ActionScript 3.0 :: Getting Run Time Of Functions And Flash CS5?
Aug 27, 2011
Is there a way to compare running time of functions to find out which one runs faster? In Flex Builder, there's the flex builder profile that monitor performance and speed of functions. Besides using AS3, is there a similar tool in Flash Pro CS5 (or if there has always been one in lower versions)?
Without getting in to the specifics, I have a .fla file that has several functions that animate movieClips already present on the stage.
When I compile/view the SWF while working on it, the functions only "run" half the time. The other half of the time, Flash never runs the functions, it just pretends the call never happened. Sometimes they work, and sometimes they don't. I have a feeling it may have to do with Flash's garbage collection, but I don't know how that works.
I was wondering if there is something that I can write (a function? I don't know what they are or how they work ) so that I don't have to rewrite code. [code]...
I have a problem with two functions. This is the story: the user has to press the space button on keyboard when he sees something on screen, then the "rightClick" function is called. If he presses the button when there is something else on screen that is a wrong answer (function "wrongClick" is called). The problem is that when the user presses the space button both function run at the same time.
This is the call of the wrongtClick function on frame 5 stage.addEventListener(KeyboardEvent.KEY_DOWN, wrongPress); This is the call of the rightClick function on frame 10 stage.addEventListener(KeyboardEvent.KEY_DOWN, rightPress);
Both function are very simple: function rightPress(event:KeyboardEvent):void { scorenum += 1; trace ("Right:",scorenum); } function wrongPress(event:KeyboardEvent):void { wrongnum += 1; trace ("Wrong:", wrongnum); //and plays a sound too }
I am working on a site that has a clock but it displays in military time, is there a way to change it to regular time. The following is the Action script:
I've loaded a video into the FLVPlayback component and I'm looking for a way to get the total time and the time played so far and output them to two text fields so the end result would look something like "00:12/00:50".
Right now I'm defining the video by the components inspector but I'm eventually hoping to define this bit by actionscript as well.
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code: item.onRelease = function() { myButton.onRelease = function() { getURL("http://google.com", "_blank"); } talk = this.txt; } the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
What I am trying to accomplish is two simple analogue world clocks (which I had already done using Jquery) but IE has turned out to be the biggest nightmare to get this working correctly in - so I am trying a different avenue.
I have written a small script to retrieve server times which is below:
var ldr:URLLoader = new URLLoader() ldr.load(new URLRequest("http://chronos.csr.net")) ldr.addEventListener(Event.COMPLETE, onLoaded) function onLoaded(evt:Event){
[Code].....
do take into account DST as this was a slight pitfall I had even with JS (would have worked it out eventually but time is not on my side - excuse the pun).
Functions embedded inside other functions? In all my years of ActionScript programming, I've never seen this (this is part of legacy code written by someone else which I am adapting):
Its a complicated senario for me. I have a sound management singleton with an asset like dictionary storing all referances to my urls and assets and the guff inside it-
I have a function called addItem(id:String, url:String):Object
I would love to do something similar as soundManager.addItem(id:String, url:String).play() or soundManager.addItem(id:String, url:String).stop() of which it'll both add my item to my dictionary, and begin playing the sound
Let's I have a class Square that has a several functions. I want to call it from a class Grid, which is a group of Squares.So in the class file for Grid, how would I do this:
Code: public function doSquareFunction(thisFunction:Function):void{ square1.thisFunction();
I have a function with 4 necessary arguments (aka parameters) in order to perform the actions. I would like to have the ability to pass the same function to itself as an argument (sort of like a recursive function) along with its arguments. Basically I want to "base" to engage an onMotionFinished event handler if there is another function passed as an argument. Something like...
[Code].....
Would there be a way to use listeners to do this or the AsBroadcaster?
I created SWC with classes, functions and symbols. When I trying import it to library in Adobe Flash CS3 nothing happens. If I create SWC without functions it is imported to library without problems. Is it expected behaviour? Or is it bug of Adobe Flash CS3? Do Flash CS4 and Flash CS5 import SWC with functions without problems and then can use functions from SWC?
My question is pretty simple: Do get and set functions have an increased chance of being inlined compared to standard functions? If so, is there anything that prevents me from using them for something other than their intended use? (Other than my code becoming less readable.)
We have hooked up a Kinect to Flash and using it to control an avatar inside Flash, then we added another player in the Kinect and control the avatar using both players. One arm and one leg each. Now the problem comes. We want to mix it up during a game we are making. So, we need a function on a timer that randomly selects an arm and a leg from each player. But we gotta be sure that we don't get both arms/legs from one player or vice versa.We thought about using the Array and using several math functions in order to get the final result, but I was hoping there was a better way?[code]
I'm coding a small flash game, and wan't to access different functions between classes. In C# I'm used to just making it static, but I'm having some problems with it.Here goes:
I am working on learning how to work with functions in flash. I ran into a bit of trouble. What I am trying to do is make a function that creates a random _x number. Then have another function that takes that _x number and adds some easing to it. Finally I have a movie clip that will read that last function and move the object to the random _x position and ease into it when clicked. I think I have the basics of it done but I just cant seem to get it to run! I included a file so you can see were I am at with this. If anyone has a more efficient solution to this I am all ears. My hope is that with using functions I will be able to add this script to other objects in the movie more easily.