Re: Big CPU Problem in compiled EXE
Posted: Fri Dec 07, 2012 1:56 pm
Ha -big misunderstanding here Mr. TeacherBut relying on native re-scaling of the bitmap is not "very optimised" within your development environment of choice. The wise developer does not rely on a djinn to grant his wishes - either a different tool must be chosen, or the best possible compromise made with what is available...
- Use the most appropriate input data (i.e. a correctly dimensioned bitmap)
- Use a more efficient process (i.e. crop instead of re-scale the bitmap)
- Perform the intensive process offline (i.e.use other bitmap primitives to rescale the image within the schematic.)
None of these may seem "ideal" to you, but nobody has yet invented an "ideal" programming language or modular environment - so there is a trade between simplicity/familiarity/availability, and the difficulty of learning a new tool.
I only dragged and rescaled the bg 4 a test purpose and also mentioned it was my "mistake' - nothing more...
And it's not acceptable that the Redraw of a non transparent real small area over a Background needs so much CPU!
This 'very optimized' was a tribute 2 ur redraw tips and my 6 years of dev time 4 the optimum (4 me) Levelmeter with AM's perfect pixels not shown here...
- I did not use earlier versions of FS, but you say you see a big extra overhead in FS3 compared to earlier versions. If you are on the same machine, and same Windows, then GDI+ has not changed - therefore there may be some changes in FS that make this difference -so I would still advise to share the schematics with the dev's. It may be key to some GDI+ optimisation like you ask for.
We begged 4 this optimizations many Years in the SM forum - i think u know that 2...
The GUI probs and other changes in FS 1/3 over/and SM are significant trigger/(re)draw things that we all tried 2 compensate/optimize with workarounds - here again u are the chief 4 me
Just use my example and see how much CPU this new ruby levelmeters needs - 2 much in my opinion!
Maybe it's only me who needs big Level meters that u can read w/o a magnifying glass because i dev Full screen Progs.
Again - i hoped (starry-eyed) ruby changed this but it's 4 robots and vector drawing not 4 Bitmaps optimized...