*1: Is there a CPU cost to wiggling GUI objects
*in abstractions or subpatches
*which aren't visible?*
(Almost) none. The drawing functions check if the patch is visible, and if not, they don't send any drawing commands to the GUI app. So you only pay for the additional check.
*2: Does the rate of the metro matter? i.e.,* *Is there a higher CPU cost for many moving GUI objects
*updated at 10ms vs 250 ms?*
A high metro rate obviously implies a higher CPU load than a low metro rate. If the overall CPU load is significant depends on the actual action triggered by the metro.
Christof
On 05.03.2021 05:29, William Huston wrote:
My 12 band Flanger/Panner thing was so awesome, I decided to convert it to [clone] to make it an N-Band thing. I'm getting close! ...
But I am using a lot of wiggling GUI things inside the clone instances. Is this a problem?
I have [hsl]s [vsl]s & blinking [bng]s, triggered by a global metro, sample interval (typically) 50 to 250 ms. *[metro 100] -> [s GlobalMetro]* placed at the top level ... all to help me see what is happening.
I realize with [clone], there could be a big CPU cost here.
_*QUESTION:* _ *1: Is there a CPU cost to wiggling GUI objects
*in abstractions or subpatches
*which aren't visible?*
*2: Does the rate of the metro matter? i.e.,* *Is there a higher CPU cost for many moving GUI objects
*updated at 10ms vs 250 ms?*
Thanks, BH
-- William Huston: WilliamAHuston@gmail.com mailto:WilliamAHuston@gmail.com Binghamton NY
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