Physics with 20 enemies on screen and 60 bullets - no problem, logging the hit’s to my own variables for score and ammo tracking - no problem, logging them to Flurry - Big problems.
I found out today that excessive use of the Flurry Analytics can slow down your app a lot. I had analytics.logEvent(“Hit”) for every enemy hit and analytics.logEvent(“Shoot”) for every bullet fired.
On the simulator it worked fine, on my iPhone4 the game dropped from 60 fps to 9fps, I comment those two lines out and it’s back to 60.
I also had a separate flurry issue today, I was in a cell phone area today with good reception but overloaded towers, the up shot of that is that the phone things data should work but every network request times out, even imessage and web pages. Furry sends data on app launch, it looks like this must be in the main thread because my app launch time changed from 5 seconds to 9 seconds. I set the phone to airplane mode and it went back to the normal launch time.
Does Launchpad send data at app launch? is it in the main thread?
Can we get Flurry to run in a separate thread to not block launch? [import]uid: 110373 topic_id: 19884 reply_id: 319884[/import]
[import]uid: 12704 topic_id: 19884 reply_id: 77407[/import]