IDE :: Round Off A Calculation To 2 Decimal Points?
Feb 15, 2005
The following is the code for the press button:
Code:
on (press) {
var charges:Number = Number(charges_txt.text);
var payments:Number = Number(payments_txt.text);
[Code]...
on the dynamic text labeled PERCENTAGE I cant get it to give me just 2 decimals.
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Similar Posts:
Jan 14, 2010
making my number value to 2 decimal places...
I have 2 string that contain a number in dynamic text (pricing_txt /pricing_txt2) that i have turned into numbers (myNumber/myNumber2). I then have a calculation that adds these two together and i need the result to be 2 decimal places long.
I have used the code
Code:
("number"*100)/100
which from looking on mny sites should solve the problem but it is still not working. My code is below...
Code:
var myString:String = pricing_txt.text;
var myString2:String = pricing2_txt.text;
var myNumber:Number = Number(myString);
[Code].....
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Jan 14, 2010
I am having some problems making my number value to 2 decimal places...
I have 2 string that contain a number in dynamic text (pricing_txt /pricing_txt2) that i have turned into numbers (myNumber/myNumber2). I then have a calculation that adds these two together and i need the result to be 2 decimal places long.
I have used the code
Code:
("number"*100)/100
which from looking on mny sites should solve the problem but it is still not working. My code is below...
Code:
var myString:String = pricing_txt.text;
var myString2:String = pricing2_txt.text;
var myNumber:Number = Number(myString);
[Code].....
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Jul 9, 2010
I have a simple AS1 script running on a button:
//
on (release) {
a = Number(answer2);
w = Number(withvat);
v = Number(vat2);
answer2 = (w / 117.5 * 100);
vat2 = (w / 117.5 * 100 * 0.175);
}
It works but the results are sometimes many decimal places long. Any way I can make my results round to two decimal places (accurately). So 5.6994 becomes 5.70 etc.
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Jan 26, 2012
my cost per month textbox typically returns multiple decimal places, is it possible to limit it's output to two decimal places like real monetary calculations?
[Code]...
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Sep 22, 2010
I want to round up a number calculation with 2 decimals after dot For example:
Code:
var tempCalcul:Number = 100.00 - 90.90;
var temp:Number = int((tempCalcul)*100)/100;
test.text = temp;
test.text is giving me 9.09 when it should give 9.10.
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Dec 1, 2011
Just made a quick calculator but having trouble understanding how to round to no decimal places. Here is my code:
on (release) {
sum2 = int(sum1) * 5;
sum3 = sum2 / 12;
}
Here is an image of the calculator
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Dec 30, 2011
I have been tasked with creating a custom "calculator" for a client that uses a specific equation. The client inputs data into two Input Text fields and the result shows up in a dynamic text field. Is there any way I can limit the number of decimal places to two? Here is my code (which works, except for the decimal issue):i function onCalculate(){one = Number(number_one);two = Number(number_two);result_1 = ((one / 4) * (65 / (1 - 0.25))) + ((two / 0.5) * (65 / (1 - 0.25)));}
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Oct 10, 2009
I have this number
2,555555556
and I want to round it dynamically into 2,60 how can I do this in flash?
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Feb 1, 2010
I'm having some problems getting a dynamic text box to only return two decimal places. I have a time line scrubber tied to a dynamic text box that outputs what frame it is on - but I need it divided by 20, then subtract 0.05
Code:
frameTxt.text = String((ballAnimationMC.currentFrame / 20) - 0.05);
This works great most of the time...but other times returns something like 20.9999999. What can I do to ensure there are ever only two decimal places returned? See the attached FLA.
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Jun 16, 2002
How do you round a number to 2 decimal places using the Math.round function?
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Mar 27, 2012
I am trying to round some numbers in two decimal point and I run into a bizare behavior.
[Code]...
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Mar 7, 2007
I have a Number type variable that is outputting as 3.46666666 I want it to round it up to 1 decimal place i.e., 3.6 so I can display it in a text field what do I do any ideas?
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Jan 17, 2012
I have a function that adds the values of an array together and displays the output in a textArea(myText).
The code below works fine, but the output number is "11.5" I need this to be "11.50" and again if we set the array index [1] to "0" instead of ".50" I would need to show "11.00" instead of "11" which is what I am getting now!
var myArray:Array = new Array(1.50,.50,0,9.50); function addValues(myArray:Array):Number{ var arraySum:Number = 0; for (var i:uint=0; i< myArray.length; i++){ arraySum += myArray[i]; } return arraySum } trace(addValues(myArray)); myText.text = String (addValues(myArray));
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Feb 3, 2008
I really need help with my code...okay how to put ".00" after round the numbers in 2 decimal places..this code works well with another numbers but if I'm try with this number it will output the numbers as "9" only.
[Code]...
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Mar 27, 2005
how do you round a number to 4 digits... so 3.45356345345 is 3.456 and 1 is 1.000
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Oct 3, 2011
I have been tasked with trying to create a drawing tool that draws dotted lines as you drag the mouse across the stage. I can easily capture the points on MouseEvent.MOUSE_MOVE and store them in a vector and then draw the points as dots:
The problem is that I need to calculate evenly distributed points on an ever growing Vector of points so I can only draw the line between say every 5th point (say using modulus). I have been battling away with Bezier curve equations both Quadratic and Cubic but still can't quite figure out how to convert my Vector of points into an evenly distributed Vector of Points without sucking the life from the CPU.
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Mar 17, 2012
So i think i have fully coded my calculator but it still doesn't seem to be performing the calculations correctly. I can't see where i am going wrong. If i perform a calculation let's say 6*2 it outputs NaN then i straight away + by let's say 5 it outputs NaN again. And it doesn't make the operators display only once, so if i click on '+' twice it will display twice in the display when it is meant to only display once and in one of my functions i cleared the display field so that it would replace the number's when the next operation is performed but it doesn't seem to be doing that. I have been going over the code several times but i can't seem to identify where the problem is coming from.
Actionscript Code:[code].....
I have not added the full code as it is too long, i have just added the parts which relate to each other. I am just doing everything entirely through actionscript, nothing is on stage apart from the display and answer text fields.
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Mar 3, 2010
I'm trying to calculate age in flex. I've found this previous question url...[code]but I don't understand 100% whats going on.How do I go Implementing this into my code say if the date was 12/23/1990?Also How would I go about modifying this code to calculate the age if two dates are provided instead of using the current date? eg. 12/23/1990 - 10/15/1999
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Feb 16, 2011
59.99 + 10 = 69.99 is true.but if we trace it with flash as bellow trace(59.99 + 10 == 69.99)it says false.is the above condition is an exception?
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Dec 28, 2002
I have a actionscript calculation that initially calculates a value of infinity. Is there a "if" statement you can perform until the calculation actually calculates a real number (0-100)?
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Jan 14, 2009
Is there a way to calculate the distance between the origin of a movieClip at, say, (x:500, y:0, z:0) and one at, (x:500, y:0, z:50)?? And lets say the vanishing point is (0,0) and the perspective angle is 50.
I know that the eq for finding the distance between two points in 3D space is:
d = ((x1-x2)^2 +(y1-y2)^2+(z1-z2)^2)^(1/2)
the problem is I dont know x2 (the x value of MC2 (the one set at z = 50)).
[URL]
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Feb 9, 2011
So got a very odd result from a maths operation:
Code:
var myNumber = 6.3 + 9.1;
trace(myNumber);
[code]....
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Apr 8, 2009
I'm making a game based on pong. At the start of a round, the ball will go in a random direction and when the ball hits a paddle the ball will move in a certain direction depending where it hit the paddle. The more centralized the hit is, the more straight the bounce is. Here's the tricky bit: the ball may hit either a vertical or horizontal paddle and I want the xspeed(horizontal movement) or yspeed(vertical movement) of the ball to increase/decrease in proportion to the opposite speed while keeping the same general speed of the ball(it can decrease and increase). Here's an example(you might want to get a pen/pencil and a piece of paper):
Let's say the ball is moving at 45 degrees(so it's going downward right) and hits a horizontal paddle smack dab in the middle, thus it goes at 270 degrees(straight up). So, at first the xspeed and yspeed are both the same, then the xspeed is zero and the yspeed is at the max(to the general speed).However, let's say that the ball hits the same paddle but at the edge(either edge will do the same) thus making the ball go at a near 360 degree angle, making the xspeed near max and yspeed almost zero. Like I said, I want the two speeds to increase/decrease in proportion to the general speed, this is so that xspeed or the yspeed don't exceed the general speed.
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Sep 21, 2010
I need to do a simple calculation and have it update and display the result without me having to click a button.On the stage I have two text fields.The one on the left is a input text field with the instance name of "input" (without the quotes)To the right is the other text field. It is a dynamic field with the instance name of "output" (again, without the quotes)When typing into the input field I want it to multiple the value by 10 and display the result in the output field.If I then change the input value it needs to automatically update the output field.
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Jan 14, 2009
Is there a way to calculate the distance between the origin of a movieClip at, say, (x:500, y:0, z:0) and one at, (x:500, y:0, z:50)?? And lets say the vanishing point is (0,0) and the perspective angle is 50.
And its not just straight geom because we dont know the ACTUAL x value of the second MC. It thinks its at x:500 but when you look it will look farther to the right than 500
see: [URL]
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Dec 14, 2002
EXAMPLE 1
Code:
a = 98587
b = 0711
c = a - b
This results with c = 98130 which is wrong it should be 97876.
[Code]...
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Jul 19, 2005
[Code]...
How can we split this kind of calculations
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Apr 30, 2004
I have XML data that looks like this: 197,168,198,168,204,168,206,168,207,169,208,etc This stuff is XY coordinate pairs, X1, Y1, X2, Y2, X3, Y3, etc. and are used by a drawing function to trace out a particular freeform shape. This array of data is usually 200-400 items long.Here is the AS code that is handling the reading of the XML and the drawing of the shape. This all works wonderfully:
[code]...
I am looking at the array and grabbing some points out, namely the first and last XY pairs, which I need for something else. That's the origXexp, origYexp stuff.The real problem is that I need to run a mathematical calculation on the data in this array. While this is a little hard to explain, I need to create a variable, let's call it expert_area, and then sequentially rip through that long string of numbers and do the following math (I'll use the simple X1 Y1 example): expert_area=0 expert_area = expert_area+((X1*Y2 - X2*Y1)/2)
where we move through the long string a pair at a time. So the first calculation would be (X1*Y2 - X2*Y1), the next would be (X2*Y3 - X3*Y2), (X3*Y4 - X4*Y3), etc. I've tried building loops to get the length of the expertArray[i] and then using that as the basis to proceed through the data. But everything I try either produces no results, or gets Flash stuck in an infinite loop. I'm unsure of where to put this, and how to construct it.
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Jan 3, 2011
I´d like to know how would I make a formula for the calculation of speed.It´s not as simple as distance divided by time.I want something different.I have an helicopter.This helicopter is landed.He will take off with a small speed, but increasing speed.What I want is.This helicopter movement. In other words, increasing vertical speed, in a given time, say, 2.4 seconds, in a give distance, say, 100 pixels.After that he keeps vertical speed constantly. So I think the helicopter will start with its vertical speed slow, increasing, then, decreasing untill it reachs its constant vertical speed.
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