I have some very unusual situations here and it's very hard to explain
as I want to do it now. I have 3 frames each displaying its own bitmap
(hence the background images) in the application(a simulation
software) and they have its own timers that circulate some activities
within that frame (some counter balances, VNAs and pallets that are
being translated, up and down or left to right whatever) ... each
frame updates its own tables (counter balance performance, VNA
performance etc) of the same database that is recorded on run-to-run
basis and hour-to-hour basis . The problem is when I switch frame from
one to another, I have to stop the current frame's timers (the objects
that I am animating) in order to save memory and CPU cycles...
otherwise it gets very *slow*.
one of the timers that i can't stop is the total time aggregates timer
(for example, the simulation has been run for 3 mins in real time, and
the bogus time that has been run is 3 hours) , I use this timer as
benchmark of the total time elapsed and the total simulation time and
I use this timer to update all the totals (total of counter balance
runs and performances) at each hour's end. But as I switch frames, the
timers for that frame are to be ceased, and so the timers for the
current frame are activated. So the database is not quite right
because the last frame's timers have been stopped, but the simulation
timer is still running and the performances will obviously be lower
for sure... I get the same problem for the recording that is done on
run-to-run basis. how do I get around this? I will try to make you
understand if you would like to help ... I get confused too haha :)
...that the timers still running in background but don't interfere
with the recordings of the performances of the objects that I am
counting.... that's as much as I can do in my own words....
p.s: ready to provide further info. as it goes!