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This repository has been archived by the owner on Aug 25, 2020. It is now read-only.
Updating progress updateProgress(1.0) calls animate() eventually leading to progressLayer.add(animation, forKey: AnimationKeys.progress)
This leads to high CPU use due system calling draw() repeatedly even after the animation has finished and the progress is set to the final value.
Setting animation.isRemovedOnCompletion = true fixes the issue at my end. Another work around is setting a completion handler and calling updateProgress(1.0, animated: false, ...) to kill the animation, which is not ideal.
I'm unaware of any broader issues setting isRemovedOnCompletion so leaving this as an issue rather than pull request.
The text was updated successfully, but these errors were encountered:
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Updating progress
updateProgress(1.0)
callsanimate()
eventually leading toprogressLayer.add(animation, forKey: AnimationKeys.progress)
This leads to high CPU use due system calling
draw()
repeatedly even after the animation has finished and the progress is set to the final value.Setting
animation.isRemovedOnCompletion = true
fixes the issue at my end. Another work around is setting a completion handler and callingupdateProgress(1.0, animated: false, ...)
to kill the animation, which is not ideal.I'm unaware of any broader issues setting
isRemovedOnCompletion
so leaving this as an issue rather than pull request.The text was updated successfully, but these errors were encountered: