Jesse

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Viewing 15 posts - 226 through 240 (of 297 total)
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  • in reply to: Virtual Class Declaration errors #4550

    Jesse
    Participant

    You need a constructor in the “TweenEquationCallLinear”

    thats the error I get when I try to check for errors. I added the “Method New()” and the error went away.

    For safety purpose you should add a default constructor to all of your classes. if you don’t you might run into something similar when you try to implement something similar with other classes.

    in reply to: list Node.InsertBefore and Node.InsertAfter broken #4528

    Jesse
    Participant

    Thanks, I was trying to do some some experimenting and wasn’t sure if it was doable or not. I was just wondering if I could move a node from one list to another by doing it that way.

    another question:
    are linked Lists slow or just this module? I know arrays are faster but was wonder. I guess I could do some tests.

    in reply to: list Node.InsertBefore and Node.InsertAfter broken #4527

    Jesse
    Participant

    .

    in reply to: list Node.InsertBefore and Node.InsertAfter broken #4521

    Jesse
    Participant

    Mark, I saw that you modified the List to work with skn3 Post. My question is, Is the only way to use InsertBefore or InsertAfter by using nodes with in the list? I tried to add a removed node to it and it failed. produced an endless for loop. I tried it before the current modifications and after the modifications with same results.

    [/crayon]
    in reply to: Clearing pixels? #4263

    Jesse
    Participant

    Got it! Thanks Mark.

    in reply to: Memory Pool – Manual memory management #4261

    Jesse
    Participant

    I created a simple generic pool class. I think t’s as fast as it can get. it has no limitation on size and has a return to pool function. The only requirements is that all objects to be stored or created must extend StoreObject class:

    [/crayon]
    in reply to: Clearing pixels? #4258

    Jesse
    Participant

    can I clear a pixel from the canvas Image to 0,0,0,0? I know I can draw a pixel with alpha 0 and it will just leave the canvas pixel as is but I need to clear the canvas pixel alpha to 0. I mean the canvas from an image.

    in reply to: Target color matching problem. #4220

    Jesse
    Participant

    I went from using DrawImage, to using DrawRect to draw the images and it has improved the speed significantly not as fast as the original but pretty close now. it’s doable. I am wondering if the Image class or DrawImage is the cause of the slowdown.

    in reply to: Target color matching problem. #4219

    Jesse
    Participant

    I did but didn’t help much. it is still quite a bit slower than the previous version.

    in reply to: Target color matching problem. #4217

    Jesse
    Participant

    what’s with the printing of “Flush!” over and over. I think it might have something to do with the slowdown. Does it in debug and release mode.
    release mode seems to be slow also.

    in reply to: Target color matching problem. #4216

    Jesse
    Participant

    Thanks Mark.
    I am not concerned with the speed of the enscripten target I was expecting it to be a bit slower. I was concerned with the speed difference in the desktop target. I figured that if I could keep about 55fps it would be ok in release mode but now I can’t be sure anymore. and it’s going to be a bother to be checking release mode every time I want to check it’s performance.

    in reply to: Target color matching problem. #4203

    Jesse
    Participant
    in reply to: Mac font Class/module #4189

    Jesse
    Participant

    I just saw your last post. Yes, that would help.

    in reply to: Unexpected Output Decimal to Binary/Hex #4183

    Jesse
    Participant

    Thats funny, I have been through the string documentation several times but for some reason I never actually payed attention to those functions.

    in reply to: Unexpected Output Decimal to Binary/Hex #4181

    Jesse
    Participant

    here a more complete set:

    [/crayon]
Viewing 15 posts - 226 through 240 (of 297 total)