Tap event is very slow to respond (sometimes fails to trigger)

Subject: Tap event is very slow to respond (sometimes fails to trigger)
Corona Version: EAR3.0
System Version: Mac Mini OS 10.6.1
iPhone/iPod generation: 3G iPhone
iPhone/iPod firmware version: 3.1

Severity - 3 Important

Reproducibility: Every time

Description:
Compiling the sample button app for a 3G, and repeatedly tapping between all 3 buttons (try multiple taps on 2 and then 3 and then 1, or between 2 & 3 and 1), it because apparent that the tap event for button 1 fails to trigger reliably.

When it does respond, the text field update is very slow (up to half a second), and sometimes it will fail to respond at all. This behavior does not occur for the “touch” event for button 2 or the onPress/onRelease for button 3. Just the “tap” event for button 1. [import]uid: 238 topic_id: 174 reply_id: 300174[/import]

Thank you, I’ve submitted your bug to our bugbase.
-Jeff [import]uid: 5 topic_id: 174 reply_id: 164[/import]

I noticed the same and realized that removing all my buttons during game play improved performance all round!

The buttons are provided in a ui.lua library in the sample codes.

For now, I’ll avoid all buttons during game play.

BTW, this pertains to iOS only. Have not encountered the same problem in Android. [import]uid: 58387 topic_id: 174 reply_id: 63539[/import]

Are you getting this issue on multiple iDevices or just the 3G? What iOS is it running?

Peach [import]uid: 52491 topic_id: 174 reply_id: 63728[/import]

Hi Peach:
I’m running on iPad’s iOS 4.3.3 (8J3). Without the buttons everything seems fine.

I even thought it may be the accelerometer frequency that is contributing to enqueuing too many events. I’m using 100 as below.

[lua]system.setAccelerometerInterval( 100 )
Runtime:addEventListener( “accelerometer”, onTilt )[/lua]

Setting it to 10 does not have any problem, other then seeming to be unresponsive to tilt. But once buttons are added, all tilt and button events cannot be processed fast enough.

Setting it to 1000 does not seem to have any problems and the game is so responsive, I love it. But again, once the buttons are added, all tilt and button events cannot be processed fast enough.

So it seems that the accelerometer frequency is not an issue. The buttons are the culprits, even if only just 1 button, that is repeatedly hit by the user, like the “Fire” button.

BTW, I settled for 50 eventually. Still responsive and not too heavy on resources. [import]uid: 58387 topic_id: 174 reply_id: 63800[/import]

It really depends what is going on in your app - not only the accelerometer frequency but also what happens on tilt. (Is it physics related?)

Glad it’s now working but wanted to follow up anyway.

Peach :slight_smile: [import]uid: 52491 topic_id: 174 reply_id: 63967[/import]

You guessed right. I change the gravity on every tilt. Imagine the workload. Love you guys’ responsiveness in these pages. Keep it up! [import]uid: 58387 topic_id: 174 reply_id: 63989[/import]

Glad to hear we know why it was happening and have a solution - it would be better if every device was 1000x more powerful but until that day, this is good :slight_smile:

Happy you are enjoying the responsiveness - we try our best!

Peach :slight_smile: [import]uid: 52491 topic_id: 174 reply_id: 64198[/import]