME, processFrame);
function processFrame(myEvent:Event):void {
var thisBubble:Bubble = bubbles[0];
thisBubble.x++;
thisBubble.y++;
or something like that
Is this too many layers of embed? should I be caching somewhere other than at the Shape level within my Bubble class? I basically addChild for my shape in the bubble class and then I addChild bubble instance to my stage.
Any help is appreciated!!! I am ready to give up on animating with AS3 and resorting to Objective-C (I hate Objective-C)..... so please!!! what else needs to be done to take advantage of Hardware GPU acceleration?
Cheers,
TomMr 12 - you are the man. I really appreciate the time you took in writing your reply. It was indeed helpful.
I did the following (see below the line) and it has improved performance. I can now get smooth-ish animation but by sacrificing significant frame rate. I also am somewhat limited to the number of moving parts (7).
My question to you --- can I cache bitmapData? right now I am only caching bitmaps...... is that the right thing to do? reason I ask is when I pop these bubbles I'd like to cycle through a series of bitmap images which I'm now pre-loading at bubble creation into bitmapData variables. I'm then adding a Bitmap to the stage as child and cycling through each to execute a "pop" animation. IE
addChild(myBitmap)
mybitmap.bitmapData = mybitmapData1; // first frame
mybitmap.bitmapData = mybitmapData9; // 9th frame of animation etc.
would be nice to be able to pre-cache that BitmapData in the GPU... can that be done?
Here is a list of the changes I made which did improve performance:
1) Changed animation event driver from ENTER_FRAME to TIMER events. I had to set my timer period as low as 0.15 to get smooth execution. Anything faster still results in sputtering. (.15 is really kind of slow and a problem stil....)
2) added myEvent.stopPropagation(); to all event handlers (now I only have 1 such handler for the Timer).
3) removed the "rocking" rotation effect from the Bubble class.
4) removed code which used graphics class to draw the bubbles. Instead I pre-drew them in Fireworks and imported to flash library. I am then loading each bitmapData on application launch. I assign a unique bitmap pointer on bubble creation, cache it, and then pass it to the Bubble class for use and display like this: (bubType is an Array that contains 3 unique bitmapData objects which reference).
Bubble creation routine: (run 1x per bubble at creation):
private function timerBlow(myEvent:TimerEvent):void {
myEvent.stopPropagation();
if (bubbles.length < 7) {
var bubBM:Bitmap = new Bitmap(bubType[randomType]);
bubBM.cacheAsBitmapMatrix = new Matrix();
bubBM.cacheAsBitmap = true;
var thisBubble:drawnBubble = new drawnBubble(bubBM,10,0xFFFFFF,"up"); // my bubble class
thisBubble.x = 100;
thisBubble.y = 300;
addChild(thisBubble);
bubbles.push(thisBubble);
5) removed variable creation in my old ENTER_FRAME (now TIMER) event handler to move the bubbles as such:
private function processFrame(myEvent:TimerEvent):void {
myEvent.stopPropagation();
if (bubbles.length > 0) {
var numBubbles:uint = bubbles.length;
for (var i:uint = 0; i < numBubbles; i++) {
checkBounds(drawnBubble(bubbles[i]));
drawnBubble(bubbles[i]).x += drawnBubble(bubbles[i]).xVelocity;
drawnBubble(bubbles[i]).y += drawnBubble(bubbles[i]).yVelocity;
Any other clues that someone has as to how to do this faster or things to try are *very* much appreciated.
Cheers
Tom -
Improve the animation performance (only re-draw the partial background)
i had an application involving animation. the whole animation is done without any external image files used. all the background and objects are hard coded drawn.
double buffering technique is used and the 1st code template is as follow:
paint
draw_background_image
draw_foreground_moving_object_at_latest_location
update
draw_background_image
draw_foreground_moving_object_at_latest_location
A thread calls repaint(int x, int y, int width, int height) where x, y, width and height is the rectangle region form by the object new location and the object old location. however, i stil found my application performance not too good :(
i was wondering whether i can have the performance of application improved with the following 2nd code template? (i havent implemented it yet since i do not know which API for me to achieve certain tasks)
paint
draw_background_image
draw_foreground_moving_image_at_latest_location
update
draw_PORTION_OF_background_image_that_covered_by_previous_moving_object
draw_foreground_moving_image_at_latest_location
in that case,
1. is the 2nd correct way to do animation compared with the 1st way?
2. if so, do i need to store portion_of_background_image_that_covered_by_previous_moving_object, the x and y location of the covered background image......? what API should i use in order for me to do so?
thank you very much!
regards
yan chengHere's a post from the game forum which will get you started
http://forum.java.sun.com/thread.jsp?forum=406&thread=417063&message=1844507#1844507 -
Extremely slow 3D graph animation performance
The new Keynote 3D graph builds are extremely slow on my MacBook Pro (2.2 Ghz, 128 MB VRAM, 4 GB RAM). I can't imagine how the "grow" animation would require so much power that it is reduced to 3 or 4 frames on my machine. Is this a glitch, bad installation, or does Keynote really require that much power?
I just tried mine and they're really slow for me as well. BUT, the good news is, they weren't always like this. SO, I've just got to figure out what changed between then and now.
Try two things.
1) Create a one slide presentation at 800x600 and put a chart build on it. Is that any better?
2) Go into the preferences and set the display NOT to scale up. Any difference?
Message was edited by: Kyn Drake -
Awful scrolling / animation performance after Mavericks "upgrade"
After updating from Mountain Lion to Mavericks my 2012 Macbook Pro 13" (non-retina) with 16gb ram feels almost unusable. Scrolling in Safari is appallingly jerky and jagged, both with text and images. Dock animation is not as smooth as Mountain Lion but I can probably live with it. The Expose animation is laughable- seems to be rendering at about 1 or 2 frames-per-second! All-in-all a Hackintosh Dell Mini 9 that I used several years ago gave a more polished OSX perfomance than this. Any ideas?
Hey ubiquity0!
I have a few articles here with some troubleshooting steps for you to try that may help resolve your issue:
OS X Mountain Lion: If your Mac runs slowly
http://support.apple.com/kb/PH10798
OS X Mavericks: If graphics-intensive tasks slow down your Mac
http://support.apple.com/kb/PH13952
Take care, and thanks for visiting the Apple Support Communities.
-Braden -
Inconsistent Compiz performance
Hi all,
I run both Ubuntu Hardy and Arch, and Compiz runs quite smoothly in the former (but I use it less so this might not be a valid point). I noticed however that when I refresh Compiz in my Arch installation (start Fusion-Icon, enable/disable loose-binding, etc.), animation performance would improve, but soon would regress to a very choppy state. The loose-binding/indirect rendering options don't matter; performance always improve when Compiz is refreshed, and regression cannot be prevented. I am using a Nvidia 8400 GS card.
I wonder if there's a way to keep that performance like it's always just refreshed? Is it the inner working of Compiz or my Nvidia card that leads to the performance regression? The choppiness really bugs me, especially when I know that my card can perform.1. Identical execution plans are what caused the problem!
Imagine you have a table with 50,000 employees and 10 managers, you have a nice index on job type, and a query that selects the managers.
The execution plan will use the index and will run very fast.
Now add another 50,000 employees (acquisition!) and 10,000 managers.
If you didn't recollect statistics, the optimizer will assume that you still have 10 managers and will still use index (same plan!), but selecting 10,010 managers through index is much slower than selecting 10 managers through index, so - same plan, bad performance.
After you recollect stats - optimizer will know that you have 10,010 managers and will do full table scan to get them, which will be much faster than getting them through the index. So collecting stats will lead to better plan and better performance. -
Need some help scripting a specific menu animation, please
I have this Actioscript 2 file here (see attached).
I have the animation performing ok in the file, but I am having trouble getting the movie clip to play on mouseover. I could really use some advice on this... I've been through a number of tutorials, but cannot get this file to play nice.
On mouseover, the menu should animate down (play the clip). This brings up another question, however... How do I get the menu to receed (animate up) when the cursor leaves the button region?
Thanks in advance for any help you all can provide!They will need to be workable links eventually - right now, the text is not even correct.
The buttons are created, but they are not set up to link yet - I had wanted to see if I could get the mouseover on and off working first. -
[help] - Flash animation for i-mode mobile
Hi! ^^
I'm getting a trouble while creating a game for i-mode
mobiles (DoCoMo)
It works fine in Flash8 mobile simulator. But when I tested
it in i-mode Simulator II, I got a (big) trouble:
The animations perform not very slowly but when I hold down a
key to move the character in the game, every animations are nearly
stopped! only the character can move, and when it moves, all
animations inside it are stopped too :(
Everythings can only move again when I release the key :)
Can anyone tell me how to solve this problem?
ah, moreover, even when I hold down a key but let the
flashplayer do nothing (i don't make the character move anymore and
let all the movieclips work it own), the animations still slow
down. It seem that the CPU spend too much time/power to process
these keyevents :(
Thanks ^o^yeah sure, it works fine :) That's also the way I solved my
problem. Thanks again ^^
But I think this could be very complex in some kind of games.
For example: a game that has a moving background (controled by AS,
not just a simple animation), and while the background is moving,
we need to make the characters move by pressing some keys.
In this case, when the key is pressed, I need to make all the
objects move: background, characters,... So a piece of code must be
placed in the keyevent handler's functions to control the moving of
the backgorund. But it only be excuted when keypressed. So to make
the background moves all the time, another copy of that code must
be placed somewhere else.
-> There's some duplicated codes (do exactly the same
work) excuted at the same time and they may cause some problem...
It's just how I solved my problem +_+
Maybe you have a greater idea ^^
Thanks for reading! (my English is not good, heh) -
Massive Animation Slowdown following 10.3.183.5 Install
Hey guys,
I run a flash based massively multiplayer game and I've noticed a massive animation lag following upgrading to the latest version of the player. Our players began reporting the issue, and I didn't notice until I grabbed the latest version. All of our vector-based character animations run very slowly now. It definitely seems to be the player as we've found that on machines not upgraded with the latest version the game performs well.
Can you shine any light on the changes that were made that would affect animation performance?
Our game is published to FP 9.0... written in AS3. I use Flash Pro CS3 as the publishing environment. We've had no problems prior to this update. I've reviewed the release notes but can't find anything that seems related to my issue. Been searching for the cause for hours with no luck.
Thankshttps://bugbase.adobe.com/index.cfm?event=bug&id=2941759
Also, you can access the game here:
epicduel.artix.com/play-now/
When the game loads, please press Guest Play for quick access.
Create a character quickly and you'll notice the slow performance as soon as your first battle begins.
Regarding OS and machines, I have several players reporting in our forums and on twitter that the overall animation performance has suffered within the last couple days. Everyone that has reported this issue has been using 10.3.183.5
Thanks, -
Problem Report: Severe memory leak in Flash Player 9.0
Summary
Flash player 9.0 is prone to a severe memory leak when
playing SWF files produced by Captivate 1 containing full-motion
recordings.
Versions affected
The problem reproduces with Flash player 9.0 (Flash9.ocx,
Version 9.0.16.0) hosted in either Internet Explorer 6.0 or Mozilla
Firefox 1.5 on a Windows XP SP2 system.
The problem does not reproduce with Flash player 8.0
(Flash8.ocx, Version 8.0.22.0) in the same environment.
Description
After a few minutes playing a SWF file produced by Captivate
1 containing a full-motion recording recorded with Captivate 1, the
host browser ends up using more than a gigabyte of memory, and the
playback of the movie slows down to a halt, together with
responsiveness of the whole system.
Impact
Our organization develops E-learning content with Captivate 1
for various customers, mostly Fortune 100 companies.
This bug severely limits our ability to deliver content to
our customers.
Steps to reproduce
1. Using Captivate 1.01.1418, create a “blank
movie” with default settings.
2. Use the “Record” button and begin recording a
full-motion movie for about 2-4 minutes. For the purposes of this
bug, it is enough to record a user typing random text in a Notepad
window resized to fit in the default 800x600 window.
3. After recording the full-motion movie, publish the
Captivate movie as a “Flash (SWF)” movie, using default
settings (making sure that the “export HTML” checkbox
is selected).
4. Open the published movie’s HTML file with a host
browser, making sure that the browser is using the Flash 9.0
player.
5. While the movie is playing, watch the memory usage of the
browser process using Windows Task Manager, and you will see that
the values of the “Mem Usage” and “VM Size”
counters keep increasing until the system becomes unusable.Also see:
http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?forumid=44&catid=184&threadid =1249396&enterthread=y
Flash is generating around 300 page faults per second per
flash animation
Performance
issues: page faulting
Flash is also generating around 300 page faults per second.
This can be observed by following the instructions in the link
above for displaying page faults in the system task manager. -
Evony Memory Leak in Flash Player
Is there a work-around of any sort for the massive memory leak in the Evony flash player based game? When you play this game actively, opening dialogs, and submitting attack, the game can easily leak 250MB/hour until the browser grows in size to well over 1GB, before either crashing or becoming unacceptably slow to interact with.
This problem is well known on the Evony forums and easily verified by numerous people. Just google "Evony memory leak".
It has been repro'ed on all browsers and all platforms that have the Adobe Flash player. Is this being investigated? Does the dev team know about this problem? Is there already a thread on it here somewhere that I missed?
Thanks,Also see:
http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?forumid=44&catid=184&threadid =1249396&enterthread=y
Flash is generating around 300 page faults per second per
flash animation
Performance
issues: page faulting
Flash is also generating around 300 page faults per second.
This can be observed by following the instructions in the link
above for displaying page faults in the system task manager. -
Which perfomance improvements will JavaFX 8 deliver to us?
Hi there,
my whole company consists already of fans of JavaFX 2 - it's fun to work with it and slowly but steady, the team seems solves on the most annoying bugs. But one thing in the 2.x versions seems to be a problem for us. Even on recommended combinations of hard- and software, performance isn't really predicable yet. Sometimes, our applications perform well on 2-year old hardware while we have issues using high-end desktop components. Generally, i think that there is some potential to improve the performance of JavaFX.
For example, i read in Jira that the developers where thinking of pre-rendering nodes as bitmaps and cache those to gain some performance wins. I didn't find this discussion again, but i think that this hasn't been implemented yet.
So what i really would like to know is if there are upcoming performance improvements in JavaFX 8 and if the answer is yes, what will they look like?
Best regards,
David
Edited by: TheJeed on 04.02.2013 02:49There are some preliminary performance numbers for JavaFX 8:
http://fxexperience.com/2012/09/preliminary-performance-numbers-in-javafx-8/
The fxexperience post also includes descriptions of some of the work to improve performance in JavaFX8.
Also there is a note on memory consumption:
I would have to check our performance numbers to be certain, but I believe actually we have also reduced
the memory usage over the same period, primarily due to making Control a Region and removing one extra
node for most Controls (for example, a Button is now a Button -> Text, instead of Button -> StackPane -> Text).I think some of the major work involves allowing the JavaFX rendering thread and JavaFX application thread to execute concurrently.
i read in Jira that the developers where thinking of pre-rendering nodes as bitmaps and cache those
to gain some performance wins.
I didn't find this discussion again, but i think that this hasn't been implemented yet. Perhaps it has. Have you tried out the Node setCache and setCacheHint APIs?
http://docs.oracle.com/javafx/2/api/javafx/scene/Node.html#setCache%28boolean%29
http://docs.oracle.com/javafx/2/api/javafx/scene/Node.html#setCacheHint%28javafx.scene.CacheHint%29
Additionally, you can manually do this by using node.snapshot and then rendering the resulting image in an ImageView rather than the original node.
http://docs.oracle.com/javafx/2/api/javafx/scene/Node.html#snapshot%28javafx.scene.SnapshotParameters,%20javafx.scene.image.WritableImage%29
Depending on the usage situation, the caching APIs can make a huge difference to application performance.
Running a grep for the word performance on the JavaFX 8 issue tracker gave =>
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RT-5475 RT-5474 Optimize picking performance
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RT-14122 Camera Style Transform
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RT-19106 LCD text blending isn't accounting for over-lapping glyphs.
RT-19271 J2D pipeline does not implement proper handling of the subimage "isolate mask" control
RT-19305 Animation performance may be very unstable on Mac
RT-19605 The fix for RT-19532 results in 65% (317 fps) performance regression in Controls.Buttons-adhoc-mouse-nodes1008-skipAll in fx2.1-controls-scrum-b345 build
RT-20356 PresentingPainter and UploadingPainter disregarding dirty clip rect
RT-20405 Improve Path rendering performance
RT-20475 Allow to select videocard (or choose the best one automatically)
RT-20616 TreeView creates new cells every time root is changed
RT-20978 fx2.2-graphics-scrum-h175: performance regression on Mac (initially 50% but now unknown)
RT-21672 Implement Occlusion Culling
RT-22076 CSS: Treat style class as a bit mask in Selector for better performance on selector matching.
RT-22244 Pisces Renderer shows huge performance win when coded in C
RT-22422 Cannot sign JAR files
RT-22567 Minor tweaks to FX/Swing painting
RT-22913 Implement and enable accelerated compositing to improve WebView rendering performance
RT-23413 FXMLLoader should be able to cache imports and properties between to load() calls
RT-23450 Improve performance of Prism rendering and clipping
RT-23458 Improve ellipses performance
RT-23459 Reduce node count in Controls by allowing a Skin to manipulate the Control's children and layout directly
RT-23463 Implement Region image based caching
RT-23467 Evaluate Native Text Engines
RT-23469 Analyze Layout Performance
RT-23562 Optimize Region by using immutable State, caching on CSS level
RT-23574 Add support for tiled rendering of textures (both for performance and functional reasons)
RT-23582 Update Caspian CSS to use better performing selectors
RT-23588 Investigate using less precise but faster min, pref, max size computations for controls
RT-23616 Avoid processing CSS for VirtualFlow cells that are CSS clean
RT-23621 Check use of HIGHP with es shaders.
RT-23704 Use DirectX 9Ex mechanism to avoid calling cv.save()
RT-23725 Beagleboard: Execute fragment shader on the GPU causes significant drop in performance
RT-23738 fx3.0-graphics-scrum-h45: Webkit synchronization for 3.0 caused -55% performance regression in WebNode.ColorfulShapes-Blur2Circle
RT-23743 Evaluate the performance of computing and uploading individual glyphs one at a time versus in a batch
RT-23746 Consider optimizing libjepg for performance rather than quality (using already existing build flags)
RT-23773 Improve caspian.css to use child selectors where possible, rather than require css engine to perform needless busy-work
RT-23839 Lists,Trees and Tables do not work with wrapped text
RT-23873 Investigate (and improve) ListView / TreeView / TableView performance
RT-23879 Mac: Clicking in a Popup/ContextMenu/ComboBox steals the focus from the primary stage in applet
RT-23905 SQE: Provide JavaFX CSS3 support
RT-23913 SQE: Optional FX Packages
RT-24010 WebNode.GUIMark2-Vector fails with NullPointerException in multithreaded mode
RT-24012 Text performance of the hardware pipeline must be equal or better than the software pipeline
RT-24013 Multi-Core scalability
RT-24017 3.0-controls-scrum-58: 100% regression in NodeMemory.TreeItem and 96% in Controls.TreeView-Expand
RT-24018 3.0-controls-scrum-60: Controls.ListView-Keyboard and Controls.TableView-Keyboard benchmarks are broken
RT-24143 Ant task fx:deploy expectes all JARs to have a MANIFEST.MF and fails with NPE if at least one doesn't
RT-24148 Private controls Weak* classes should clean up in more situations
RT-24298 3.0-graphics-scrum-h142: memory usage of ColorfulShapes.Blur2Circle-Transparent has been increased by 625% (246,890.67 kb)
RT-24320 WebView draws entire back buffer on screen upon every repaint
RT-24437 X11Pixels and LensPixels are ill-implemented wrt managing the native object
RT-24480 Use FilteredList for Parent.unmodifiableManagedChildren
RT-24557 ImagePattern is slow on embedded systems
RT-24582 High frequency refresh and Heavy but low priority updates in the same app (multithreading render, multiinstance...)
RT-24587 Changing a single child of FlowLayout is slower than changing all children
RT-24624 prism-sw pipeline is up to 90% worse than j2d pipeline
RT-24741 WebView is not using accelerated compositing for http://javaweb.sfbay.sun.com/~epavlova/Performance/JavaFX2/mexsantos opacity transitions
RT-24965 8.0-graphics-scrum-h82: Controls.TableView-XmasTree and DirtyArea performance regressions caused by RT-23725 fix.
RT-24966 8.0-graphics-scrum-h99: up to 30% regression in Guimark2.Bitmap
RT-24992 8.0-controls-scrum-h51: Controls.CheckBox and Controls.RadioButton benchmarks are broken
RT-24997 8.0-controls-scrum-h44: up to 35% regression in Controls.TableView and Controls.Buttons benchmarks
RT-25036 8.0-h26-b56: Controls.TableView-XmasTree benchmark crashes with SIGSEGV on MacOS in sw pipeline
RT-25078 Mac: dirChooser.showDialog() returns immediately "null" but somehow remains open and appears to work (...when being executed from a Button onAction Eventhandler in new Stage)
RT-25118 8.0-controls-scrum-h51: -23% performance regression in Controls.TreeView-Expand.adhoc-items1000-wide benchmark
RT-25120 8.0-graphics-scrum-h99: up to -24% performance regression in Controls.ListView and Controls.TableView
RT-25166 Path updates in a ScrollPane where content has a Scale transform are 100 times slower
RT-25233 Javafx applet with preloader crashes under Windows / Java7u7 / Chrome
RT-25350 poor animation performance on PathTransition when part of the Stage sits outside of desktop screen
RT-25382 8.0-h38-b58: up to 30% performance regression in Image rendering in sw pipeline
RT-25403 8.0-h38-b58: 67% (-21.7 fps) performance regression in Charts.Bubble in hw pipeline on MacOS-Low end machines
RT-25486 Debian policy requirement for 'Installed-Size' not set -- users get warning when installing: NetBeans built JavaFX .deb package for Ubuntu
RT-25684 GridPane.layoutChildren() hangs when wrapText is true
RT-25685 GridPane.layoutChildren() hangs when wrapText is setup in CSS style class
RT-25801 8.0-controls-scrum-h81: 25% performance regression in Controls.RadioButton on mac-low end machine
RT-25864 New "shared textures" do not share pixel update flags as well as they should
RT-25919 8.0-graphics-scrum-h242: 48% (16.70 fps) performance regression in GUIMark2.Bitmap on MacOS
RT-26024 Scene Builder hangs when adding column
RT-26113 8.0-graphics-scrum-h278: disabled accessibility feature triggers dependency on uiautomationcore.dll
RT-26140 Node Orientation - API issue: Should effective orientation be a property?
RT-26221 8.0-graphics-scrum-h276: 33% regression in NodeMemory.TableColumn-rendering-on benchmark
RT-26438 8.0-graphics-scrum-h342: up to 30% of memory usage increase in bunch of performance benchmarks
RT-26537 8.0-graphics-scrum-349: deadloack in WebNode.GUIMark2-Bitmap benchmark
RT-26702 Poor DisplacementMap effect performance on Mac
RT-26716 Performance of scrolling TreeView tail is much more slowly when scrolling TreeView head
RT-26894 String rendering is less performant than java2D one
RT-26909 Regions are being cached even when extremely tall
RT-26999 8.0-controls-scrum-h122: up to 20% regression in some Controls.TableView benchmarks
RT-27073 8.0-graphics-scrum-h458: more than 50% regression in Controls.TextField benchmark
RT-27079 8.0-graphics-scrum-h449: RT-25055 caused up to 80% regression in Charts.Bubble benchmark
RT-27111 8.0-controls-scrum-h138: up to 30% regression in Controls.TreeViewExpand benchmarks
RT-27143 8.0-graphics-scrum-h471: TableView-Keyboard fails with NullPointerException
RT-27508 8.0-h96-b68: 68% regression in SpiralText in hw pipeline caused by enabling DirectX 9Ex
RT-27667 [TreeTableView] Multiple cell selection issue.
RT-27982 Mac: 8.0-graphics-scrum-h595: JavaFX crashes on MacOS
RT-27985 8.0-graphics-scrum-h595: 42% performance regression in Guimark2.BitmapCanvas on Windows-Mid-Range machine
RT-28064 A new Scene accumulates all PointLight's from previous Scene's -
Swfobject.embedSWF transparency issue
Hello,
I've embeded a flash movie but I'm having problems getting the transparency to work. Any ideas greatly appreciated.
Damien
Here is the code :-
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>John Sike</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<script type="text/javascript" src="js/swfobject.js"></script>
<script type="text/javascript" src="js/swfaddress.js"></script>
<script type="text/javascript">
var params = {
allowFullScreen: "true"
var flashvars = {};
var params = {};
params.wmode = "transparent";
swfobject.embedSWF('preview.swf', 'website', '100%','100%', '9.0.0', 'js/expressinstall.swf',null, params);
</script>
<style type="text/css">
html, body, #website {
height:100%;
background-color: #0F0;
body { margin:0; padding:0; overflow:hidden; }
</style>
</head>
<body>
<div id="website">
<p>In order to view this page you need Flash Player 9+ support!</p>
<p>
<a href="http://www.adobe.com/go/getflashplayer">
<img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.g if" alt="Get Adobe Flash player" />
</a>
</p>
</div>
</body>
</html>For getting transparency to work you have to set wmode parameter of the swfobject.embedSWF() api in HTML page , here is how it works
wmode - Possible values: window, opaque, transparent. Sets the Window Mode property of the Flash movie for transparency, layering, and positioning in the browser.
window - movie plays in its own rectangular window on a web page.
opaque - the movie hides everything on the page behind it.
transparent - the background of the HTML page shows through all transparent portions of the movie, this may slow animation performance.
wmode is an optional parameter in the api . In your code i could not see any of the values required by wmode of the swf .
For more information refer document in this link : http://kb2.adobe.com/cps/127/tn_12701.html
Thanks,
Sudheendra -
Mobile Safari and .gifs ?
Hello community,
was there a time when mobile Safari could actually play back animated gifs properly?
Gif animations perform slow like a slide show or worse.
My iOS history: 5.1.1 to 6.0.1Even after some time for loading went by, gifs are still not played back with normal speed.
The more gifs are visible at once the slower they all play. If I zoom in on a gif it runs faster but still not "desktop speed". Where my desktop plays immediately the iPad loads frame by frame first and so it looks like the gif is accelerating in the beginning but it never reaches normal speed. The scroll response gets choppy and depending on gif fill rate of the screen, parts of the webpage will render again.
I encounter these problems everywhere where there are gifs e.g. theverge.com comment sections or on GIF tumblrs.
Maybe it's the scaling algorithm of safari which demands too much video memory due to the "retina" display? I don't know.
regards
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