These are chat archives for Makuna/NeoPixelBus

16th
Mar 2016
sticilface
@sticilface
Mar 16 2016 21:02
@Makuna any reason timescale can't be set after creation of animator object?
add
    void TimeScale(uint16_t timeScale)
    {
        _timeScale = timeScale;
    }
Michael Miller
@Makuna
Mar 16 2016 21:48
@sticilface its more of a design issue. If you allow someone to change it after construction, then when after? What if they started an animation expecting the default and then set it? It just opens all sorts of holes that requires lots of code to make sure the right thing happens. Its just far better to set things that should not change when you construct the object. Why do you need to set this afterwards?
sticilface
@sticilface
Mar 16 2016 21:57
most of my effects have a slider to change speed... I thought it might allow a way to change the speed of animations... no problem. not a biggie...
I'm currently trying something novel... creating lots of instances of the animator within a class that manages a group of pixels... so far creating the animator dynamically works very well. and keeps the heap down.. so if you only have 10 pixels animating, you only need the memory for holding 10 pixel colours and callbacks... i've been even more stingy and as long as all the pixels do exactly the same animation only creating 1 animation count per object... so i've had animation running on 600 LEDs.. (only tested on 64..) but it is stable as a rock, and still had lots of heap!
Michael Miller
@Makuna
Mar 16 2016 22:37
So a global animation speed control then. Mmmm.