When using the TransitioningContentControl and a Panorama, I cannot seem to get any good performance when I am navigating from one page to another.
I have been implementing a basic Flip animation, where the current content gets flipped out and the new one is flipped in, but the apps FPS drops to less than 20FPS which means you never get to see the first half of the animation, which is a real pain...
How can I ensure that the animations runs so that the phone can handle the transition?
I dont think its my panorama, its not that full of stuff...
Is this on the emulator or on an actual device? From what i've heard, depending on your hardware, the CPU performance is better on the emulator, but the graphics performance can be much better on an actual device.
Are you transitioning to to the panorama or from the panorama? If you're transitioning to it, can you "delay load" the content of the panorama items' lists?
Related
I am working on Adobe AIR project targeting on mobile devices.
I have a toggle sliding menu that has a hundred items and scrolling feature.
When menu opens on empty screen it's working realy smooth. But the menu behind has an object or vector shapes then fps is slowing down and scroll animation lagging.
There is a sample draw here:
Is there a solution for that?
Don't use any vector on mobile devices. At the minimum, don't display vector and instead draw them into a bitmapdata and display that instead. vector graphics require heavy CPU work and on mobile devices you will reach the CPU limit very fast. So all your displayed graphics have to be at least bitmapdata.
If it's not enough you could also mix with a Stage3D framework like Starling to take care of your background graphics and save even more CPU power.
I have a panorama page as my mainpage, there was only 3 pages, however for some reasons the slide doesn't go smoothly as usual (In my emulator it's smooth but when I build it into my LG optimus 7, there is a noticeable lag when sliding page to page)
I have place a fancy big image as panorama backgrounds (about 1024*800 and 175KB ), I also have a mask for each panoramaitems. Is this the cause of problem? Because I didn't implement any code yet, just a pure design and simple mediaplayer control.
I also use MemoryDiagnosticsHelper to check memory usage and it's about 35mb to 40mb.
Where could be the problem and how to improve the performance?
If by mask you mean OpacityMask then that's likely to be the issue. That's because OpacityMask forces rendering of the panorama on the UI thread, not the Composition thread.
Performance testing does all need to happen on a real device as it has very different (slower) hardware to your average PC.
I like Windows Phone 7's interface experience. I find it very innovative compared to other interfaces (be it mobile, desktop or web). Yet it's still no less usable. All in all a very good shift from the usual in the right direction.
Some of the effects could be used in web interfaces to enhance the experience without sacrificing usability and intuitiveness.
Effects I'm talking about:
perspective animation when you click on a particular hub on the home screen)
elements executing animation in different times (hub being clicked moves last)
horizontal slide with different slide amounts (titles and background images move less than screen width which gives it a feeling of depth dimension)
etc.
2 questions
Do you know of any public website that uses at least one of the aforementioned effects and does that without the use of plugins (like Flash or Silverlight)?
Is there any JavaScript library that would provide such effects (at least the different delay and different amount sliding technique)?
Extremely simplified example
I've taken some time to put up a simplified example of transition effect that could be adopted on mobile devices and simulates at least a bit of the fine Windows Phone 7.x transitions.
Just click on any tile and see others zoom out and slide to left.
Let me know what you think about this example.
Something came out just these days
Take a look at this HTML demo written by Microsoft (or one of its partners). Blew my mind away as being the closest to WP7 experience! Amazing!
The delay and sliding should be easily handled by jQuery, but I am not aware of someone who has alredy bundled up something to directly emulate the WP7 interface. Sounds like a fun project.
I'd like to generate a movie in real time with a self-made application doing fast screen captures with part of the screen occupied by a running 3D application.
I'm aware that several applications already exist for this (like FRAPS or Taksi), and even dedicated DirectShow filters (like UScreenCapture), but i really need to make this with my own external application.
When correctly setup (UScreenCapture + ffdshow), capturing an compressing a full screen does not consumes as much CPU as you would expect (about 15%), and does not impairs the performances of the 3D app.
The problem of doing a capture from an external application is that the 3D application loses it's Vsync and creates a shaggy, difficult to use 3D application (3D app is only presented on a small part of the screen, the rest being GDI, DirectX)
FRAPS solves this problem by allowing you to capture only one application at a time (the one with focus). Depending on the technology used (OpenGl, DirectX, GDI), it hooks the Vsync and does its capture (with glReadPixels,...), without perturbing it.
Doing this does not solve my problem, since I want the full composed screen image (including 3D and the rest) AND a smooth 3D app.
The UScreenCapture seems to use a fast DirectX call to capture the whole screen, but the openGL 3D app is still out of sync.
Doing a BitBlt is too slow and CPU consumming to do real time 30 fps acquisition (at least under windows XP, not sure with 7)
My question is to know if there is a way to achieve my goal with Windows 7 and it's brand new DirectX compositing engine?
Windows 7 succeeds to show live VSynced duplicated previews of every app (in the taskbar), so there must be a way to access the currenlty displayed screen buffer without perturbing the rendering of the 3D OpenGL app ?
Any other suggestion, technology ?
thank you
I made a list of possibly useful links at
http://betterlogic.com/roger/?p=3037
let me know if you have any success--eventually I would also be interested in a fast open source screen capture for windows...
related: Fastest method of screen capturing
I am trying to make an arcade machine. The user will purchase credits, which will allow him to play for X minutes. I want to write "9:42 minutes left" at the left corner of the screen, even if he's playing a full screen game (UrbanTerror, for example).
I would really like if I could do this with Ruby, but any other language is OK. Any ideas?
Thanks in advance.
A good example of such an application is XOSD.
Problem is, that will probably fail over any GLX context, which is what fullscreen games like Urban Terror work with. Even if it would draw, the game will overdraw it almost instantly, so the best thing you would get is heavy flicker.
Probably you are better off with a cheap hardware solution, like a small secondary display (there are some USB 7" displays out there) or a LCD device. I would even claim that's good for usability.
Perhaps this is of help for you, but I don't know whether it works for several applications and fullscreen mode applications:
http://doc.trolltech.com/3.3/opengl-x11-overlays.html
The idea is to use a special overlay capability of the graphics card, which is typically used for popup windows. Perhaps you can create such an overlay at the topmost level and it will also work in fullscreen -- perhaps not.