Casio TRYX Digital Camera (Black)

If you've heard of the Casio Tryx ($250 as of 7/19/2011), it's most likely due to the camera's innovative, twistable design. The Tryx was one of the most intriguing announcements of CES 2011 , with a shape-shifting body that can be used as a tripod, hung on a hook, adjusted to allow for a camcorder-like grip, and tilted to make shooting overhead and low-angle shots much easier.

And while the 12-megapixel Tryx's physical design is certainly its most noticeable drawing point, it also has more-traditional specs to compete with the vast majority of cameras in its price range. Chief among those are a super-high-speed video capture mode, an extremely wide-angle 21mm lens, 1080p video capture at 30 frames per second, and some cool in-camera tricks for capturing hands-free shots and artistic-looking stills.

Unfortunately, for all that aesthetic innovation and in-camera trickery, the Tryx stumbles a bit when you're using it as a plain old camera. Despite some excellent low-light features and creative scene modes, the Tryx has frustrating usability issues because of its often-unresponsive touchscreen. When you're using it in its folded-up configuration, the awkward lens placement means your finger will work its way into many shots. But if you can get beyond its finicky touchscreen interface and twist it into a shape that suits you comfortably, it's a camera that performs well.

Hardware and Design

The Tryx's innovative form factor is as durable as it is unique. A gadget designed to repeatedly twist this way and that should be solidly-built, and the Casio Tryx is certainly sturdy enough. Its outer frame is built of a durable, seemingly snap-proof plastic, while the center part of the camera body, made of metal, feels about as solid as your average touchscreen smartphone.

Video: The Casio Tryx in Action

The outer frame of the camera rotates a full 360 degrees on a swivel, locking in place at 90-degree positions. Because of that unique trait, you can use the frame as a traditional camcorder-like grip for left-handed or right-handed shooting, a "do not disturb sign"-like hanger, or a prop-up tripod. (The Tryx doesn't have a standard tripod mount, so you're limited to using the frame as a kickstand.)

The frame isn't the only thing that swivels, either. The Tryx's touchscreen rotates 270 degrees and locks at 90-degree slots as well, making it the ultimate weapon for framing over-the-crowd shots, ground-level shots, and self-portraits. Quite simply, no camera has a body more versatile than the Casio Tryx's. At just 0.59 inches deep, 2.32 inches tall, and 4.9 inches wide, it's also just as pocketable as your average touchscreen smartphone.

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Casio TRYX Digital Camera (Black)

It's a hard gadget to classify, but it works best when you make use of its twistable frame to overcome awkward lens placement and controls when employing it as a normal camera. If you've heard of the Casio Tryx ($250 as of 7/19/2011), it's most likely



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Photon Storm » Blog Archive » Flash Game Dev Tip #10 – Flixels ...

Tip #10 – Flixels Internal Structure and Performance Tips

If you’ve ever wondered just what Flixel does when it starts-up or runs its main loop, then wonder no more Here’s the full gory details, with some take-away performance tips at the end.

The Instantiation Process

All games in Flixel extend the FlxGame class, which in turn extends Sprite. When the game is created the following process happens, in the following order:

It hides the system mouse cursor Calls FlxG.init which clears the bitmap cache, creates a new Sprite (flashGfxSprite) and creates an empty cameras Array Sets the internal game frame rate Sets the Flash Player frame rate Adds an ENTER_FRAME Event Listener which triggers FlxGame.create Frame rates It sits in a loop until it has access to root. Once it does the ENTER_FRAME event listener (created above) is removed The Stage scale mode is set to NO_SCALE, alignment to TOP_LEFT and the Flash Frame Rate is set (once again!) Mouse up, down and mouse wheel listeners are open keyboard Up and Down listeners are introduced a new sprite called _mouse vacuum is created an added to the display list (it will contain the mouse cursor bitmap later) The FlxDebugger is created and added to the display list Creates Sound Tray creates the screen lost focus (large arrow play with the left top icon flixel) and starts and disable Event.ACTIVATE Adds a listener to ENTER_FRAME FlxG.onEnterFrame

Treatment ends here until the next event fires Enter Frame. At this point we left the establishment phase and in the main loop.

The Main Loop – FlxGame.onEnterFrame

The guts of Flixel. Everything happens from here, one way or another.

It starts by setting a var called mark then it calls the step function. It then reduces the value of Accumulator by step and checks again. It will literally loop this until the accumulator is no longer large enough to warrant running another step call. You’ll notice that when your game first starts up, due to default values step is likely to be called several times. I’ve seen the accumulator go 150, 117, 84, 51, 18 – at which point it stops. So it’ll literally run step is usually only called once or twice per loop. On some occasions, usually after some heavy garbage collection, step fails to be called at all. This is quite undesirable imho, but is how it works.


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