It seems like using short-lived vars uses less memory, e.g.:
var colour = x;
if (cadence < 100) {
colour = y;
} else if (cadence < 200) {
colour = z;
}
dc.setColor(colour, Gfx.COLOR_TRANSPARENT);
dc.fillPolygon(pts);
vs
if (cadence < 100) {
dc.setColor(y, Gfx.COLOR_TRANSPARENT);
} else if (cadence < 200) {
dc.setColor(z, Gfx.COLOR_TRANSPARENT);
} else {
dc.setColor(x, Gfx.COLOR_TRANSPARENT);
}
dc.fillPolygon(pts);
Why is that? It seems counter-intuitive to me, as the extra overhead of the 'colour' var is needed.