ActionScript 3.0 :: Is There A Performance Hit When I Use Nested Functions?

Sep 10, 2009

when using nested functions in my code. It's very easy to want to do something like this:

ActionScript Code:
private function someFunction():void
{[codee].....

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I'm creating a simple scratch game (6 cards). It doesn't even have to contain difficult logic. You eventually win all the time ;)The code i wrote works pretty well, but i keep thinking it could be better. I'm not too familiar with coding, but i'm learning step by step. Do you have ideas to write this down in a cleaner and more sophisticated way?.g. I tried to separate the IF statement that returns in every function, so i would only have to write it down once, but i didn't succeed

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[code].....

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So, performance wise, is it necessary to null references to classes, etc inside a function? Something like:
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I initially posted this in the AS3 NEWBY forum but I think it probably belongs here. On stage I have 5 boxes, the letter A and two buttons labelled button1 and button2. The letter A is also defined as a button labelled AA_btn. When I click on button1 I want a condition to be set so that if the letter A is clicked, boxes 2 and 4 will disappear. Conversly if I click on button2 I want boxes 1, 3 and 5 to disappear. To do this I have nested the letter A and B functions under the button1 and button2 functions.

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[Code]...

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I've got a few MouseEvent listeners outside of a function that contains nested functions that need to use the functions attached to the listeners.

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function navigation (): void {
if statements;

[code]....

I keep getting an "1120:Access of undefined property buttonOver" error. I know it's because the EventListener is outside of the function "navigation" but I need it to be accessed by other functions later.

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I have a few rows of movie clips making a menu. Because I will be adding to the number of MC's I use a variable called "menuitems" and run a FOR loops to assign all of these MC's onrollOver, onrollOut and onRelease functions. I'm doing this to save having to assign these functions to them individualy (as they are the same functions). Its works fine, but when the MC is released it is told to jump to frame 2, where there will be nested mc's that need to be able to clicked and rolled over. Because the parent movie has event functions assigned to it they seem to overide them. Is there a way around this? I tried placing a transparent MC on the 1st frame of the movie and trying to assign the onRelease function to the "hotspot" but it doesnt work. Here is my code:

Code:
function buildthumbs () {
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import mx.transitions.Tween;
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How can one class access a nested function in another class.Examplish.

Code:
main class{
public function main(){

[code].....

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I have run into this problem twice now, for two different reasons. Technically the more recent time it isn't a roadblock, but rather I just want to avoid memory waste by not using nested functions for my event handlers.[URL]

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[code]...

And I have a mc on the stage that have a code inside to attach a scroll from the library. This scroll load a mc called "Rotuladores1", and inside this mc I have my button "r1".[code]...

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ActionScript Code:
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[Code].....

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I have my function on frame 1

Code:
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I have my function on frame 1

[Code]....

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[Code]....

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[Code]...

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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.

[Code]...

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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?

[Code]....

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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?

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Is it not possible to call other functions from generic mouse event functions?

Code:
_root.myButton.onPress = function(){
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[code]......

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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:
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talk = this.txt;
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[code]...

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Is possible to add functions to top level's classes in compile-time ?

If not , is there a way to allow this functions to compile ? I dont like to turn off strict mode

ex:

string.removeWhiteSpace();
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textField["scrollBottom"]();

and i like to aviod it )

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