setInterval - CPU loading problem

I have a Flash application to completion, I am about to enter its first pilot site - then do the test alpha with a few members of the family...

Everything works fine but my son tests threw upward a CPU loadind weird question - I'll try to explain...

In the part of my Ap I use lineto to draw shapes on the screen with sets of coordinates, pre loaded into tables. I charge setInterval with a different millisecond value to change the speed of drawing of such forms and then whenever it is called, he picks up a new coordinate in the table and the lines to that. Once an incremented counter reaches the end of the table, I erase the current setInterval and pick up a new set of coords and begine. Each set of coords is about 100 pairs of value to ._x, ._y

The issue is that on long distances, more than 5 or 6 sets of coordinates, with values of low millisecond in setInterval (say 10-15) the CPU loading people gets more along the sequence, effectively limiting the animation once the download on the CPU gets higher than 80%

In my eyes - the effort to draw the shape 8 in a sequence must be the same as that necessary to attract the first - but is clearly not what happens in practice, I also checked CPU loading with the highest values of millisecond by slower speeds - and here also the CPU load increases, but not as dramatically.

Memory usage doesn't just increase CPU are so clearly there thing being left running - all pointers to where I should look at to solve this, would be very welcome...

TIA

Nigel

Guys - I just put a clooge in my code to break down 10 movieclips instead of a big easy coz a drawing - I already had movieclips on the stage in places - right and on my DELL 5 year, the animation runs at a constant speed and is never above 8% CPU load!

So I call it fixed - well, when I sort out all the other consiquences of change - might even be able to get out in the garden on Sunday now!

Thanks for poking me in the right direction

Nigel

Tags: Adobe Animate

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