As an screenshot should explain it better..�

This is now pushing the CPU to 66 - 90%+ almost all the time.. and as the top hogger of CPU constantly..

Not having VGTigerDemo does not alter it much.. so its not NativeBoost at fault per se..�

Kill the clock and the VGTiger it comes down to a nice 4% CPU

On Tue, Sep 4, 2012 at 7:08 PM, S Krish <krishnamachari.sudhakar@gmail.com> wrote:


If we override #drawOn: and implement custom logic to draw.. every few milliseconds as it gets called the CPU usage shoots to available max..�

Run four instances of the same class that overrides and does some moderately complex draw routine of say : CircleMorph with border set, few lines, color rendering..�

I will send in the .st file later .. that can be tested against..


Is this expected or what are the ways to avoid this CPU overhead...


NativeBoost animation, far more responsive.. also goes up very similarly. but little more tolerable... VGTigerMorph... more so than FlakesDemo...