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Subject: RE: V4MD Picture type, less stressful on ram when loading pics at runtime?
Author: "mb"
Posted: 2002/05/30 05:19:14
 
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I should have been clearer. The scrolling menu, scrolls in real time
with the mouse movement. Visualize a strip moving left and right with
different levels of speed depending on mouse movement. Because the
strip is moving in real time I need to have access to all the thumbs.
It is not a "hit next page" kind of situation.

I got a lot of tips here to try, thanks for the replies!

-----Original Message-----
From: Martin Kloss [mailto:martin.kloss AT gmx .D.OT de]
Sent: May 30, 2002 1:28 AM
To: Subscribers of Valentina
Subject: RE: V4MD Picture type, less stressful on ram when loading pics
at runtime?

At 14:04 29.05.2002 -0700, you wrote:
>Thanks for the replies guys. I'll try using an external cast as the
>swap space and see how that goes. It seems then that using valentina
as
>a storage place Is helpful but in other ways, yes?

yes, as I said, I find it more reliable, way better in performance and
easier to handle than keeping the picts as external files.

>BTW I have to load this many thumbnails because rather than diplaying
>pages of thumbnails I have an interactive scrolling strip where several
>rows of thrumbnails are displayed. (the search results)

I still don't get it, why are you doing this?
Ok, say for example you have a search result that returned 1000 records,
each with 1 thumbnail. The display on the stage can show 20 thumbnails
at the same time.

Now you want the user to page through the search results, right?
So you write a paging function to step through the records in the
cursor.
For each page you then load ONLY the needed thumbnails (max. 20 at
the same time) and get their image data.

You can then use the approach Marcus suggested, using 20 dummy 1-Pixel
castmembers or you can use just 1 castmember (the way I usually do it),
also 1x1 pixel 1bit as a dummy placeholder to put on the stage and via
imaging Lingo copy the image data of the 20 thumbnails from the page
records into this 1 castmember.

That way you will have only 1 castmember, which even in 16bit will not
require a lot of memory and only a few bytes of disk space, since you
save only the 1x1 pixel 1bit dummy bitmap in your Director file.

Martin.


Martin Kloss

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©2002 mb
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