IPad Framerate

Hey guys,
I had alot of trouble getting a smooth framerate on the ipad with the packager.
Here are some tipps that might help if you run into the same problems:
I updated the iPad to iOS 4.2 GM via the developer program
I disabled trace and debugging in the Flash Publish Settings
On the first frame of my .fla I placed "cacheAsBitmap = true;"
I published as Flash Player 10 .swf and then used the the command line packager to generate the .ipa
I tested rendermode cpu and gpu, gpu worked better
Benjamin

Just a question.
How did you manage the carousel in Flash?
I found difficult to sort the images in the z-order..
I've used some the array sortOn and reverse functions:
function enterFrameHandler(event:Event){
     listOfCards.sortOn("scaleX", Array.DESCENDING | Array.NUMERIC);
     listOfCards.reverse();
     for (var i:int= 0;i<listOfCards.length;i++){
           setChildIndex(listOfCards[i], i);
Where I set scaleX as property of my class Cards that extends a MovieClip:
function displayCard(){
  this.x = Math.cos(this.myangle) * radius.x + center.x;
  this.y = Math.sin(this.myangle) * radius.y + center.y;
  var s = this.y /(center.y+radius.y);
  this.scaleX = s*0.2;
  this.scaleY = s*0.2;
  this.myangle += this.speed;
However this seems to be very slow because I need to use both the sortOn and the reverse functions for an array (the use of array is not recommended for performances in any case)...
May you share some code here or in priavete?
Thank you,
emanuele

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    The results of the off-screen tests (pictured above) show the A5X producing 15,412 frames at a rate of 138 FPS compared to the iPad 2 that has 10,143 frames at 90 FPS. The A5X significantly outperformed Tegra 3 when not powering the Retina display, but it did not quite provide the 4x performance that Apple’s stats claimed.
    Cheers!

    It was not a "new" iPad, although it may have been re-shrink wrapped.
    You'll have to contact the manager/owner of the store. If it is truly an official Apple reseller, contact Apple.
    Is there an Apple store in Argentina? If so, they may be able to assist you if you have the purchase receipt.
     Cheers, Tom

  • IPad development question

    I've installed CS5 and effectively ported a flash application I had developed to my iPhone. Brilliant, fast, and seamless (even if I did have to increase the size of all my buttons to accommodate fingers rather than a mouse)
    Here's my question: An attempt to create an iPad version failed. I can successfully install the 320x480 px iPhone app to the iPad, but I cannot create a 1024x768 project in Flash and port it to the iPad. Everything works well to the point of installing it, when iTunes throws up an error.
    Has anyone successfully created an app for iPad that is native resolution? The Adobe blog page showed such things, but no one has posted any kind of tip or tutorial to that end.
    Any ideas would be very helpful. Thanks!
    Granted, yes, the CS5 --> iPod development concept through the iTunes store is a dead issue due to corporate one-upmanship, but there are many of us who do ad-hoc and enterprise deployment who couldn't care less, since we don't need Apple's OK to create apps (^_^)

    I think we should really let this thread rest.  Adobe has released a iPad packaging update to Flash CS5.  I've already documented it's strengths and weaknesses in another thread.
    It's great for applications, but poor on mid level performance and above.  It can't handle large flv files at a decent framerate or alpha animations very well but it does the trick nicely if you are working on a small project for yourself (not into apple's hands).  It's great for prototyping for sure.
    You can download it by simply going to the help bar and hitting updates from inside flash cs5 as I recall.  Quite simple.  No need for the goose chase...

  • Simple games run very slowly on iPad

    I gave the iPhone packager a spin last night and tested it using the demos off of Flixel, a popular bitmap game engine to benchmark performance. Although I was happy that I could get these demos running on my iPad rather quickly, the performance of the games was disappointing, averaging around 10 FPS, which is well below playable. These are very simple demos that run at 60 FPS on any desktop.
    This is one such example.
    http://flixel.org/flxinvaders/
    Am I expecting too much from the packager, or is this cause for concern?

    I would not say that the devguide is memorized by me yet, but I have read it and I get the gist.  I did overlook the portion discussing vector drawn objects being slower and removing nested children to make them siblings (though that nesting seems a bit of a limitation and might require a number of design pattern hoops to jump through to implement that well in a large game).  I understand cacheAsBitmap and use it when needed - but lack of scaling and rotation (which is what I first animated if you reread above) invalidates cacheAsBitmap anyway and is a huge limitation.
    I wasn't stating anything as fact or proof anywhere in ANY of my posts.  I came to this forum as someone open to learning, but also to see other developers experiences.  There is very little on the web as of today that discusses the ins and outs of the limitations or constraints of the translation of SWF to IPA by the Packager.  I have yet to see any app created in this fashion that does animate smoothly so that along with as I said very initial and preliminary tests have disappointed me.
    I mentioned my experience as a developer for no other reason that to indicate that I am an AS3 person who loves Flash and wants to set the tone so it didn't appear that I'm coming in here trolling or bashing flash.  The fact is I have done alot of high end AS3 work in Flash and Flex and totally dig it as a platform - I want Flash apps to work well on iOS.
    Apparently I was naive to think my AS3 knowledge was enough to create simplistic but smooth animations quickly with the translation.  Clearly something is going on with the approach the Packager takes and that introduces constraints in the way the drawing is handled which results in poor frame rates without GPU (if that is indeed what is happening in my initial test).
    I'm happy to reread that section in the pdf and scour it for optimization techniques of sibiling children etc and do that.  Clearly I missed some of that and was hoping to get some pointers here from the horse's mouth so to speak of developers who DO have it working.
    It's easy to say "you're no advanced coder" and sit back and say "I've done it you suck- how dare you besmirch Flash". But believe me mr12Fingers I am not claiming something can't be done.  I am saying I could not achieve decent animation quickly and have not seen one single animation in ANY iPhone or iPad Packager app that is as smooth as a typical high framerate 2D game written in xcode Obj C.
    Saying I'm blindly conducting tests is innaccurate.  I hardly said I've exhaustively benchmarked the Flash Packager's performance.  I said it was my first time "taking it for a spin" and it was a hello world app and that I had problems with the results and haven't seen anything to tell me different.  It's kind of blind in my opinion to have blinders on to anyone who doesn't have the same experience as you.
    Please take the time to help or assist or point me in the direction of achieving that, or confirm my very preliminary but disheartening results which my hello world type apps and what is actually out there seem to indicate to me.  Or if you can't do any of that then please don't muddy the conversation with being adversarial.  I don't intend to be and would love to hear what you or anyone who has a different experience than my initial ones with the Packager.
    thank you for telling me that you had no trouble with your cert.  Can you please elaborate on what steps you took to use the same Mac cert from the keychain and use it in a windows 7 bootcamp with the packager.  Whenever I tried that the Packager would fail with "invalid certificate" (though that cert works in Xcode on the mac) and the only way I could get the Packager to work was to regenerate the cert on Windows using the OpenSSL method after revoking the original one.
    Clearly I am new to the DRM methods of iOS development, but the steps in the pdf didn't fully work for me.
    Thanks for any assistance, and please let's make this conversation a bit more helpful for each other rather than adversarial.

  • Is there a way of getting a "schedule view" in iCal on a mac and on iPad in the same way you can get one on iPhone?

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    I am paranoid that some untrusted technician is going to make a copy of my music (11,000 tracks) or share some of my personal information (scanned copies of my birth certificate, passport, certificates, photos, etc.) on the web.
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    Why are you putting scanned copies of valuable identity information into a computer than can be hacked, stolen, lost or compromised by a dirty tech?
    Have you lost your mind?
    Is there a way of finding out what activity has taken place whilst they've had it in their possession?
    No. The tech would just deny it if he did, or tell the truth which the answer would be "NO" in either case.
    The employer won't ask that sort of questions without solid proof, less they make a enemy of the employee and/or risk being sued for defamation of character.
    It's not like they bother to have a team of people watching over his shoulder that he doesn't stick a USB thumb drive of your data into his pocket to take home.
    I am paranoid that some untrusted technician is going to make a copy of my music (11,000 tracks)
    If it's iTunes music, it has your personal ID embedded into the song files. Most IT techs know this though.
    I appreciate any advice you guys can offer.
    Too late now, all you can do is not worry about it.
    Take your personal info out of the machine and if you need it, burn cd/dvd copies, a few USB thumb drives, Iron Keys or self encrypting external storage drives with key and/or keypad.

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