This may be a bit of a beginners question, but I can't for the life of me figure it out.
I'm using flex to develop a GUI for a large project, specifically a status bar along the bottom. Within my StatusBar class is a ProgressBar, which other classes doing work can tell to update(change bar completion and label) as they progress. The problem I'm encountering is that flex won't update whats shown on the screen until it's too late, for example
ProgressBar initialized, 0% done
some class sets the ProgressBar to be 12% done
some class does some work
some class sets the ProgressBar to be 56% done
Whats happening is the 12% done is never displaying, it just hangs at 0% during the work, then skips right to 56% done. I've tried to understand the lifecycle of a flex component (invalidation and validation), and I think I understand it and am applying it correctly, but it's not working at all. I need to tell flex to redraw my StatusBar (or at least the ProgressBar within) after some class sets it to be 12% done, but before some class starts doing its work. How do I do this?
As mentioned in other answers, the flash player is single threaded, if you don't break up your work into discrete chunks that can be executed in separate "frames", you're going to see jumps and stutters in the ui, which is effectively what you're seeing.
If you really must see that 12% message, then it's not enough to invalidate the display list, as the display list isn't getting a chance to update until after the 56% work has completed, you must explicitly interrupt the natural event cycle with a call to validateNow()
after your message has been set.
This however is not the best way to do things if performance is of concern. You might get by with judicial usage of callLater()
to schedule each chunk of work in turn, as this will allow the player to potentially complete a frame cycle (and update the display list) before attempting the next step in your process.