iPhoneOSGameView.Run Method
Definition
Important
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Overloads
Run() |
Starts as-fast-as-possible run-loop processing. |
Run(Double) |
Starts run-loop processing at a rate of |
Run(Int32) |
Obsolete.
|
Run()
Starts as-fast-as-possible run-loop processing.
public void Run ();
abstract member Run : unit -> unit
override this.Run : unit -> unit
Implements
Exceptions
The instance has had Dispose(Boolean) invoked on it.
Remarks
Invokes CreateFrameBuffer(), raises the Load event, then begins run-loop processing. Run-loop processing consists of the following step (which happens for each frame):
- The UpdateFrame event is raised.
- The OpenGL frame buffer is re-bound to Framebuffer.
- The RenderFrame event is raised.
Run-loop processing should not be used if a persistant layer is used (i.e. LayerRetainsBacking is false
); the entire view should need to be re-rendered on every frame.
In this Run
overload, there is no delay between raising of the RenderFrame event and the UpdateFrame of the following frame; everything is executed as quickly as possible. This may not be desirable.
Applies to
Run(Double)
Starts run-loop processing at a rate of updatesPerSecond
frames per second.
public void Run (double updatesPerSecond);
abstract member Run : double -> unit
override this.Run : double -> unit
Parameters
- updatesPerSecond
- Double
A T:System.Double containing the number of frames per second that should be updated and rendered.
Implements
Exceptions
updatesPerSecond
is less than 0.
The instance has had Dispose(Boolean) invoked on it.
Remarks
If updatesPerSecond
is 0.0
, then Run() is invoked and the method exits.
Invokes CreateFrameBuffer(), raises the Load event, then begins run-loop processing. Run-loop processing consists of the following step (which happens for each frame):
- The UpdateFrame event is raised.
- The OpenGL frame buffer is re-bound to Framebuffer.
- The RenderFrame event is raised.
Run-loop processing should not be used if a persistant layer is used (i.e. LayerRetainsBacking is false
); the entire view should need to be re-rendered on every frame.
Applies to
Run(Int32)
Caution
Use either Run (float updatesPerSecond) or RunWithFrameInterval (int frameInterval)
[System.Obsolete("Use either Run (float updatesPerSecond) or RunWithFrameInterval (int frameInterval)")]
public void Run (int frameInterval);
member this.Run : int -> unit
Parameters
- frameInterval
- Int32
- Attributes